Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_remember_the_khost_rebellion
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_remember_the_khost_rebellion
	icon = GFX_focus_PER_recruit_bakhtiari
	prerequisite = {
		focus = AFG_against_kabul
	}
	x = 6
	y = 1
	relative_position_id = AFG_against_kabul
	mutually_exclusive = {
		focus = AFG_contact_amanullah_loyalists
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AFG_look_to_the_past_modifier
		}
	}
}
### Entity: Scripted Effect
Component: ROM_percentage_power_balance_high_decrease
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_percentage_power_balance_high_decrease = {
	add_power_balance_value = {
		id = ROM_percentage_power_balance
		value = -0.6
	}
}
### Entity: Achievement
Component: walzing_matilda
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
walzing_matilda = {
	id = 282
	possible = {
		tag = AST
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		check_variable = {
			num_battalions_with_type@heavy_armor = > 24
		}
	}
}
### Entity: Decision
Component: YUG_progress_crushing_decisions
Constructs: has_completed_focus, division_template, limit, has_country_flag, fire_only_once, neutrality_drift, has_active_mission, has_global_flag
Source: game
File: common/decisions/YUG.txt

Code:
YUG_progress_crushing_decisions = {
	YUG_raid_croat_villages = {
		icon = eng_propaganda_campaigns
		allowed = {
			tag = YUG
		}
		available = {
			NOT = {
				has_country_flag = YUG_raid_villages_flag YUG_something_in_progress_flag
			}
		}
		cost = 15
		fire_only_once = no
		ai_will_do = {
			base = 200
		}
		days_remove = 20
		modifier = {
			neutrality_drift = -0.05
		}
		visible = {
			tag = YUG
			has_active_mission = YUG_ustasa_uprising
			NOT = {
				has_global_flag = ustasa_crushed
			} {
				has_country_flag = YUG_raid_villages_flag
			}
		}
		complete_effect = {
			set_country_flag = YUG_something_in_progress_flag
		}
		remove_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_days_mission_timeout = {
				mission = YUG_ustasa_uprising
				days = -15
			} {
				mission = YUG_ustasa_crushed_mission
				days = -35
			}
			clr_country_flag = YUG_something_in_progress_flag
			set_country_flag = YUG_raid_villages_flag
		}
	}
	YUG_shut_down_recruitment_centers = {
		icon = eng_propaganda_campaigns
		allowed = {
			tag = YUG
		}
		available = {
			NOT = {
				has_country_flag = YUG_end_recruitment_flag YUG_something_in_progress_flag
			}
		}
		cost = 15
		fire_only_once = no
		ai_will_do = {
			base = 200
		}
		days_remove = 20
		modifier = {
			war_support_weekly = -0.01
			stability_weekly = -0.01
		}
		visible = {
			tag = YUG
			has_active_mission = YUG_ustasa_uprising
			NOT = {
				has_global_flag = ustasa_crushed
			} {
				has_country_flag = YUG_end_recruitment_flag
			}
		}
		complete_effect = {
			set_country_flag = YUG_something_in_progress_flag
		}
		remove_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_days_mission_timeout = {
				mission = YUG_ustasa_uprising
				days = -15
			} {
				mission = YUG_ustasa_crushed_mission
				days = -35
			}
			clr_country_flag = YUG_something_in_progress_flag
			set_country_flag = YUG_end_recruitment_flag
		}
	}
	YUG_arrest_ustasa_leaders = {
		icon = eng_propaganda_campaigns
		allowed = {
			tag = YUG
		}
		available = {
			NOT = {
				has_country_flag = YUG_arrest_ustasa_flag YUG_something_in_progress_flag
			}
			command_power = > 20
		}
		cost = 15
		fire_only_once = no
		ai_will_do = {
			base = 200
		}
		days_remove = 20
		modifier = {
			command_power_gain = -0.5
		}
		visible = {
			tag = YUG
			has_active_mission = YU
# ... (truncated)
### Entity: Character
Component: MRT_communist_guy
Constructs: has_government
Source: game
File: common/characters/MRT.txt

Code:
MRT_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_communist_guy
		allowed = {
			original_tag = MRT
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Modifier Reference
Component: ETH_navy_1_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_navy_1_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ETH_navy
	repair_speed_factor = ETH_navy_repair_speed_factor
	naval_doctrine_cost_factor = ETH_navy_naval_doctrine_cost_factor
	refit_ic_cost = ETH_navy_refit_ic_cost
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACurrent/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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The following pages link to Template:Current/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Current (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Current/doc"
### Entity: Unit Template
Component: CAN_CL_HISTORICAL
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		CAN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMCS 
	fallback_name = Light Cruiser %s
	unique = {
		Ontario Québec Aurora Rainbow Niobe British Columbia Nova Scotia New Brunswick Manitoba Alberta Saskatchewan Prince Edward Island Toronto Montréal Vancouver Ottawa Calgary Edmonton Ile de Québec Winnipeg Hamilton London Kitchener St. Catharines Halifax Victoria Windsor Oshawa Saskatoon Regina Sherbrooke Barrie Kelowna Abbotsford Kingston Trois-Rivieres Saint John Moncton
	}
}
### Entity: Character
Component: TUR_izzettin_chalishlar
Source: game
File: common/characters/TUR.txt

Code:
TUR_izzettin_chalishlar = {
	name = TUR_izzettin_chalishlar
	portraits = {
		army = {
			large = GFX_portrait_tur_izzettin_calislar
			small = GFX_portrait_TUR_izzettin_chalishlar_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer war_hero trait_TUR_kemalist_champion trait_mountaineer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 905
	}
}
### Entity: Unit Template
Component: WUR_ARM_01
Source: game
File: common/units/names_divisions/WUR_names_divisions.txt

Code:
WUR_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		WUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Reserve-Panzer-Division
	ordered = {
		1 = {
			%d. Panzer-Division
		}
		3 = {
			%d. Panzer-Division
		}
		4 = {
			%d. Panzer-Division
		}
		5 = {
			%d. Panzer-Division
		}
		6 = {
			%d. Panzer-Division
		}
		7 = {
			%d. Panzer-Division
		}
		8 = {
			%d. Panzer-Division
		}
		9 = {
			%d. Panzer-Division
		}
		10 = {
			%d. Panzer-Division
		}
		11 = {
			%d. Panzer-Division
		}
		14 = {
			%d. Panzer-Division
		}
		12 = {
			%d. Panzer-Division
		}
		13 = {
			%d. Panzer-Division
		}
		15 = {
			%d. Panzer-Division
		}
		16 = {
			%d. Panzer-Division
		}
		17 = {
			%d. Panzer-Division
		}
		18 = {
			%d. Panzer-Division
		}
		19 = {
			%d. Panzer-Division
		}
		20 = {
			%d. Panzer-Division
		}
		22 = {
			%d. Panzer-Division
		}
		23 = {
			%d. Panzer-Division
		}
		24 = {
			%d. Panzer-Division
		}
		25 = {
			%d. Panzer-Division
		}
		26 = {
			%d. Panzer-Division
		}
		27 = {
			%d. Panzer-Division
		}
		178 = {
			%d. Reserve-Panzer-Division
		}
		179 = {
			%d. Reserve-Panzer-Division
		}
		155 = {
			%d. Reserve-Panzer-Division
		}
		233 = {
			%d. Reserve-Panzer-Division
		}
	}
}
### Entity: Event
Component: ARG_political_events.12
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.12
	title = ARG_political_events.12.t
	desc = ARG_political_events.12.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ARG_political_events.12.a
		ai_chance = {
			base = 90
		}
		ARG = {
			country_event = {
				id = ARG_political_events.13
				hours = 1
			}
		}
	} {
		name = ARG_political_events.12.b
		ai_chance = {
			base = 10
		}
		ARG = {
			country_event = {
				id = ARG_political_events.14
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_liberalize_trade_policies
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, has_dlc, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_liberalize_trade_policies
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = MON_a_socialist_republic
	}
	x = 1
	y = 1
	relative_position_id = MON_a_socialist_republic
	cost = 5
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = limited_exports closed_economy export_focus
				}
			}
			add_ideas = free_trade
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_timed_idea = {
				idea = MON_liberalize_trade_policies_idea_lar
				days = 365
			}
		}
		else = {
			add_timed_idea = {
				idea = MON_liberalize_trade_policies_idea
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: SPR_equipment_shipments_spain
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_equipment_shipments_spain = {
	name = SPR_equipment_shipments
	picture = generic_artillery_regiments
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -0.5
	}
}
### Entity: Character
Component: BAN_nccr
Source: game
File: common/characters/BAN.txt

Code:
BAN_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = BAN_nccr
		allowed = {
			original_tag = BAN
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Military Industrial Organization
Component: VNZ_porto_industriale_di_venezia_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/VNZ_organization.txt

Code:
VNZ_porto_industriale_di_venezia_organization = {
	name = Porto industriale di Venezia
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_VNZ_porto_industriale_di_venezia
	allowed = {
		original_tag = VNZ
	}
	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		limit_to_equipment_type = {
			capital_ship screen_ship ship_hull_submarine
		}
		equipment_bonus = {
			max_strength = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.01
		}
	}
}
### Entity: Order of Battle
Component: 23rd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 23rd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Character
Component: gauleiter
Constructs: fascism_drift, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
gauleiter = {
	random = no
	political_advisor_cost_factor = -0.33
	war_support_weekly = 0.001
	fascism_drift = 0.1
	autonomy_gain = -0.5
}
### Entity: Event
Component: r56_australia.28
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.28
	title = r56_australia.28.t
	desc = r56_australia.28.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.28.a
	}
}
### Entity: Idea
Component: EAI_DD_1/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_fourth_five_year_plan_available
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_fourth_five_year_plan_available = {
	custom_trigger_tooltip = {
		tooltip = SOV_fourth_five_year_plan_available_tt
		has_country_flag = SOV_fourth_five_year_plan_available_flag
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.230
Constructs: is_triggered_only, limit, has_idea, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.230
	title = SEA_imperial_influence_events.230.t
	desc = SEA_imperial_influence_events.230.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_conscription_law_change
		hidden_effect = {
			IF = {
				limit = {
					has_idea = disarmed_nation
				}
				set_country_flag = JAP_in_on_disarmed_nation_flag
			}
			ELSE_IF = {
				limit = {
					has_idea = volunteer_only
				}
				set_country_flag = JAP_in_on_volunteer_only_flag
			} {
				limit = {
					has_idea = limited_conscription
				}
				set_country_flag = JAP_in_on_limited_conscription_flag
			} {
				limit = {
					has_idea = extensive_conscription
				}
				set_country_flag = JAP_in_on_extensive_conscription_flag
			} {
				limit = {
					has_idea = service_by_requirement
				}
				set_country_flag = JAP_in_on_service_by_requirement_flag
			} {
				limit = {
					has_idea = all_adults_serve
				}
				set_country_flag = JAP_in_on_all_adults_serve_flag
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_polizia_dell_africa_italiana
Constructs: prerequisite, completion_reward, is_on_continent, set_country_flag
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_polizia_dell_africa_italiana
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ITA_regional_development
	}
	mutually_exclusive = {
		focus = ITA_strengthen_ascari_corps
	}
	x = 1
	y = 1
	relative_position_id = ITA_regional_development
	cost = 10
	available = {
		any_controlled_state = {
			is_on_continent = africa
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ITA_polizia_dell_africa_italiana_occupation_law_tt
		set_country_flag = ITA_colonial_police_final_flag
	}
}
### Entity: Modifier Reference
Component: weather_sandstorm
Constructs: supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_sandstorm = {
	air_accidents = 0.6
	air_bombing_targetting = -1
	air_detection = -0.9
	air_mission_efficiency = -0.5
	local_org_regain = -0.2
	naval_strike = -0.9
	org_loss_when_moving = 0.25
	supply_factor = -0.15
	truck_attrition_factor = 3.0
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_negotiate_with_communal_chiefs
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_negotiate_with_communal_chiefs
	prerequisite = {
		focus = PRU_the_problem_of_the_quechuas
	}
	icon = GFX_goal_generic_barrack_industry
	x = 6
	y = 3
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 20
		country_event = {
			hours = 4
			id = peru.66
		}
	}
}
### Entity: Technology
Component: motorized_rocket_unit
Constructs: has_war, enable_subunits, enable_equipments, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_subunits = {
		motorized_rocket_brigade
	}
	enable_equipments = {
		motorized_rocket_equipment_1
	}
	dependencies = {
		rocket_artillery = 1
	}
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -4
			y = 7
		}
	}
	path = {
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1939.1.1
		} {
			factor = 4
			has_war = yes
		} {
			factor = 50
			tag = SOV
		}
	}
	categories = {
		mot_rockets motorized_equipment
	}
	special_project_specialization = {
		specialization_land
	} {
		specialization_air
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_guerrilla_warfare
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_guerrilla_warfare
	icon = GFX_focus_CHI_guerrilla_warfare
	prerequisite = {
		focus = CHI_defence_in_depth
	}
	x = 0
	y = 1
	relative_position_id = CHI_defence_in_depth
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_guerrilla_warfare_tt CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_max_dig_in = 1
			tooltip = max_dig_in_tt
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_extend_an_olive_branch_to_bulgaria
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject_of, has_capitulated
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_extend_an_olive_branch_to_bulgaria
	icon = GFX_focus_generic_befriend_bulgaria
	available = {
		NOT = {
			BUL = {
				OR = {
					has_government = communism fascism
				}
			}
		}
	}
	mutually_exclusive = {
		focus = TUR_preempt_bulgarian_alignment
	}
	prerequisite = {
		focus = TUR_integrated_armed_forces
	}
	x = -1
	y = 1
	relative_position_id = TUR_integrated_armed_forces
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		BUL = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		BUL = {
			if = {
				limit = {
					ROOT = {
						is_in_faction = yes
					}
				}
				country_event = {
					id = bftb_turkey.41
				}
				remove_opinion_modifier = {
					target = TUR
					modifier = TUR_turkish_meddlers
				}
			}
			else = {
				custom_effect_tooltip = invite_to_faction_tt
				effect_tooltip = {
					remove_opinion_modifier = {
						target = ROOT
						modifier = TUR_turkish_meddlers
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SPR_euskalduna
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_euskalduna = {
	picture = SPR_euskalduna
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 792
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_maquis
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, every_state, is_core_of, is_controlled_by
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_the_maquis
	icon = GFX_focus_focus_fra_maquis
	x = -2
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_refus_absurde
	}
	relative_position_id = FRA_refus_absurde
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			FRA_maquis
		}
		every_state = {
			limit = {
				is_core_of = ROOT
				not = {
					is_controlled_by = ROOT
				}
				infrastructure = < 3
			}
			add_resistance_target = {
				amount = 10
				tooltip = FRA_the_maquis
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_complete_the_military_restructuring
Constructs: completion_reward, add_command_power, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_complete_the_military_restructuring
	icon = GFX_focus_SOV_mobilization_plan
	cost = 5
	ai_will_do = {
		base = 20
	}
	x = 16
	y = 0
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 25
		add_command_power = 15
		add_doctrine_cost_reduction = {
			name = POR_complete_the_military_restructuring
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0V
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0V = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^31 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0V
		value = 15000
	} {
		type = invade
		id = C0V
		value = 200
	}
}
### Entity: Character
Component: indomitable_perseverance
Source: game
File: common/country_leader/00_traits.txt

Code:
indomitable_perseverance = {
	random = no
	sprite = 5
	army_morale_factor = 0.04
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: SWE_mines
Constructs: has_dlc
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_mines = {
	priority = {
		base = 10
	}
	allowed = {
		has_dlc = Arms Against Tyranny
	}
	visible = {
		controls_state = 666 918
		has_dlc = Arms Against Tyranny
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_compromise_with_the_monarchists
Constructs: prerequisite, add_stability, completion_reward, swap_ideas, remove_idea, add_idea, set_variable
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_compromise_with_the_monarchists
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = GRE_bring_home_the_exiled_republicans
	}
	mutually_exclusive = {
		focus = GRE_request_communist_support
	}
	x = -1
	y = 1
	relative_position_id = GRE_bring_home_the_exiled_republicans
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = GRE_compromise_with_the_monarchists_focus_tt
		hidden_effect = {
			swap_ideas = {
				remove_idea = GRE_george_ii
				add_idea = GRE_george_ii_restrained
			}
			set_variable = {
				GRE_monarchist_loyalty = 1
			} {
				GRE_communist_loyalty = -1
			}
			GRE_political_instability_update_effect = yes
		}
	}
}