Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_german_oil_deal
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_german_oil_deal
	icon = GFX_goal_generic_trade
	x = 1
	y = 1
	relative_position_id = VEN_german_relations
	cost = 5
	available = {
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
	}
	prerequisite = {
		focus = VEN_german_relations
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = VEN
				modifier = trade_deal
			}
		}
	}
}
### Entity: Event
Component: Gdansk_poland_border_conflict.4
Constructs: is_triggered_only, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Gdansk_poland_border_conflict.4
	title = Gdansk_poland_border_conflict.4.t
	desc = Gdansk_poland_border_conflict.4.desc
	picture = GFX_report_event_polish_intervention_stalemate
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				remove_targeted_decision = {
					target = DNZ
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
			DNZ = {
				remove_targeted_decision = {
					target = POL
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
		}
	}
	option = {
		name = Gdansk_poland_border_conflict.4.a
		trigger = {
			original_tag = POL
		}
		army_experience = 1
	} {
		name = Gdansk_poland_border_conflict.3.b
		trigger = {
			original_tag = DNZ
		}
		army_experience = 5
	}
}
### Entity: Event
Component: men.13
Constructs: is_triggered_only, fire_only_once, add_timed_idea
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.13
	title = men.13.t
	desc = men.13.d
	picture = GFX_report_event_generic_destroyed_vehicles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.13.a
		effect_tooltip = {
			add_timed_idea = {
				idea = MEN_aftermath_of_the_long_winter
				days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_scandinavian_security
Constructs: prerequisite, limit, add_war_support, completion_reward, has_war_support, has_army_manpower, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_scandinavian_security
	icon = GFX_focus_generic_attack_nordic_territory
	prerequisite = {
		focus = DEN_king_assumes_power
	}
	mutually_exclusive = {
		focus = DEN_strength_in_numbers
	}
	relative_position_id = DEN_king_assumes_power
	x = -5
	y = 2
	cost = 5
	available = {
		has_war_support = > 0.5
		has_army_manpower = {
			size = > 74999
		}
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0.3
		}
	}
	cancel_if_invalid = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.05
		DEN_bop_low_increase_effect = yes
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_offensive_war_stability = 0.1
			tooltip = offensive_war_stability_factor_tt
		} {
			DEN_war_preparations_weekly_casualties_war_support = 0.001
			tooltip = weekly_casualties_war_support_tt
		} {
			DEN_war_preparations_weekly_bombing_war_support = 0.001
			tooltip = weekly_bombing_war_support_tt
		} {
			DEN_war_preparations_weekly_convoys_war_support = 0.001
			tooltip = weekly_convoys_war_support_tt
		}
		country_event = {
			id = denmark_expansion_event.400
			days = 1
		}
	}
}
### Entity: Order of Battle
Component: air_wing_312
Source: game
File: history/units/HON_1936_air_bba.txt

Code:
air_wings = {
	312 = {
		small_plane_airframe_0 = {
			owner = HON
			amount = 4
			creator = HON
			version_name = Stinson Model O
		}
		transport_plane_equipment_1 = {
			owner = HON
			amount = 16
			creator = HON
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_restart_small_scale_shipbuilding
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_restart_small_scale_shipbuilding
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_invest_in_naval_infrastructure
	}
	icon = GFX_focus_generic_destroyer
	x = 1
	y = 2
	relative_position_id = SPA_invest_in_naval_infrastructure
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = SPA_restart_small_scale_shipbuilding
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = SPA_restart_small_scale_shipbuilding
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPA_restart_small_scale_shipbuilding
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_subjugate_romanian_economy
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_full_control_of_state, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_subjugate_romanian_economy
	icon = GFX_focus_GER_subjugate_romanian_economy
	prerequisite = {
		focus = GER_danzig_for_slovakia GER_danzig_or_war
	}
	x = -2
	y = 1
	relative_position_id = GER_danzig_or_war
	cost = 5
	available = {
		ROM = {
			fascism = > 0.35
			has_full_control_of_state = 46
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				is_in_faction = no
				is_in_faction_with = ROOT
			}
			threat = > 0.3
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ROM = {
			country_event = {
				id = wuw_GER_diplomacy.111
				days = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROM = {
				add_ideas = GER_development_of_economic_relations_ns GER_align_romania
				custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
				add_opinion_modifier = {
					target = ROOT
					modifier = GER_trading_partners
				} {
					target = ROOT
					modifier = GER_align_romania
				}
			}
			custom_effect_tooltip = war_will_cancel_deal_tt
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_pacific_resistance
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_faction_leader, is_in_faction_with, is_subject, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_pacific_resistance
	icon = GFX_focus_AST_the_pacific_resistance
	prerequisite = {
		focus = AST_inevitably_independent AST_bring_on_the_giant
	}
	mutually_exclusive = {
		focus = AST_allied_after_all
	}
	relative_position_id = AST_inevitably_independent
	x = 3
	y = 1
	cost = 5
	available = {
		USA = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		NOT = {
			is_in_faction_with = USA
			is_faction_leader = yes
		}
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AST_the_pacific_resistance
			bonus = 1
			uses = 2
			category = infantry_weapons
		} {
			name = AST_the_pacific_resistance
			bonus = 1
			uses = 2
			category = artillery
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				USA = {
					is_in_faction = no
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_AST_pacific_resistance
			custom_effect_tooltip = generic_skip_one_line_tt if_they_accept AST_the_pacific_resistance_tt2
			USA = {
				country_event = {
					id = AST_diplomatic_events.10
					days = 3
				}
			}
		}
		ELSE_IF = {
			limit = {
				USA = {
					is_in_faction = yes
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = AST_diplomatic_events.10
					days = 3
				}
			}
			custom_effect_tooltip = if_they_accept AST_the_pacific_resistance_tt1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_join_the_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_join_the_allies
	available = {
		is_in_faction = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = POR
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	prerequisite = {
		focus = POR_allow_free_elections
	}
	icon = GFX_focus_chi_british_cooperation
	x = 0
	y = 2
	relative_position_id = POR_allow_free_elections
	cost = 5
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					not = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
		}
	}
}
### Entity: Idea
Component: QUE_disastrous_moment
Constructs: stability_factor, communism_drift, fascism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_disastrous_moment = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = chi_war_of_resistance3
	modifier = {
		stability_weekly = -0.001
		stability_factor = -0.25
		drift_defence_factor = -0.5
		monthly_population = -0.2
		communism_drift = 0.03
		fascism_drift = 0.03
	}
}
### Entity: Idea
Component: SWI_special_conscription
Constructs: has_completed_focus, removal_cost, has_global_flag, mobilization_speed, cancel_if_invalid
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_special_conscription = {
	cost = 0
	removal_cost = -150
	level = 8
	picture = swiss_conscription
	allowed = {
		tag = SWI
	}
	available = {
		tag = SWI
		NOT = {
			has_completed_focus = SWI_new_mil
		}
	}
	visible = {
		has_global_flag = SWI_R56_focus_tree
	}
	modifier = {
		mobilization_speed = 0.0125
		conscription = 0.0125
	}
	cancel_if_invalid = no
}
### Entity: Scripted Effect
Component: EAI_PC_bimonthly_update
Constructs: limit, has_country_flag, set_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_bimonthly_update = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_bimonthly_update > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PC_startup_strategies
			}
		}
		set_country_flag = EAI_PC_startup_strategies
		EAI_PC_startup_strategies = yes
	}
	EAI_PC_dynamic_strategies = yes
	EAI_PC_AIRBASE_strategies = yes
	EAI_PC_AA_strategies = yes
	EAI_PC_build_refineries = yes
	EAI_PC_build_fuel_silos = yes
	EAI_PC_build_radar = yes
	EAI_PC_build_radar_2 = yes
	EAI_PC_build_land_facility = yes
	EAI_PC_build_naval_facility = yes
	EAI_PC_build_air_facility = yes
	EAI_PC_build_nuclear_facility = yes
	EAI_PC_resource_extraction = yes
	EAI_PC_resource_extraction_2 = yes
	EAI_PC_naval_base_invasion = yes
	EAI_PC_naval_base_for_ally = yes
	EAI_PC_infrastructure_for_supply = yes
	EAI_PC_antiair = yes
	EAI_PC_rocket_site = yes
	EAI_PC_conversion_to_civ = yes
	EAI_PC_railway = yes
	EAI_PC_supply_hub = yes
	EAI_PC_airbase = yes
}
### Entity: Trigger Reference
Construct: dig_in
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## dig_in

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if we have digin level (lowest)
```
### Entity: Military Industrial Organization
Component: URG_PESMA_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/URG_organization.txt

Code:
URG_PESMA_organization = {
	name = URG_PESMA
	include = generic_infantry_equipment_organization
	icon = GFX_idea_URG_PESMA
	allowed = {
		original_tag = URG
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: Order of Battle
Component: 1ère Division de Chasseurs Alpins
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_armistice_alpine_troops.txt

Code:
division = {
	name = 1ère Division de Chasseurs Alpins
	location = 3594
	division_template = Division de Chasseurs Alpins
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: AI Strategy
Component: GRE_befriend_balkan_countries_AUS
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GRE.txt

Code:
GRE_befriend_balkan_countries_AUS = {
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = GRE_bedrock_of_balkan_financial_stability
			progress = > 0.01
		}
		AUS = {
			has_opinion = {
				target = ROOT
				value = < 75
			}
			has_capitulated = no
			is_subject = no
		}
		OR = {
			NOT = {
				country_exists = CZE
			}
			has_war_with = CZE
			CZE = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 90
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = AUS
			}
			has_war_with = AUS
			AUS = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			has_completed_focus = GRE_bedrock_of_balkan_financial_stability
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = AUS
		target = improve_relation
		value = 200
	}
}
### Entity: Idea
Component: GER_mefo_bills_ended
Constructs: limit, has_government, removal_cost, has_dynamic_modifier, add_to_variable
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_ended = {
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	on_remove = {
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_recovering_economy_modifier
				}
			}
			add_to_variable = {
				GER_industrial_consumer_goods_factor = GER_economic_crash_consumer_goods
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.4
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_worthy_succssor_of_meiji
Constructs: prerequisite, limit, has_government, completion_reward, has_country_leader, cancel_if_invalid, add_country_leader_trait, add_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_worthy_succssor_of_meiji
	icon = GFX_focus_JAP_a_worthy_succssor_of_meiji
	x = 1
	y = 1
	relative_position_id = JAP_empower_the_emperor
	prerequisite = {
		focus = JAP_empower_the_emperor
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = JAP_emperor_hirohito
			} {
				ruling_only = yes
				character = JAP_emperor_yasuhito
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_emperor_yasuhito
				}
				has_government = neutrality
			}
			add_country_leader_trait = JAP_meijis_true_successor_trait
			hidden_effect = {
				add_trait = {
					character = JAP_emperor_yasuhito
					ideology = emperor_fascism
					trait = JAP_meijis_true_successor_trait
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_emperor_yasuhito
				}
				has_government = fascism
			}
			add_country_leader_trait = JAP_meijis_true_successor_trait
			hidden_effect = {
				add_trait = {
					character = JAP_emperor_yasuhito
					ideology = japan_militarism_ideology
					trait = JAP_meijis_true_successor_trait
				}
			}
		}
		ELSE = {
			add_country_leader_trait = JAP_meijis_true_successor_trait
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_finish_the_fight
Constructs: prerequisite, limit, has_war_with, add_war_support, has_country_flag, completion_reward, set_country_flag, is_in_faction_with
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_finish_the_fight
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = LIE_trust_in_the_germans LIE_align_with_habsburgs
	}
	relative_position_id = LIE_the_face_against_communism
	cost = 10
	x = 0
	y = 2
	select_effect = {
		set_country_flag = SOV_paranoia_do_not_cancel_focus_flag
	}
	available = {
		r56_script_i_am_sane = yes
		SOV = {
			r56_script_target_is_sane = yes
		} {
			any_neighbor_country = {
				OR = {
					original_tag = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		is_subject = no
		country_exists = SOV
		NOT = {
			is_in_faction_with = SOV
		} {
			has_non_aggression_pact_with = SOV
		} {
			has_guaranteed = SOV
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			strength_ratio = {
				tag = SOV
				ratio = > 0.1
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				has_war_with = ROOT
				exists = no
			}
		}
	}
	will_lead_to_war_with = SOV
	completion_reward = {
		clr_country_flag = SOV_paranoia_do_not_cancel_focus_flag
		add_war_support = 0.1
		add_manpower = 50000
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		declare_war_on = {
			target = SOV
			type = annex_everything
		}
		add_timed_idea = {
			idea = FIN_soviet_threat
			days = 730
		}
		every_state = {
			limit = {
				OR = {
					state = 195 208 209 210 263 244 246 242 243 224 219 205 247 264 220 222 223 240 258 254 260 257 255 252 253 248 351 879 214 880 239 238 218 245 217 265 237 236 825 262 581 397 398 400 573 582 652 401 829 251 256 250 399 651 249 833
					if = {
						limit = {
							NOT = {
								FIN = {
									has_country_flag = LIE_part_of_partition_of_russia
								}
							}
						}
						state = 213 215 216
					}
				}
			}
			add_claim_by = ROOT
		}
		unlock_decision_tooltip = form_russia
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_apply_global_focuses
Constructs: limit, has_country_flag, add_to_array, has_variable, set_variable, has_doctrine, check_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_effects.txt

Code:
EAI_apply_global_focuses = {
	if = {
		limit = {
			has_country_flag = EAI_military_focus_logging
		}
		add_to_array = {
			global.EAI_FOCUS_verify_list = this.id
		}
		if = {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/land_doctrine_VERIFY = ROOT.EAI_FOCUS/LAND/land_doctrine_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/land_doctrine_path_VERIFY = ROOT.EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/AIR/air_doctrine_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/AIR/air_doctrine_VERIFY = ROOT.EAI_FOCUS/AIR/air_doctrine_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/NAVY/naval_doctrine_VERIFY = ROOT.EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/infantry_design_VERIFY = ROOT.EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/infantry_width_VERIFY = ROOT.EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/armor_focus_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/armor_focus_VERIFY = ROOT.EAI_FOCUS/LAND/armor_focus_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/armor_design_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/armor_design_VERIFY = ROOT.EAI_FOCUS/LAND/armor_design_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/medium_armor_design_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/medium_armor_design_VERIFY = ROOT.EAI_FOCUS/LAND/medium_armor_design_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/heavy_armor_design_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/heavy_armor_design_VERIFY = ROOT.EAI_FOCUS/LAND/heavy_armor_design_OVERRIDE
			}
		} {
			limit = {
				has_variable = ROOT.EAI_FOCUS/LAND/armor_width_OVERRIDE
			}
			set_variable = {
				ROOT.EAI_FOCUS/LAND/armor_width_VERIFY = ROOT.EAI_FOCUS/LAND/armor_
# ... (truncated)
### Entity: Idea
Component: LIT_iron_wolf_idea_bad_1
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_iron_wolf_idea_bad_1 = {
	picture = LIT_iron_wolf_bad_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		command_power_gain = -0.05
		conscription_factor = -0.15
		mobilization_laws_cost_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: General
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### General
- `on_startup`
- `on_daily`
- `on_daily_TAG`
- `on_weekly`
- `on_weekly_TAG`
- `on_monthly`
- `on_monthly_TAG`
- `on_nuke_drop`
- `on_pride_of_the_fleet_sunk`
- `on_naval_invasion`
- `on_paradrop`
### Entity: National Focus
Tree: sov_focus
Component: SOV_reinstitute_the_mestnichestvo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reinstitute_the_mestnichestvo
	icon = GFX_SOV_reinstitute_the_mestnichestvo_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_romanov_reconstruction
	}
	x = -5
	y = 1
	relative_position_id = SOV_romanov_reconstruction
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SOV_honest_serfdom_idea
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_hellenic_armoured_corp
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_hellenic_armoured_corp
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = GRE_embracing_modern_warfare
	}
	x = 0
	y = 1
	relative_position_id = GRE_embracing_modern_warfare
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_hellenic_armoured_corp
			bonus = 1.0
			ahead_reduction = 1
			uses = 1
			category = cat_light_armor cat_medium_armor
		}
	}
}
### Entity: Idea
Component: CZE_agrarian_politics_3
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_agrarian_politics_3 = {
	picture = citizen_militia_1
	name = CZE_agrarian_politics_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.05
		party_popularity_stability_factor = 0.05
	}
}