Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_czechoslovak_union
Constructs: prerequisite, completion_reward, is_subject, is_fully_controlled_by, is_owned_by, add_core_of, set_politics, set_cosmetic_tag
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_czechoslovak_union
	icon = GFX_focus_CZE_federative_republic
	cost = 10
	prerequisite = {
		focus = CZE_ally_with_moderate_socialists CZE_cooperation_with_the_ussr
	}
	relative_position_id = CZE_ally_with_moderate_socialists
	x = -1
	y = 1
	available = {
		is_subject = no
		SLO = {
			exists = no
			all_core_state = {
				OR = {
					is_fully_controlled_by = ROOT
					NOT = {
						is_owned_by = ROOT
					}
				}
			}
		}
		RUT = {
			exists = no
			all_core_state = {
				OR = {
					is_fully_controlled_by = ROOT
					NOT = {
						is_owned_by = ROOT
					}
				}
			}
		}
	}
	completion_reward = {
		hidden_effect = {
			73 = {
				add_core_of = RUT
			}
		} {
			RUT = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
		} {
			set_cosmetic_tag = CZE_union
		} {
			SLO = {
				every_core_state = {
					add_core_of = ROOT
				}
			}
			RUT = {
				every_core_state = {
					add_core_of = ROOT
				}
			}
		}
		release_autonomy = {
			target = RUT
			autonomy_state = autonomy_integrated_puppet
			freedom_level = 0.5
		} {
			target = SLO
			autonomy_state = autonomy_integrated_puppet
			freedom_level = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			set_cosmetic_tag = CZE_union_communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.50
Constructs: is_triggered_only, has_war, has_government, has_any_power_balance, random_days, is_government_in_exile, random_list, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.50
	title = BBA_ethiopia_balance_of_power_events.50.t
	desc = BBA_ethiopia_balance_of_power_events.50.desc
	is_triggered_only = yes
	hidden = yes
	trigger = {
		has_any_power_balance = yes
	}
	picture = GFX_report_event_ETH_ethiopian_warriors
	immediate = {
		country_event = {
			id = BBA_ethiopia_balance_of_power_events.50
			days = 179
			random_days = 46
		}
	}
	option = {
		name = BBA_ethiopia_balance_of_power_events.50.a
		trigger = {
			is_government_in_exile = no
		}
		random_list = {
			35 = {
				modifier = {
					factor = 1.5
					has_war = yes
				}
				log = random event 1
			}
			15 = {
				modifier = {
					factor = 0
					has_war = no
				} {
					factor = 0
					OR = {
						ETH_bop_is_mekwanint_influence_or_higher = yes
						has_government = communism democratic
					}
				}
				country_event = {
					id = BBA_ethiopia_balance_of_power_events.51
					hours = 0
					random_hours = 8
				}
				log = random event 2
			}
			10 = {
				modifier = {
					factor = 0.5
					has_war = yes
				} {
					factor = 0
					OR = {
						ETH_bop_is_mekwanint_influence_or_higher = yes
						has_government = communism democratic
					}
				}
				country_event = {
					id = BBA_ethiopia_balance_of_power_events.52
					hours = 0
					random_hours = 8
				}
				log = random event 3
			} {
				modifier = {
					factor = 0.5
					has_war = yes
				} {
					factor = 0
					OR = {
						ETH_bop_is_mekwanint_influence_or_higher = yes
						has_government = communism democratic
					}
				}
				country_event = {
					id = BBA_ethiopia_balance_of_power_events.53
					hours = 0
					random_hours = 8
				}
				log = random event 4
			} {
				modifier = {
					factor = 0.5
					has_war = yes
				} {
					factor = 0
					ETH_bop_is_mesafint_influence_or_higher = yes
				}
				country_event = {
					id = BBA_ethiopia_balance_of_power_events.54
					hours = 0
					random_hours = 8
				}
				log = random event 5
			} {
				modifier = {
					factor = 0.5
					has_war = yes
				} {
					factor = 0
					OR = {
						ETH_bop_is_mekwanint_influence_or_higher = yes
						has_government = communism democratic
					}
				}
				country_event = {
					id = BBA_ethiopia_balance_of_power_events.55
					hours = 0
					random_hours = 8
				}
				log = random event 6
			} {
				modifier = {
					factor = 0.25
					has_war = yes
		
# ... (truncated)
### Entity: Idea
Component: KMT_national_defence_state2
Constructs: research_speed_factor, stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_national_defence_state2 = {
	removal_cost = -1
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = -0.075
		consumer_goods_factor = -0.1
		stability_factor = -0.2
		war_support_factor = 0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.075
		industrial_capacity_factory = 0.125
		conscription = 0.015
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_seek_military_investments
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_seek_military_investments
	icon = GFX_focus_generic_reorient_production
	prerequisite = {
		focus = DEN_pledge_allegiance
	}
	relative_position_id = DEN_seek_industrial_investments
	x = -2
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		has_government = var:DEN.DEN_overlord_nation
		var:DEN.DEN_overlord_nation = {
			has_country_flag = DEN_accepted_danish_allegiance_flag
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Turan Taburu
Constructs: division_template
Source: game
File: history/units/KHI_1936.txt

Code:
division_template = {
	name = Turan Taburu
	division_names_group = KHI_TUR_01
	regiments = {
		militia = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
}
### Entity: Trigger Reference
Construct: owns_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## owns_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, CAPITAL

```
check owner for state(s)
```
### Entity: AI Strategy
Component: EGY_monarchist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/EGY_alternate_strategy_plan.txt

Code:
EGY_monarchist_plan = {
	name = EGY: Egypt Monarchist AI Plan
	desc = Monarchist behaviour for Egypt.
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_country_flag = EGY_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = EGY_ai_behavior
				option = EGY_MONARCHIST
			}
		}
	}
	abort = {
		has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
	}
	ai_national_focuses = {
		ARAB_the_holy_war ARAB_arms_shipments ARAB_war_infrastructure ARAB_army_assessments ARAB_keep_nepotism EGY_sever_the_ties EGY_egyptian_military_academy EGY_banha_industrial_sectors EGY_banque_misr EGY_expand_the_aswan_hydroelectric_facility EGY_develop_the_east EGY_national_defence_funds EGY_end_the_regency EGY_the_king_of_sudan EGY_strengthen_farouks_rule EGY_expand_royal_land_rights EGY_restore_the_1930_constitution EGY_development_in_sudan EGY_academic_sciences EGY_modernize_our_weaponry EGY_ministry_of_resources EGY_sudanese_volunteers EGY_reestablish_control_of_the_EAAF EGY_abu_suweir_air_base EGY_dissolve_parliament EGY_expand_the_iron_guard EGY_logistical_brigades EGY_victor_taits_legacy EGY_royal_egyptian_airforce EGY_solve_the_canal_issue EGY_expand_the_defence_department EGY_royalist_propaganda EGY_reinforce_the_north EGY_misr_for_trade_and_oil EGY_field_piece_research EGY_radio_technologies EGY_new_military_institute EGY_rural_education_plan
	}
	traits = {
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_new_lithuania
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_new_lithuania
	icon = GFX_goal_LIT_lithuanian_SSR
	relative_position_id = LIT_launch_the_revolution
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_launch_the_revolution
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	completion_reward = {
		add_ideas = LIT_new_lithuania_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_bring_hungary_back_into_the_fold
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, has_idea, is_subject, is_fully_controlled_by
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_bring_hungary_back_into_the_fold
	icon = GFX_focus_generic_attack_hungary
	prerequisite = {
		focus = AUS_rebellious_rearmament AUS_rapid_rearmament AUS_heimwehr_support
	}
	mutually_exclusive = {
		focus = AUS_demand_hungarian_submission
	}
	x = 12
	y = 1
	relative_position_id = AUS_rebellious_rearmament
	will_lead_to_war_with = HUN
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			AUS_is_historical_ai = yes
		}
	}
	available = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
			has_war_with = HUN
		}
		is_subject = no
		HUN = {
			exists = yes
			is_subject = no
		}
	}
	bypass = {
		HUN = {
			OR = {
				is_subject = yes
				exists = no
				all_core_state = {
					is_fully_controlled_by = AUS
				}
				is_in_faction_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_austromarxism_focus AUS_hold_elections AUS_demand_hungarian_submission AUS_the_danubian_federation
				}
			}
		}
	}
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_repeal_the_may_constitution
		}
	}
	available_if_capitulated = no
	completion_reward = {
		HUN = {
			capital_scope = {
				add_to_array = {
					array = AUS.expansion_targets
					value = THIS
				}
			}
		}
		custom_effect_tooltip = AUS_bring_hungary_back_into_the_fold_tt target_hun_tt
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Idea
Component: SOM_acas
Source: game
File: common/ideas/somalia.txt

Code:
SOM_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_demand_balkan_submission_old
Constructs: prerequisite, limit, completion_reward, has_civil_war, is_subject, every_other_country, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_demand_balkan_submission_old
	text = SOV_demand_balkan_submission
	icon = GFX_focus_generic_balkans_focus
	prerequisite = {
		focus = SOV_claim_bessarabia SOV_invite_romania_old
	}
	mutually_exclusive = {
		focus = SOV_seek_balkan_cooperation_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_claim_bessarabia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		any_other_country = {
			BUL_is_balkan_nation = yes
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				BUL_is_balkan_nation = yes
			}
			add_timed_idea = {
				idea = communist_pressure
				days = 365
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SOV_demand_balkan_submission_decisions_tt
		hidden_effect = {
			activate_targeted_decision = {
				target = ROM
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = BUL
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = GRE
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = YUG
				decision = SOV_send_ultimatum_to_country_balkan
			} {
				target = TUR
				decision = SOV_send_ultimatum_to_country_balkan
			}
		}
	}
}
### Entity: Event
Component: south_american_news.60
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.60
	title = south_american_news.60.t
	desc = south_american_news.60.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.60.a
	}
}
### Entity: Decision
Component: form_maphilindo_category
Constructs: limit, fire_only_once, complete_effect, has_cosmetic_tag, set_cosmetic_tag, set_global_flag, add_core_of, has_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_maphilindo_category = {
	form_maphilindo = {
		icon = generic_form_nation
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 672 335 334 667 673 668 667 738 669 336 333 1023 1024 1022 623 327 624 626 628 625 627 1021 1022 1025 1026 1027 1059 1060 1063 1062 1061 1065 1064
			}
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = form_majapahit_nei_required_states_tt
				controls_state = 672 335 334 667 673 668 667 738 669
			} {
				tooltip = form_majapahit_malaya_required_states_tt
				controls_state = 336 333 1021 1023 1024 1060 1059 1063 1064 1062 1061
			} {
				tooltip = form_maphilindo_philippines_required_states_tt
				controls_state = 623 327 624 626 628 625 627 1025 1026 1027
			}
		}
		fire_only_once = yes
		complete_effect = {
			IF = {
				limit = {
					NOT = {
						has_cosmetic_tag = PHI_hispanic_empire_tag PHI_hispanic_empire_tag_war
					}
				}
				set_cosmetic_tag = PHI_maphilindo_tag
			}
			set_global_flag = PHI_maphilindo_flag
			custom_effect_tooltip = form_country_nei_coring_states_tt form_country_malaya_coring_states_tt
			hidden_effect = {
				672 = {
					add_core_of = ROOT
				}
				335 = {
					add_core_of = ROOT
				}
				334 = {
					add_core_of = ROOT
				}
				667 = {
					add_core_of = ROOT
				} {
					add_core_of = ROOT
				}
				673 = {
					add_core_of = ROOT
				}
				668 = {
					add_core_of = ROOT
				}
				738 = {
					add_core_of = ROOT
				}
				669 = {
					add_core_of = ROOT
				}
				1022 = {
					add_core_of = ROOT
				}
			} {
				336 = {
					add_core_of = ROOT
				}
				333 = {
					add_core_of = ROOT
				}
				1023 = {
					add_core_of = ROOT
				}
				1024 = {
					add_core_of = ROOT
				}
				1060 = {
					add_core_of = ROOT
				}
				1059 = {
					add_core_of = ROOT
				}
				1063 = {
					add_core_of = ROOT
				}
				1064 = {
					add_core_of = ROOT
				}
				1062 = {
					add_core_of = ROOT
				}
				1061 = {
					add_core_of = ROOT
				}
			}
			721 = {
				add_core_of = ROOT
			}
			711 = {
				add_core_of = ROOT
			}
			712 = {
				add_core_of = ROOT
			}
			1021 = {
				add_core_of = ROOT
			}
			1065 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	integrate_siam = {
		highlight_states = {
			highlight_state_targets = {
				state = 289 868 869 724
			}
		}
		on_map_mode = decision_view_only
		available = {
	
# ... (truncated)
### Entity: Effect Reference
Construct: unlock_decision_category_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_decision_category_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
localizes name of category and displays tooltip that shows it will be unlocked
```
### Entity: Idea
Component: EAI_DD_4/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: news.24
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.24
	title = news.24.t
	desc = news.24.d
	picture = GFX_news_event_hitler_speech2
	major = yes
	is_triggered_only = yes
	option = {
		name = news.24.a
	}
}
### Entity: Effect Reference
Construct: add_scaled_political_power
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_scaled_political_power

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add political power to country scaled by the difference in IC between the receiver and another country
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_capo_supremo
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, has_country_leader, has_cosmetic_tag
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_capo_supremo
	icon = GFX_focus_ITA_capo_supremo
	prerequisite = {
		focus = ITA_towards_a_greater_italy
	} {
		focus = ITA_devotion
	}
	mutually_exclusive = {
		focus = ITA_heroes_of_the_nation
	}
	x = -2
	y = 1
	relative_position_id = ITA_towards_a_greater_italy
	cost = 10
	available = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
		power_balance_value = {
			id = ITA_power_balance
			value = > 0.949
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_cosmetic_tag = greater_italy SPQR_UNIFIED
					}
				}
			}
			set_cosmetic_tag = ITA_rsi
		}
		add_war_support = 0.05
		add_stability = -0.05
		add_political_power = 75
		add_command_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt ITA_mussolini_becomes_field_marshal_tt
		add_country_leader_trait = capo_supremo
		hidden_effect = {
			ITA_benito_mussolini = {
				promote_leader = yes
				add_unit_leader_trait = old_guard politically_connected media_personality harsh_leader
			}
		} {
			ITA_replace_stuff_based_on_ideology_effect = yes
		}
		ITA_remove_king_vittorio_emanuele_as_idea = yes
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_tech = super_heavy_tank_chassis
				}
				ITA_add_il_duce_sh_tank_template_and_production = yes
			}
			else = {
				add_tech_bonus = {
					name = ITA_capo_supremo
					ahead_reduction = 2
					bonus = 1.0
					uses = 1
					technology = super_heavy_tank_chassis
				}
				custom_effect_tooltip = ITA_focus_sh_tank_template_tt
				effect_tooltip = {
					ITA_add_il_duce_sh_tank_template_and_production = yes
				}
			}
		}
		else = {
			add_tech_bonus = {
				name = ITA_capo_supremo
				ahead_reduction = 2
				bonus = 1.0
				uses = 1
				technology = super_heavy_tank super_heavy_td super_heavy_art super_heavy_spaa
			}
		}
		ITA_bop_very_low_increase_effect = yes
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LIB_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = LIB
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	}
}
### Entity: Idea
Component: den_international_theorists_idea
Constructs: research_speed_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_international_theorists_idea = {
	removal_cost = -1
	picture = socialist_science_focus
	available = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.02
		research_speed_factor = 0.05
	}
}
### Entity: Event
Component: BBA_italy_second_italo_ethiopian_war.3
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_second_italo_ethiopian_war.3
	title = BBA_italy_second_italo_ethiopian_war.3.t
	desc = BBA_italy_second_italo_ethiopian_war.3.desc
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = BBA_italy_second_italo_ethiopian_war.3.a
	}
}
### Entity: Idea
Component: TMS_nt
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		naval_theorist
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_basic_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_basic_tanks
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = AUS_invite_foreign_tank_designers
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_invite_foreign_tank_designers
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_panzer_effort_bonus
			bonus = 0.25
			uses = 2
			category = cat_light_armor
		} {
			name = AUS_panzer_effort_bonus
			bonus = 0.25
			uses = 2
			category = cat_heavy_armor
		} {
			name = AUS_panzer_effort_bonus
			bonus = 0.25
			uses = 2
			category = cat_medium_armor
		}
	}
}
### Entity: Idea
Component: USA_unrestricted_submarine_warfare
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/usa.txt

Code:
USA_unrestricted_submarine_warfare = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_bonus
	equipment_bonus = {
		submarine = {
			surface_detection = 0.1
			instant = yes yes
			sub_visibility = -0.1
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_continue_government_purges
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, has_game_rule, allow_branch
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_continue_government_purges
	icon = GFX_goal_PER_shah_reza_pahlavi_1
	cost = 10
	mutually_exclusive = {
		focus = PER_appoint_zahedi PER_restore_constitutionalism PER_revive_the_jungle_movement
	}
	x = 22
	y = 0
	offset = {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_continue_government_purges
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_revive_the_jungle_movement PER_restore_constitutionalism PER_appoint_zahedi
			}
		}
	}
	ai_will_do = {
		factor = 75
	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.05
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}