Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: irq_focus
Component: IRQ_workers_revolution
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, is_historical_focus_on, add_timed_idea, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_workers_revolution
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = IRQ_the_end_of_the_monarchy
	}
	mutually_exclusive = {
		focus = IRQ_the_secular_movement
	}
	x = 34
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 50
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		remove_ideas = IRQ_religious_schism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: equipment_production_factor
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_production_factor`
Modifies the number of factories the AI wants to allocate to production of a certain equipment category (see script_enum_equipment_category in "common\script_enums.txt" for available options)
```
ai_strategy = {
	type = equipment_production_factor
	id = tactical_bomber  # equipment categories
	value = 50  # Increase the perceived needed factories by 50 % (10 needed factories would become 15)
}
```
### Entity: Idea
Component: BAY_mt
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = BAY
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_depoliticize_the_military
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_to_variable, has_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_depoliticize_the_military
	icon = GFX_SOV_depoliticize_the_military_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_builder_of_the_red_army SOV_reigniting_the_revolutionary_spirit
	}
	x = -1
	y = 1
	relative_position_id = SOV_the_builder_of_the_red_army
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_red_army_max_command_power_mult = 0.1
		}
		custom_effect_tooltip = SOV_depoliticize_the_military_ns_tt
		army_experience = 150
		if = {
			limit = {
				has_idea = SOV_politicized_military
			}
			remove_ideas = SOV_politicized_military
		}
		else_if = {
			limit = {
				has_idea = SOV_politicized_military_keep
			}
			remove_ideas = SOV_politicized_military_keep
		} {
			limit = {
				has_idea = SOV_politicized_military_swap
			}
			remove_ideas = SOV_politicized_military_swap
		}
	}
}
### Entity: Event
Component: poland.74
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.74
	title = poland.74.t
	desc = poland.74.d
	picture = GFX_report_event_josef_beck
	is_triggered_only = yes
	option = {
		name = poland.74.a
	}
}
### Entity: Idea
Component: SAX_ent
Source: game
File: common/ideas/saxony.txt

Code:
SAX_ent = {
	picture = generic_army_europe_2
	allowed = {
		original_tag = SAX
	}
	traits = {
		army_entrenchment_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: naval_has_potf_in_combat_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_has_potf_in_combat_attack

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Decision
Component: operations
Constructs: has_completed_focus, add_war_support, fire_only_once, is_good, complete_effect
Source: game
File: common/decisions/GER.txt

Code:
operations = {
	GER_barbarossa_mission = {
		icon = generic_operation
		allowed = {
			always = no
		}
		available = {
			219 = {
				OR = {
					is_controlled_by_ROOT_or_ally = yes
					controller = {
						original_tag = FIN
						has_completed_focus = FIN_cooperation_with_germany
					}
				}
			}
			195 = {
				OR = {
					is_controlled_by_ROOT_or_ally = yes
					controller = {
						original_tag = FIN
						has_completed_focus = FIN_cooperation_with_germany
					}
				}
			}
			202 = {
				OR = {
					is_controlled_by_ROOT_or_ally = yes
					controller = {
						original_tag = FIN
						has_completed_focus = FIN_cooperation_with_germany
					}
				}
			}
			217 = {
				OR = {
					is_controlled_by_ROOT_or_ally = yes
					controller = {
						original_tag = FIN
						has_completed_focus = FIN_cooperation_with_germany
					}
				}
			}
		}
		days_mission_timeout = 180
		fire_only_once = yes
		activation = {

		}
		is_good = no
		complete_effect = {
			add_war_support = 0.1
			custom_effect_tooltip = barbarossa_mission_tt
		}
		timeout_effect = {

		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_baltic_entente
Constructs: has_completed_focus, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_baltic_entente
	icon = GFX_goal_baltic_cooperation
	prerequisite = {
		focus = EST_jaan_tonison
	}
	relative_position_id = EST_jaan_tonison
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	available = {
		is_puppet = no
		is_in_faction = no
		OR = {
			LAT = {
				exists = yes
				is_puppet = no
				NOT = {
					has_war_with = EST
				}
			}
			LIT = {
				exists = yes
				is_puppet = no
				NOT = {
					has_war_with = EST
				}
			}
		}
	}
	bypass = {
		is_puppet = yes
		is_in_faction = yes
		LAT = {
			OR = {
				is_in_faction_with = EST
				exists = no
				has_completed_focus = LAT_baltic_cooperation
			}
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = LAT
			modifier = POL_the_baltic_alliance
		} {
			target = LIT
			modifier = POL_the_baltic_alliance
		}
		LAT = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_the_baltic_alliance
			}
		}
		LIT = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_the_baltic_alliance
			}
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				LAT = {
					is_faction_leader = yes
				}
			}
			LAT = {
				country_event = {
					id = generic.2
					days = 1
				}
			}
		} {
			limit = {
				LIT = {
					is_faction_leader = yes
				}
			}
			LIT = {
				country_event = {
					id = generic.2
					days = 1
				}
			}
		} {
			limit = {
				LAT = {
					exists = yes
					is_puppet = no
					NOT = {
						has_war_with = EST
					} {
						is_in_faction = yes
					}
				}
				LIT = {
					exists = yes
					is_puppet = no
					NOT = {
						has_war_with = EST
					} {
						is_in_faction = yes
					}
				}
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_BALTIC_ENTENTE_FACTION
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = BALTIC_ENTENTE_FACTION
			}
			LAT = {
				country_event = {
					id = est.11
					days = 1
				}
			}
			LIT = {
				country_event = {
					id = est.11
					days = 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Shared Focus
Tree: eng_focus
Component: ENG_landing_exercices
Constructs: shared_focus, prerequisite, has_government, completion_reward, has_navy_size, has_army_manpower, add_tech_bonus
Source: game
File: common/national_focus/r56_british_monarchy_in_exile.txt

Code:
shared_focus = {
	id = ENG_landing_exercices
	icon = GFX_goal_generic_amphibious_assault
	cost = 10
	prerequisite = {
		focus = ENG_welcome_british_exiles
	}
	relative_position_id = ENG_welcome_british_exiles
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_government = communism
		}
		has_navy_size = {
			size = > 5
		}
		has_army_manpower = {
			size = > 49999
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = uk_amphibious_focus
			bonus = 1.0
			uses = 1
			category = marine_tech r56_special_forces_training_tech
		} {
			name = uk_amphibious_focus
			bonus = 1.0
			uses = 1
			category = tp_tech
		} {
			name = JAP_expand_the_snlf
			bonus = 1
			uses = 1
			category = amphibious_armor_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: news.60
Constructs: is_triggered_only, has_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.60
	title = news.60.t
	desc = {
		text = news.60.d
		trigger = {
			has_global_flag = end_of_czechoslovakia
		}
	} {
		text = news.60.d_2
		trigger = {
			NOT = {
				has_global_flag = end_of_czechoslovakia
			}
		}
	}
	picture = GFX_news_event_german_inspect_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = news.60.a
		trigger = {
			NOT = {
				TAG = GER ENG FRA
			}
		}
	} {
		name = news.60.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.60.c
		trigger = {
			OR = {
				TAG = ENG FRA
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_closing_the_suez
Constructs: prerequisite, has_war, completion_reward, has_global_flag, has_war_escalation_level_5, is_league_of_nations_member
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_closing_the_suez
	icon = GFX_focus_generic_the_suez
	prerequisite = {
		focus = ETH_request_embargo ETH_arms_purchases
	}
	x = 0
	y = 1
	relative_position_id = ETH_request_embargo
	cost = 10
	available = {
		league_of_nations_is_active = yes
		has_global_flag = second_italo_ethiopian_war_flag
		has_war_escalation_level_5 = yes
		446 = {
			owner = {
				is_league_of_nations_member = yes
				controls_state = PREV
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_war = no
		}
	}
	search_filters = {

	}
	completion_reward = {
		446 = {
			owner = {
				country_event = {
					id = BBA_italo_ethiopian_war_events.11
					hours = 4
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_womens_education
Constructs: prerequisite, limit, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_womens_education
	icon = GFX_goal_AFG_womens_education
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_expand_university
	}
	relative_position_id = AFG_expand_university
	available = {
		AND = {
			NOT = {
				has_idea = r56i_laws_gender_traditional r56i_laws_gender_patriarchy
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = AFG_illiteracy_5
			}
			country_event = {
				id = r56_afghanistan.23
				hours = 12
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_4
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_4
				add_idea = AFG_illiteracy_5
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_3
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_3
				add_idea = AFG_illiteracy_4
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_2
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_2
				add_idea = AFG_illiteracy_3
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_1
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_1
				add_idea = AFG_illiteracy_2
			}
		} {
			limit = {
				has_idea = AFG_illiteracy
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy
				add_idea = AFG_illiteracy_1
			}
		} {
			limit = {
				NOT = {
					has_idea = AFG_illiteracy AFG_illiteracy_1 AFG_illiteracy_2 AFG_illiteracy_3 AFG_illiteracy_4 AFG_illiteracy_5
				}
			}
			add_manpower = 25000
			add_political_power = 50
		} {
			limit = {
				has_idea = AFG_illiteracy_5
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
		set_country_flag = AFG_womens_education_flag
		else_if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_5
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.05
			tooltip_side = AFG_parcha
# ... (truncated)
### Entity: Idea
Component: CHI_tsr_a_new_empire_idea_3
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor, has_dlc, removal_cost, conscription_factor
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tsr_a_new_empire_idea_3 = {
	picture = CHI_the_republic_restored
	name = CHI_tsr_a_new_empire_idea
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		research_speed_factor = 0.08
		experience_gain_army_factor = 0.1
		production_speed_buildings_factor = 0.1
		conscription_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_customs_barrier_ETH_idea
Constructs: industrial_capacity_factory, is_subject_of, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_customs_barrier_ETH_idea = {
	picture = generic_foreign_capital
	allowed = {
		always = no
	}
	available = {
		ETH = {
			is_subject_of = ITA
		}
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: PAR_hector_velasquez
Source: game
File: common/characters/PAR.txt

Code:
PAR_hector_velasquez = {
	advisor = {
		slot = air_chief
		idea_token = PAR_hector_velasquez
		allowed = {
			original_tag = PAR
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Héctor Velasquez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_attempt_to_ally_the_portuguese
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_attempt_to_ally_the_portuguese
	icon = GFX_focus_generic_befriend_portugal
	prerequisite = {
		focus = COG_invest_in_rubber_plantations COG_reestablish_the_bouvandji
	}
	mutually_exclusive = {
		focus = COG_friendship_with_france
	}
	x = 1
	y = 1
	relative_position_id = COG_invest_in_rubber_plantations
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		}
		POR = {
			exists = yes
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				POR = {
					is_faction_leader = yes
				}
			}
			POR = {
				country_event = generic.2
			}
		}
		ELSE_IF = {
			limit = {
				POR = {
					is_in_faction = no
				}
			}
			POR = {
				country_event = {
					id = ww_congo.50
					hours = 12
					random_hours = 24
				}
			}
		}
	}
}
### Entity: Event
Component: belgium.119
Constructs: has_completed_focus, create_country_leader, limit, add_ideas, remove_ideas, has_country_flag, add_political_power, has_idea
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.119
	title = belgium.119.t
	desc = belgium.119.desc
	picture = GFX_report_event_Van_Zeeland_government
	trigger = {
		tag = BEL
		has_completed_focus = BEL_democratic_influence
		has_idea = FRA_disjointed_government
		NOT = {
			has_country_flag = BEL_declared_neutrality
		}
	}
	mean_time_to_happen = {
		days = 90
	}
	option = {
		name = belgium.119.a
		add_political_power = -10
		FRA = {
			diplomatic_relation = {
				country = BEL
				relation = guarantee
				active = no
			}
		}
		add_ideas = neutrality_idea
		set_country_flag = BEL_declared_neutrality
	} {
		name = belgium.119.b
		trigger = {
			FRA = {
				NOT = {
					has_completed_focus = FRA_far_right_leagues FRA_radicalize_front FRA_action_francaise
				}
			}
		}
		add_political_power = -30
		remove_ideas = FRA_disjointed_government BEL_peacetime_national_union
		create_country_leader = {
			name = Paul-Emile Janson
			desc = Paul-Emile Janson
			picture = Portrait_Belgium_Paul-Emile_Janson.dds
			expire = 1939.1.1
			ideology = liberalism
			traits = {
				liberal_grandee
			}
		}
		if = {
			limit = {
				has_idea = BEL_paul_henri_spaak
				NOT = {
					has_idea = BEL_gaston_eyskens
				}
			}
			remove_ideas = BEL_paul_henri_spaak
			add_ideas = BEL_gaston_eyskens
		} {
			limit = {
				has_idea = BEL_paul_henri_spaak BEL_gaston_eyskens
			}
			remove_ideas = BEL_paul_henri_spaak
			add_political_power = 150
		}
		set_country_flag = BEL_neutrality_debate_over
		custom_effect_tooltip = BEL_neutrality_debate_over_tooltip
	}
}
### Entity: AI Strategy
Component: SPB_alternate_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SPB_alternate_strategy_plan.txt

Code:
SPB_alternate_plan = {
	name = Spanish Carlist alternate plan
	desc = Alternate behavior for Carlist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		OR = {
			tag = SPB
			AND = {
				tag = SPR
				OR = {
					has_country_flag = SPR_AI_RANDOM_CARLIST
					has_game_rule = {
						rule = SPR_ai_behavior
						option = CARLIST
					}
				}
			}
		}
	}
	abort = {
		OR = {
			tag = SPD SPC
		}
	}
	ai_national_focuses = {
		SPA_a_great_spain SPA_hand_over_the_ceda_campaign_chest SPA_negotiate_carlist_support SPA_the_army_of_africa SPA_secure_the_northern_garrisons SPA_sin_paquito SPA_supremacy_of_the_communion SPA_prepare_the_carlist_insurrection SPA_contact_the_union_militar_espanola SPA_head_the_junta_nacional SPA_no_compromise_on_carlist_ideals SPA_the_war_in_the_north SPA_revive_the_spirit_of_the_carlist_wars SPA_the_crusade_against_democracy SPA_expand_the_requetes SPA_defenders_of_catholicism SPA_militarize_the_masses SPA_battle_rites SPA_cultivate_fanaticism SPA_confirm_the_fueros SPA_utilize_the_intellectuals SPA_encourage_local_industrialization SPA_settle_the_succession_question SPA_restore_the_monarchy SPA_stamp_out_the_maquis SPA_dios_patria_rey SPA_found_the_academia_vazquez_de_mella SPA_restore_the_empire SPA_a_fleet_worthy_of_a_king SPA_rebuild_the_battlefleet SPA_imperial_security SPA_the_third_dimension_of_warfare SPA_a_modern_fighter_fleet SPA_restore_the_iberian_union
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Technology
Component: excavation1
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	local_resources_factor = 0.1
	local_resources_coal_factor = 0.05
	path = {
		research_cost_coeff = 1
	}
	research_cost = 2
	categories = {
		industry construction_tech excavation_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 2
			y = 0
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5.0
			OR = {
				oil = > 0
				aluminium = > 0
				rubber = > 0
				tungsten = > 0
				steel = > 0
				chromium = > 0
				coal = > 0
			}
		} {
			factor = 1.5
			OR = {
				oil = > 8
				aluminium = > 8
				rubber = > 8
				tungsten = > 8
				steel = > 8
				chromium = > 8
				coal = > 8
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_subvert_soviet_control
Constructs: prerequisite, remove_ideas, add_opinion_modifier, completion_reward, add_political_power, add_popularity, add_ai_strategy, unlock_decision_category_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_subvert_soviet_control
	icon = GFX_goal_MON_mongolia_first
	x = -1
	y = 1
	relative_position_id = MON_rely_on_national_strength
	cost = 7.16
	prerequisite = {
		focus = MON_rely_on_national_strength
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		remove_ideas = MON_soviet_nkvd_agents
		MON_soviet_high_influence_decrease_effect = yes
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -20
			}
		}
		unlock_decision_category_tooltip = MON_raids_operations_category
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Country History
Country: MLT
Component: MLT_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/MLT - Malta.txt

Code:
# Misc for MLT
capital = 116
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: EAI_DD_8/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Unit Leader
Component: 3
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
3 = {
	cost = 400
	type = field_marshal
	modifier = {
		planning_speed = 0.15
		max_planning = 0.06
	}
}
### Entity: Character
Component: mussolini_minister_of_justice
Source: game
File: common/country_leader/00_traits.txt

Code:
mussolini_minister_of_justice = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.25
	resistance_decay = 0.02
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_king_in_council
Constructs: prerequisite, completion_reward, set_party_name, set_politics, add_country_leader_role, add_field_marshal_role
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_king_in_council
	icon = GFX_focus_SWE_king_in_council
	prerequisite = {
		focus = SWE_attack_Landsorganisationen
	}
	mutually_exclusive = {
		focus = SWE_restoring_order
	}
	x = 0
	y = 1
	relative_position_id = SWE_attack_Landsorganisationen
	cost = 10
	available = {
		neutrality = > 0.65
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		set_party_name = {
			ideology = neutrality
			name = SWE_kings_party
			long_name = SWE_kings_party_long
		}
		custom_effect_tooltip = SWE_king_in_council_tt
		hidden_effect = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		}
		SWE_king_gustaf_v = {
			add_country_leader_role = {
				country_leader = {
					ideology = centrism
					expire = 1965.1.1.1
					id = -1
					traits = {
						SWE_ardent_conservative likes_germany
					}
				}
				promote_leader = yes
			}
		}
		add_field_marshal_role = {
			character = SWE_king_gustaf_v
			traits = {
				politically_connected media_personality old_guard
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
		}
	}
}