Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: NSB_poland_communist_events.5
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.5
	title = NSB_poland_communist_events.5.t
	desc = NSB_poland_communist_events.5.desc
	picture = GFX_report_event_poland_rejects
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.5.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = POL
					ratio = > 1
				}
			} {
				factor = 0.75
				strength_ratio = {
					tag = POL
					ratio = > 2
				}
			} {
				factor = 0.1
				strength_ratio = {
					tag = POL
					ratio = > 10
				}
			}
		}
		hidden_effect = {
			POL = {
				country_event = NSB_poland_communist_events.501
				leave_faction = yes
			}
		}
		effect_tooltip = {
			set_autonomy = {
				target = POL
				autonomy_state = autonomy_free
			}
			POL = {
				leave_faction = yes
			}
			declare_war_on = {
				target = POL
				type = annex_everything
			}
		}
	} {
		name = NSB_poland_communist_events.5.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			POL = {
				country_event = NSB_poland_communist_events.502
			}
		}
		effect_tooltip = {
			set_autonomy = {
				target = POL
				autonomy_state = autonomy_free
			}
		}
	}
}
### Entity: Technology
Component: radio
Constructs: has_war, is_major, coordination_bonus, research_cost, enable_equipment_modules
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	land_reinforce_rate = 0.02
	coordination_bonus = 0.02
	path = {
		leads_to_tech = improved_radio
		research_cost_coeff = 1
	}
	research_cost = 2
	folder = {
		name = electronics_folder
		position = {
			x = @radio
			y = 2
		}
	} {
		name = support_folder
		position = {
			x = 11
			y = 9
		}
	}
	enable_equipment_modules = {
		tank_radio_1 radio_navigation_1 lc_radio_1
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 6
			has_war = yes
		} {
			is_major = yes
			factor = 2
		} {
			factor = 5
			date = > 1939.8.1
		}
	}
	categories = {
		electronics
	}
	special_project_specialization = {
		specialization_air
	}
}
### Entity: Event
Component: siam.50
Constructs: is_triggered_only
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.50
	title = siam.50.t
	desc = siam.50.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = siam.50.a
	}
}
### Entity: Country History
Country: MNT
Component: MNT_characters
Constructs: recruit_character
Source: game
File: history/countries/MNT - Montenegro.txt

Code:
# Leaders & Characters for MNT
recruit_character = MNT_kristo_popovic MNT_blazo_jovanovic MNT_blazo_dukanovic
### Entity: National Focus
Tree: phi_focus
Component: PHI_rally_the_fisherfolk
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_rally_the_fisherfolk
	icon = GFX_focus_PHI_rally_the_fisherfolk
	prerequisite = {
		focus = PHI_partido_komunista_ng_pilipinas_coup
	}
	relative_position_id = PHI_partido_komunista_ng_pilipinas_coup
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {
		NOT = {
			ROOT = {
				controls_state = 327 627
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				327 = {
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			327 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				627 = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			627 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_case_of_the_nine
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_puppet, is_in_faction_with, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_case_of_the_nine
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = TAN_Collectivist_Ethos
	}
	mutually_exclusive = {
		focus = TAN_tuvan_nationalism TAN_gather_the_party_opposition
	}
	available = {
		OR = {
			communism = > 0.15
			has_government = neutrality
		}
	}
	x = -4
	y = 1
	relative_position_id = TAN_Collectivist_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			OR = {
				AND = {
					is_puppet = yes
					OVERLORD = {
						has_government = communism
					}
				} {
					is_in_faction_with = SOV
					SOV = {
						has_government = communism
					}
				}
			}
		} {
			factor = 0.2
			AND = {
				is_in_faction = yes
				faction_leader = {
					has_government = fascism
				}
			}
		} {
			factor = 0.2
			any_enemy_country = {
				is_faction_leader = yes
				has_government = communism
			}
		} {
			factor = 2
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		set_province_name = {
			id = 7804
			name = VICTORY_POINTS_7804_TOKA
		}
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt SOV_characters_will_be_purged_tt
		retire_character = TAN_sat_churmit_dazhy TAN_sat_bazyr_ool_oglu_lopsan TAN_oiun_danchai TAN_adyg_tulush_khemchik_ool TAN_kuular_sungar_ool TAN_seren_kuzhuget
		hidden_effect = {
			SOV = {
				country_event = {
					id = tuva.1
					hours = 6
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Modifier Reference
Component: INS_oil_baron_state
Constructs: has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_oil_baron_state = {
	icon = GFX_modifiers_INS_oil_baron_state
	enable = {
		has_dlc = Thunder at Our Gates
	}
	state_production_speed_buildings_factor = 0.2
	local_building_slots = 2
	state_resources_factor = -0.4
}
### Entity: Idea
Component: WLL_fernand_rouleau
Constructs: has_government
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_fernand_rouleau = {
	ledger = army
	allowed = {
		original_tag = WLL
	}
	available = {
		has_government = fascism
	}
	traits = {
		army_chief_drill_1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: EST_SS_HISTORICAL
Source: game
File: common/units/names_ships/EST_ship_names.txt

Code:
EST_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		EST
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = EML 
	fallback_name = Allveelaevade %d
	unique = {
		Kalev Lembit Wambola Lennuk Sulev Pikker Lembit Lane
	}
}
### Entity: AI Strategy
Component: r56_SWE_finland_war_plans
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_SWE.txt

Code:
r56_SWE_finland_war_plans = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_war_with = FIN
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_war_with = FIN
			}
		}
	}
	ai_strategy = {
		type = garrison
		value = -50
	} {
		type = front_unit_request
		value = 75
		tag = FIN
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_banco_do_brasil
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_banco_do_brasil
	icon = GFX_focus_BRA_banco_do_brasil
	prerequisite = {
		focus = BRA_batalha_do_borracha
	}
	x = 0
	y = 1
	relative_position_id = BRA_batalha_do_borracha
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_economy_intro available_industrial_concern
		add_to_variable = {
			BRA_economy_industrial_capacity_factor = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			BRA_economy_production_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			BRA_economy_production_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		}
		BRA_remove_economy_modifier = yes
		show_ideas_tooltip = BRA_banco_do_brasil_idea
	}
}
### Entity: Idea
Component: AFG_islamic_republic_idea
Constructs: stability_factor, has_government
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_islamic_republic_idea = {
	picture = tur_kemalist_army_officers_powerful_neutral
	allowed = {
		original_tag = AFG
		has_government = democratic
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Unit Template
Component: LUX_GAR_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_GAR_01 = {
	name = Garrison Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Landesschützen-Division
	ordered = {
		1 = {
			%d. Landesschützen-Division
		}
		2 = {
			%d. Landesschützen-Division
		}
		3 = {
			%d. Landesschützen-Division
		}
		4 = {
			%d. Landesschützen-Division
		}
		5 = {
			%d. Landesschützen-Division
		}
		6 = {
			%d. Landesschützen-Division
		}
		7 = {
			%d. Landesschützen-Division
		}
		8 = {
			%d. Landesschützen-Division
		}
		9 = {
			%d. Landesschützen-Division
		}
		10 = {
			%d. Landesschützen-Division
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SPA_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 32
	}
	location = 6906
	division_template = División de Infantería
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_bring_home_quebec
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, is_subject_of, cancel_if_invalid, every_state
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_bring_home_quebec
	icon = GFX_focus_attack_canada
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_grow_the_empire
	}
	relative_position_id = FRA_grow_the_empire
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	will_lead_to_war_with = CAN
	bypass = {
		owns_state = 466 860 861 862 863
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = QUE
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		466 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = take_state
						target = PREV
						expire = 0
						generator = {
							466 860 861 862 863
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_befriend_italy
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_befriend_italy
	icon = GFX_goal_generic_befriend_italy
	text = GRE_befriend_italy
	prerequisite = {
		focus = GRE_alliances
	}
	mutually_exclusive = {
		focus = GRE_reclaim_dodecanese
	}
	x = 0
	y = 1
	relative_position_id = GRE_alliances
	cost = 10
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		ITA = {
			country_event = greece.85
		}
	}
}
### Entity: Achievement
Component: this_achievement_is_cheesy
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
this_achievement_is_cheesy = {
	id = 141
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = LAT
	}
	happened = {
		controls_state = 666
		has_completed_focus = LAT_ostland
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_mining_commission
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_mining_commission
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CHI_sea_rural_reconstruction_movement
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_rural_reconstruction_movement
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		CHI_hyper_inflation_level_up = yes
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = CHI_mining_commission
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_poudreries_reunies_de_belgique
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_to_variable, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_poudreries_reunies_de_belgique
	icon = GFX_focus_BEL_poudreries_reunies_de_belgique
	prerequisite = {
		focus = BEL_fn_herstal
	}
	relative_position_id = BEL_fn_herstal
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		6 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		6 = {
			NOT = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass_effect = {
		custom_effect_tooltip = BEL_modify_economic_downturn_dynamic_modifier_tt
		add_to_variable = {
			BEL_economic_downturn_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_economic_downturn_dynamic_modifier_tt
		add_to_variable = {
			BEL_economic_downturn_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: Character
Component: ITA_palmiro_togliatti
Constructs: has_completed_focus, has_dlc, has_country_leader, has_stability
Source: game
File: common/characters/ITA.txt

Code:
ITA_palmiro_togliatti = {
	name = ITA_palmiro_togliatti
	portraits = {
		civilian = {
			large = GFX_portrait_ita_palmiro_togliatti
			small = GFX_portrait_ITA_palmiro_togliatti_small
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			conservative_communist
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_palmiro_togliatti
		allowed = {
			OR = {
				original_tag = ITA SWE
			}
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				AND = {
					OR = {
						has_completed_focus = ITA_unite_the_opposition ITA_defy_the_duce
					}
					NOT = {
						has_completed_focus = ITA_culto_del_duce
					} {
						has_completed_focus = ITA_convene_the_grand_council
					} {
						has_country_leader = {
							character = ITA_palmiro_togliatti
							ruling_only = yes
						}
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			marxist_fundamentalist
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 10
				has_stability = < 0.3
			} {
				factor = 0
				ITA_is_socialist_ai = yes
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_military_aid
Constructs: add_equipment_to_stockpile, prerequisite, limit, is_major, completion_reward, has_dlc, is_in_faction_with, every_other_country
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_military_aid
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = FIN_join_the_allies
	}
	x = 0
	y = 1
	relative_position_id = FIN_join_the_allies
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		army_experience = 35
		navy_experience = 35
		air_experience = 35
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = FIN_military_aid_subsidies_tt
			if = {
				limit = {
					any_other_country = {
						is_in_faction_with = ROOT
						is_major = yes
					}
				}
				custom_effect_tooltip = generic_current_targets
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
						is_major = yes
					}
				}
				hidden_effect = {
					every_other_country = {
						limit = {
							is_in_faction_with = ROOT
							is_major = yes
						}
						display_individual_scopes = yes
						ROOT = {
							add_equipment_subsidy = {
								cic = FIN_basic_subsidies_value
								equipment_type = small_plane_airframe
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = medium_plane_airframe
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = light_tank_chassis
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = medium_tank_chassis
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = artillery_equipment
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = anti_air_equipment
								seller_tags = {
									PREV
								}
							} {
								cic = FIN_basic_subsidies_value
								equipment_type = anti_tank_equipment
								seller_tags = {
									PREV
								}
							}
						}
					}
				}
			}
		} {
			limit = {
				any_other_country = {
					is_in_faction_with = ROOT
					OR = {
						is_major = yes
						original_tag = SWE
					}
				}
			}
			custom_effect_tooltip = generic_current_targets
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_major = yes
				}
				ROOT = {
					if = {
						
# ... (truncated)
### Entity: Event
Component: israel.43
Constructs: owns_state, add_stability, fire_only_once, has_dynamic_modifier
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.43
	title = israel.43.t
	desc = israel.43.d
	picture = GFX_report_event_isr_goat
	fire_only_once = yes
	trigger = {
		OR = {
			TAG = ISR PAL MPL
		}
		owns_state = 1017
		controls_state = 1017
		1017 = {
			NOT = {
				has_dynamic_modifier = {
					modifier = r56_ISR_negev_modifier
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = israel.43.a
		add_stability = 0.01
	}
}
### Entity: Military Industrial Organization
Component: GER_henschel_kassel_organization
Constructs: add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_henschel_kassel_organization = {
	include = generic_train_organization
	icon = GFX_idea_GER_henschel_civilian
	allowed = {
		original_tag = GER
	}
	add_trait = {
		token = GER_mio_trait_lokomotivfabrik_floridsdorf
		name = GER_mio_trait_lokomotivfabrik_floridsdorf
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		limit_to_equipment_type = {
			train_equipment
		}
		available = {
			FROM = {
				OR = {
					controls_state = 4
					any_subject_country = {
						controls_state = 4
					}
				}
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Event
Component: libya.54
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.54
	title = libya.54.t
	desc = libya.54.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.54.a
		ai_chance = {
			base = 90
		}
		news_event = {
			hours = 3
			id = news.626
		}
		create_wargoal = {
			type = annex_everything
			target = BOS
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_560
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_560 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 560
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 560
	}
}
### Entity: Idea
Component: GER_safeguard_finland_idea
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_safeguard_finland_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = anti_soviet_pact
	modifier = {
		communism_drift = -0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: SWE_volvo
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_volvo = {
	visible = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	allowed = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
	}
	available = {
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
}
### Entity: Character
Component: army_entrenchment_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_entrenchment_1 = {
	sprite = 9
	dig_in_speed_factor = 0.08
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Character
Component: WLS_acgs
Source: game
File: common/characters/WLS.txt

Code:
WLS_acgs = {
	advisor = {
		slot = air_chief
		idea_token = WLS_acgs
		allowed = {
			original_tag = WLS
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_CSIR
Constructs: prerequisite, completion_reward, is_subject_of, has_global_flag, is_in_faction_with, is_in_tech_sharing_group, cancel_if_invalid, modify_tech_sharing_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_CSIR
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = AST_adopt_westminster
	}
	x = -1
	y = 3
	relative_position_id = AST_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		}
		is_in_tech_sharing_group = commonwealth_research
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		AST = {
			modify_tech_sharing_bonus = {
				id = commonwealth_research
				bonus = 0.05
			}
		}
	}
}
### Entity: Scripted Trigger
Component: has_war_escalation_level_5
Constructs: has_war_escalation_level_5, has_war_escalation_level_5_tt, check_variable
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_war_escalation_level_5 = {
	custom_trigger_tooltip = {
		tooltip = has_war_escalation_level_5_tt
		check_variable = {
			ETH.ETH_war_escalation_level = > 4
		}
	}
}