Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_priority_convert_MIC_to_CIC
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_priority_convert_MIC_to_CIC = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_priority_convert_MIC_to_CIC
	} {
		limit = {
			check_variable = {
				ROOT.EAI_PC_active_projects = < 5
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_has_mil_to_civ_conversion_slot_scores = 0
				}
			}
			EAI_get_mil_to_civ_conversion_slot_scores = yes
		}
		set_temp_variable = {
			_project_building_type = global.EAI_PC_MTC
		}
		for_each_scope_loop = {
			array = EAI_mil_to_civ_conversion_slot_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
}
### Entity: Event
Component: naw_norway.181
Constructs: is_triggered_only, limit, has_country_flag, add_to_faction, is_in_faction_with, clr_country_flag, is_subject_of, every_other_country
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.181
	title = naw_norway.181.t
	desc = naw_norway.181.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.181.a
		effect_tooltip = {
			add_to_faction = FROM
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						is_in_faction_with = ROOT
						has_country_flag = NOR_faction_leader_decides_foreign_policy
					}
				}
				FROM = {
					clr_country_flag = NOR_faction_leader_decides_foreign_policy
				}
			} {
				limit = {
					any_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = FROM
						}
						has_country_flag = NOR_faction_leader_decides_foreign_policy
					}
				}
				every_other_country = {
					limit = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = FROM
						}
					}
					clr_country_flag = NOR_faction_leader_decides_foreign_policy
				}
			}
			add_ai_strategy = {
				type = alliance
				id = NOR
				value = 125
			}
		}
	}
}
### Entity: Modifier Reference
Construct: naval_morale
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_morale

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_force_ratio_NIC
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_FACTORY_force_ratio_NIC = {
	set_temp_variable = {
		result_value = EAI_BUILDING_target_weight_CIC
	} {
		b = 1
	} {
		EAI_BUILDING_target_weight_NIC = result_value
	}
	add_to_temp_variable = {
		result_value = EAI_BUILDING_target_weight_MIC
	}
	multiply_temp_variable = {
		result_value = ratio_value
	}
	subtract_from_temp_variable = {
		b = ratio_value
	}
	divide_temp_variable = {
		result_value = b
	}
}
### Entity: Idea
Component: KMT_dying_democracy
Constructs: stability_factor, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dying_democracy = {
	picture = generic_democratic_drift_bonus
	cancel = {

	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.05
		political_power_factor = -0.05
		stability_factor = -0.2
		industrial_capacity_factory = -0.075
	}
}
### Entity: Special Project
Component: sp_air_generic_major_breakthrough_reward
Constructs: fire_only_once, add_project_progress_ratio
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_major_breakthrough_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
	}
	option = {
		token = sp_air_generic_major_breakthrough_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.medium
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_education_subsidies
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_education_subsidies
	icon = GFX_focus_research
	available = {
		OR = {
			industrial_complex = > 32
			AND = {
				industrial_complex = > 17
				arms_factory = > 11
				dockyard = > 3
			}
		}
	}
	prerequisite = {
		focus = INS_local_unity
	} {
		focus = INS_dissolve_national_party
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INS_vice_presidential_edict
	ai_will_do = {
		base = 10
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_a_reborn_navy
Constructs: has_completed_focus, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_a_reborn_navy
	icon = GFX_goal_PRU_marina
	x = 22
	y = 0
	relative_position_id = PRU_czech_equipment_aquisition
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_completed_focus = PRU_mediate_between_the_parties PRU_empower_benavides PRU_legacy_of_sachez_cerro PRU_look_to_the_past
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_defeated_navy
			add_idea = PRU_defeated_navy_lesser
		}
		navy_experience = 50
		PRU_increase_navy_10_percent = yes
	}
}
### Entity: Event
Component: yugoslavia.3
Constructs: is_triggered_only, has_global_flag, create_wargoal, take_state_focus
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.3
	title = yugoslavia.3.t
	desc = {
		text = yugoslavia.3.d
		trigger = {
			NOT = {
				has_global_flag = FRA_abandoned_yugoslavia
			}
		}
	} {
		text = yugoslavia.3.d_FRA_abandoned_yugoslavia
		trigger = {
			has_global_flag = FRA_abandoned_yugoslavia
		}
	}
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = yugoslavia.3.a
		effect_tooltip = {
			GER = {
				create_wargoal = {
					type = take_state_focus
					target = YUG
					generator = {
						102 853
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: dockyard_donations
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## dockyard_donations

* Number with 0 decimal places
* **Categories**: government_in_exile
### Entity: Event
Component: greece.56
Constructs: is_triggered_only, create_country_leader, add_stability, add_political_power
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.56
	title = greece.56.t
	desc = greece.56.d
	picture = GFX_report_event_europe_funeral
	is_triggered_only = yes
	option = {
		name = greece.56.a
		add_stability = -0.05
		add_political_power = 90
		create_country_leader = {
			name = Nikos Beloyiannis
			picture = r56_portrait_GRE_Nikos_Belogiannis.dds
			expire = 1965.1.1
			ideology = stalinism
			traits = {
				revolutionary_figure
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_rejuvenate_the_luxembourgish_identity
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_rejuvenate_the_luxembourgish_identity
	icon = GFX_goal_LUX_demonstrate_our_will
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_attack_alliance_francaise
	prerequisite = {
		focus = LUX_attack_alliance_francaise LUX_integrate_french_organisations
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = r56_LUX_anti_french_sentiments
			}
			swap_ideas = {
				remove_idea = r56_LUX_anti_french_sentiments
				add_idea = r56_LUX_anti_french_sentiments2
			}
		}
		else_if = {
			limit = {
				has_idea = r56_LUX_all_luxembourgish_societies
			}
			swap_ideas = {
				remove_idea = r56_LUX_all_luxembourgish_societies
				add_idea = r56_LUX_all_luxembourgish_societies2
			}
		}
		else = {
			custom_effect_tooltip = LUX_rejuvenate_the_luxembourgish_identity_tt
		}
		add_power_balance_value = {
			id = LUX_fascist_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: SWI_fascist_appeaser
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_fascist_appeaser = {
	random = no
	sprite = 13
	fascism_drift = 0.03
	opinion_gain_monthly_factor = 0.2
	surrender_limit = -0.1
}
### Entity: Modifier Reference
Construct: trade_opinion_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## trade_opinion_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Character
Component: UAE_awt
Source: game
File: common/characters/UAE.txt

Code:
UAE_awt = {
	advisor = {
		slot = theorist
		idea_token = UAE_awt
		ledger = air
		allowed = {
			original_tag = UAE
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.150
Constructs: is_triggered_only, ai_chance, limit, has_tech, has_dlc
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.150
	title = DOD_hungary.150.t
	desc = DOD_hungary.150.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.150.a
		trigger = {
			OR = {
				GER = {
					is_available_fighter_HUN = yes
				}
				FRA = {
					is_available_fighter_HUN = yes
				}
				ITA = {
					is_available_fighter_HUN = yes
				}
				ENG = {
					is_available_fighter_HUN = yes
				}
				USA = {
					is_available_fighter_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = fighter1
				add = -10
			} {
				has_tech = fighter2
				add = -10
			} {
				has_tech = fighter3
				factor = 0
			} {
				has_tech = basic_small_airframe
				add = -10
			} {
				has_tech = improved_small_airframe
				add = -10
			} {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_yugoslavia.151
		}
		else = {
			country_event = DOD_yugoslavia.1511
		}
	} {
		name = DOD_hungary.150.b
		trigger = {
			OR = {
				GER = {
					is_available_heavy_fighter_HUN = yes
				}
				FRA = {
					is_available_heavy_fighter_HUN = yes
				}
				ITA = {
					is_available_heavy_fighter_HUN = yes
				}
				ENG = {
					is_available_heavy_fighter_HUN = yes
				}
				USA = {
					is_available_heavy_fighter_HUN = yes
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			country_event = DOD_romania.152
		}
		else = {
			country_event = DOD_romania.1521
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = heavy_fighter1
				add = -10
			} {
				has_tech = heavy_fighter2
				add = -10
			} {
				has_tech = heavy_fighter3
				factor = 0
			} {
				has_tech = basic_medium_airframe
				add = -10
			} {
				has_tech = improved_medium_airframe
				add = -10
			} {
				has_tech = advanced_medium_airframe
				factor = 0
			}
		}
	}
}
### Entity: Idea
Component: AUS_catholic_education
Constructs: research_speed_factor, war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_catholic_education = {
	picture = MEX_church_power_5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.04
		fascism_drift = 0.02
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_expand_axis_aide
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, has_civil_war, add_offsite_building
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_expand_axis_aide
	available = {
		has_country_flag = spanish_civil_war_started_flag
		has_civil_war = yes
		GER = {
			exists = yes
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_tackle_the_weak_fronts_r56
	} {
		focus = SPR_new_approach_nat
	}
	x = 0
	y = 8
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: smalltext
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
smalltext

A shorter version of the message body text. If no smalltext parameter is given then this template falls back to use the text parameter.
### Entity: Character
Component: USA_harold_ickes
Constructs: limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/USA.txt

Code:
USA_harold_ickes = {
	name = USA_harold_ickes
	portraits = {
		army = {
			small = GFX_idea_harold_ickes
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = harold_ickes
		allowed = {
			original_tag = USA
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Unit Template
Component: USA_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/USA_railway_gun_names.txt

Code:
USA_RG_HISTORICAL = {
	for_countries = {
		USA
	}
	type = railway_gun
	fallback_name = Battery %d, 52nd Coast Artillery (Railway) Regiment
	ordered = {
		1 = {
			Battery C, 52nd Coast Artillery (Railway) Regiment
		}
		2 = {
			Battery D, 52nd Coast Artillery (Railway) Regiment
		}
		3 = {
			Battery E, 52nd Coast Artillery (Railway) Regiment
		}
		4 = {
			Battery F, 52nd Coast Artillery (Railway) Regiment
		}
		5 = {
			Battery A, 41st Coast Artillery (Railway) Regiment
		}
		6 = {
			Battery B, 41st Coast Artillery (Railway) Regiment
		}
		7 = {
			Battery A, 52nd Coast Artillery (Railway) Regiment
		}
		8 = {
			Battery B, 52nd Coast Artillery (Railway) Regiment
		}
		9 = {
			Battery F, 16th Coast Artillery Regiment 
		}
		10 = {
			Battery G, 52nd Coast Artillery (Railway) Regiment
		}
		11 = {
			Battery H, 52nd Coast Artillery (Railway) Regiment
		}
		12 = {
			Battery I, 52nd Coast Artillery (Railway) Regiment
		}
		13 = {
			Battery J, 52nd Coast Artillery (Railway) Regiment
		}
		14 = {
			Battery K, 52nd Coast Artillery (Railway) Regiment
		}
		15 = {
			Battery L, 52nd Coast Artillery (Railway) Regiment
		}
		16 = {
			Battery M, 52nd Coast Artillery (Railway) Regiment
		}
		17 = {
			Battery N, 52nd Coast Artillery (Railway) Regiment
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_standardization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_standardization
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_metropolitan_army
	}
	icon = GFX_focus_generic_rubber
	x = 0
	y = 1
	relative_position_id = POR_metropolitan_army
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POR_standardization
	}
}
### Entity: Idea
Component: FRA_entrepeneurship
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_entrepeneurship = {
	picture = chi_hyper_inflation2
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_buy_foreign_aircraft
Constructs: prerequisite, has_country_flag, completion_reward, is_subject, add_equipment_subsidy
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_buy_foreign_aircraft
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = DEN_rigid_training
	}
	relative_position_id = DEN_create_danforce
	x = -1
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_create_danish_brigades_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_equipment_subsidy = {
			cic = 2000
			equipment_type = small_plane_airframe
			seller_tags = {
				DEN.hosts_danish_brigades
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_naval_carrier
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_carrier = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 15
	}
	carrier_early = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				mid_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	carrier_early_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries
				mid_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	carrier_basic = {
		priority = {
			factor = 5
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_1
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				front_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air ship_fire_control_system carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	carrier_improved = {
		priority = {
			factor = 2
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1
# ... (truncated)
### Entity: Idea
Component: GER_mefo_bills_ended
Constructs: limit, has_government, has_dynamic_modifier, add_to_variable, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_mefo_bills_ended = {
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	on_remove = {
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_recovering_economy_modifier
				}
			}
			add_to_variable = {
				GER_industrial_consumer_goods_factor = 0.75
			}
		}
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.45
	}
}
### Entity: National Focus
Component: wuw_HUN_the_legacy_of_the_isonzo_front
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_legacy_of_the_isonzo_front
	icon = GFX_focus_SMB_mountain_guns
	prerequisite = {
		focus = wuw_HUN_honor_the_great_war_veterans
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_honor_the_great_war_veterans
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_mastery_bonus = {
			name = wuw_HUN_the_legacy_of_the_isonzo_front
			bonus = 0.2
			days = 180
			track = combat_support
		}
		add_tech_bonus = {
			name = wuw_HUN_the_legacy_of_the_isonzo_front
			bonus = 0.25
			uses = 2
			category = artillery
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_sharia
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_sharia
	icon = GFX_goal_PAL_sharia
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_establish_majlis
	}
	cost = 5
	relative_position_id = PAL_establish_majlis
	completion_reward = {
		add_ideas = PAL_sharia_idea
	}
}
### Entity: Event
Component: netherlands.34
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.34
	title = netherlands.34.t
	desc = netherlands.34.desc
	picture = GFX_report_event_dietsche_militie
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = netherlands.33.a
		add_political_power = 20
		add_war_support = 0.03
		add_stability = 0.01
	}
}
### Entity: Idea
Component: GER_supporting_colonial_independence_idea
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/GER.txt

Code:
GER_supporting_colonial_independence_idea = {
	picture = soviet_german_friendship
	name = GER_supporting_independence_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.4
		political_power_factor = 0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_research_collaboration
Constructs: prerequisite, has_war, completion_reward, is_subject, is_in_faction, is_in_faction_with, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_research_collaboration
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = AST_fight_work_or_perish
	} {
		focus = AST_australian_arms_production
	}
	x = -5
	y = 5
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_exploit_the_baita_mines
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_exploit_the_baita_mines
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = ROM_expand_the_university_of_bucharest
	}
	x = 1
	y = 7
	relative_position_id = ROM_civil_works
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_exploit_the_baita_mines
	}
}