Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: FIN_bop_very_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_very_high_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 0.25
	}
}
### Entity: Character
Component: SWI_nationalistic_industrialist
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_nationalistic_industrialist = {
	random = no
	sprite = 9
	neutrality_drift = 0.07
	production_lack_of_resource_penalty_factor = -0.3
	war_support_factor = 0.1
}
### Entity: Decision
Component: operations
Constructs: has_completed_focus, has_war, limit, owns_state, has_war_with, add_war_support, has_country_flag, fire_only_once
Source: game
File: common/decisions/JAP.txt

Code:
operations = {
	JAP_tora_tora_tora = {
		allowed = {
			original_tag = JAP
		}
		icon = decision_generic_naval
		available = {
			OR = {
				has_war_with = HOL ENG USA FRA
			}
		}
		is_good = no
		fire_only_once = yes
		days_mission_timeout = 180
		activation = {
			has_completed_focus = JAP_strike_the_southern_road
		}
		visible = {
			has_completed_focus = JAP_strike_the_southern_road
		}
		complete_effect = {
			add_timed_idea = {
				idea = JAP_tora_tora_tora_idea
				days = 180
			}
		}
	}
	JAP_test_the_soviets = {
		icon = border_war
		allowed = {
			original_tag = JAP
		}
		available = {
			OR = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_support_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
			}
			NOT = {
				has_war_with = SOV
				is_in_faction_with = SOV
				has_non_aggression_pact_with = SOV
				SOV = {
					is_puppet_of = JAP
				}
			}
			1028 = {
				any_neighbor_state = {
					is_controlled_by = SOV
				}
			}
		}
		visible = {
			NOT = {
				has_global_flag = JAP_kalkin_gol
				has_completed_focus = JAP_okadas_military_purge_speech
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 408 1028
			}
		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				date = < 1939.1.1
				factor = 0
			} {
				OR = {
					SOV = {
						has_country_flag = SOV_CSW_transfer_vladivostok_flag
					} {
						has_country_flag = SOV_CSW_transfer_sakhalin_flag
					}
				}
				factor = 0
			}
		}
		cost = 50
		days_remove = 30
		war_with_on_remove = SOV
		complete_effect = {
			1028 = {
				save_event_target_as = JAP_SOV_attacker_state
				set_state_flag = border_incident_active
			}
			408 = {
				save_event_target_as = JAP_SOV_defender_state
				set_state_flag = border_incident_active
			}
			SOV = {
				country_event = {
					id = japan_border_conflict.1
					days = 1
				}
				activate_targeted_decision = {
					target = JAP
					decision = JAP_border_conflict_warning_SOV
				}
			}
		}
		remove_effect = {
			activate_targeted_decision = {
				target = SOV
				decision = JAP_border_incident_forgotten
			} {
				target = SOV
				decision = JAP_escalate_incident_to_border_conflict_SOV
			}
		}
	}
	JAP_border_conflict_warning_SOV = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		wa
# ... (truncated)
### Entity: Unit Template
Component: POL_GAR_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_GAR_01 = {
	name = Border Guard Brigade
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Brygada KOP
	ordered = {
		1 = {
			%d Brygada Ochrony Pogranicza
		}
		2 = {
			%d Brygada Ochrony Pogranicza
		}
		3 = {
			%d Brygada Ochrony Pogranicza
		}
		4 = {
			%d Brygada Ochrony Pogranicza
		}
		5 = {
			%d Brygada Ochrony Pogranicza
		}
		6 = {
			%d Brygada Ochrony Pogranicza
		}
		7 = {
			Brygada KOP Modlin
		}
		8 = {
			Brygada KOP Bydgoszcz
		}
		9 = {
			Brygada KOP Poznań
		}
		10 = {
			Brygada KOP Katowice
		}
		11 = {
			Brygada KOP Sanok
		}
		12 = {
			Brygada KOP Grodno
		}
		13 = {
			Brygada KOP Wilno
		}
		14 = {
			Brygada KOP Nowogródek
		}
		15 = {
			Brygada KOP Polesie
		}
		16 = {
			Brygada KOP Wołyń
		}
		17 = {
			Brygada KOP Podole
		}
	}
}
### Entity: Scripted Effect
Component: accelerating_independence_movement_swap
Constructs: limit, remove_ideas, has_idea, add_timed_idea
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
accelerating_independence_movement_swap = {
	if = {
		limit = {
			has_idea = idea_RAJ_growing_independence_movement_0
		}
		hidden_effect = {
			remove_ideas = {
				idea_RAJ_growing_independence_movement_0
			}
		}
		add_timed_idea = {
			idea = idea_RAJ_growing_independence_movement_1
			days = 365
		}
	}
	else = {
		add_timed_idea = {
			idea = idea_RAJ_growing_independence_movement_0
			days = 365
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AEl_Salvador.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
El_Salvador.png &#8206;(900 × 600 pixels, file size: 52 KB, MIME type: image/png)
### Entity: Character
Component: AFG_politically_disengaged
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_politically_disengaged = {
	random = no
	political_power_factor = -0.05
	enemy_justify_war_goal_time = 0.25
	stability_factor = 0.1
	ai_focus_peaceful_factor = 0.15
	opinion_gain_monthly_same_ideology_factor = 0.1
}
### Entity: Decision
Component: DEN_danish_security_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_danish_security_category = {
	icon = GFX_decision_category_generic_political_actions
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 30
	visible = {
		OR = {
			has_completed_focus = DEN_sign_non_aggression_deal DEN_strength_in_numbers
		}
	}
}
### Entity: Country History
Country: NRU
Component: NRU_technology
Constructs: set_technology
Source: game
File: history/countries/NRU - Nauru.txt

Code:
# Starting Technologies for NRU
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	basic_train = 1
}
### Entity: AI Strategy
Component: japanese_home_islands
Constructs: has_war, has_war_with, has_navy_size
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
japanese_home_islands = {
	name = theater_japanese_home_islands
	regions = {
		154 299 300 79 90 76 87 94 177 78
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				has_war_with = JAP
				original_tag = JAP
			}
			has_navy_size = {
				size = > 80
			}
		} {
			add = 10
			has_war_with = JAP
			has_navy_size = {
				size = > 150
			}
			controls_state = 648 645
		} {
			add = 10
			original_tag = JAP
			any_enemy_country = {
				controls_state = 645
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Idea
Component: den_secure_military
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_secure_military = {
	removal_cost = -1
	picture = PAK_ally_the_army
	available = {
		has_government = fascism
	}
	modifier = {
		experience_gain_army = 0.05
		experience_gain_army_factor = 0.15
		training_time_army_factor = -0.1
	}
}
### Entity: Doctrine
Component: jeune_ecole
Constructs: xp_cost, equipment_bonus, naval_speed
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
jeune_ecole = {
	track = screens
	name = SUBDOCTRINE_SCREEN_JEUNE_ECOLE
	description = SUBDOCTRINE_SCREEN_JEUNE_ECOLE_DESC
	icon = GFX_doctrine_battlefleet_concentration_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	convoy_raiding_efficiency_factor = 0.3
	rewards = {
		commerce_raiding_priority = {
			light_cruiser = {
				convoy_raiding_coordination = 0.05
				max_organisation = 20
				lg_attack = 0.1
			}
		}
		large_torpedo_boats = {
			light_cruiser = {
				torpedo_attack = 0.1
			}
			equipment_bonus = {
				ship_hull_torpedo_cruiser = {
					torpedo_attack = 0.1
					lg_attack = 0.1
					instant = yes
				}
			}
		}
		total_economic_warfare = {
			destroyer = {
				convoy_raiding_coordination = 0.05
				max_organisation = 20
			}
		}
		sea_scabs = {
			convoy_retreat_speed = 0.1
			destroyer = {
				naval_speed = 0.1
				patrol_coordination = 0.1
			}
		}
		autonomous_cruisers = {
			battle_cruiser = {
				hg_attack = 0.1
				naval_range = 0.1
				naval_speed = 0.1
				convoy_raiding_coordination = 0.1
			}
		}
	}
}
### Entity: Idea
Component: SOV_defense_of_the_motherland
Constructs: has_war
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_defense_of_the_motherland = {
	name = SOV_defense_of_the_motherland
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
		army_core_defence_factor = 0.05
		conscription = 0.005
	}
}
### Entity: Idea
Component: SPA_mandatory_pre_military_training_1
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_mandatory_pre_military_training_1 = {
	name = SPA_mandatory_pre_military_training
	picture = generic_infantry_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		training_time_factor = -0.1
		minimum_training_level = -0.1
	}
}
### Entity: Idea
Component: COG_ncm
Source: game
File: common/ideas/congo.txt

Code:
COG_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = COG
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_deal_with_bluehirt_remnants
Constructs: shared_focus, has_completed_focus, prerequisite, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_deal_with_bluehirt_remnants
	icon = GFX_focus_RAJ_seven_shackles
	prerequisite = {
		focus = KMT_purge_of_the_generals
	}
	available = {
		NOT = {
			has_completed_focus = KMT_disband_the_blueshirts
		}
		has_government = communism
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	relative_position_id = KMT_purge_of_the_generals
	completion_reward = {
		add_stability = 0.1
		add_political_power = 15
	}
}
### Entity: Character
Component: XSM_ma_duijing
Constructs: has_dlc
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_duijing = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_duijing
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_10
				small = GFX_kr_portrait_asia_generic_land_10_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = XSM_ma_duijing
			ledger = army
			allowed = {
				original_tag = NXM
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = theorist
			idea_token = XSM_ma_duijing2
			allowed = {
				original_tag = NXM
			}
			cost = 100
			traits = {
				military_theorist
			}
			ai_will_do = {
				factor = 1
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = Ma Duijing
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_10
				small = GFX_kr_portrait_asia_generic_land_10_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = XSM_ma_duijing
			ledger = army
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_northern_buffer_states
Constructs: prerequisite, has_government, completion_reward, allow_branch, remove_core_of
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_northern_buffer_states
	icon = GFX_focus_PER_establish_northern_buffer_states
	prerequisite = {
		focus = PER_preemptive_strike
	}
	x = 0
	y = 1
	relative_position_id = PER_preemptive_strike
	cost = 5
	available = {
		has_government = neutrality
		PER = {
			controls_state = 229 230 231 584
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		SOU = {
			country_event = {
				id = PER_imperial_events.110
				hours = 1
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt PER_buffer_state_tt CHL_skip_one_line_tt
		hidden_effect = {
			420 = {
				remove_core_of = AZR
			}
			1000 = {
				remove_core_of = AZR
			}
			419 = {
				remove_core_of = AZR
			}
		}
	}
}
### Entity: Idea
Component: IRQ_british_equipment
Constructs: has_government, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_british_equipment = {
	removal_cost = -1
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_manpower_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_all_yugoslavian_regiments
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip, has_global_flag, set_global_flag
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_all_yugoslavian_regiments
	icon = GFX_goal_rhineland
	prerequisite = {
		focus = YUG_greater_yugoslavia
	}
	x = 0
	y = 1
	relative_position_id = YUG_greater_yugoslavia
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = YUG_idea_all_yugoslavian_regiments
		IF = {
			limit = {
				NOT = {
					OR = {
						has_global_flag = SOV_flug_and_shteifon_went_to_germany_flag SOV_flug_and_shteifon_went_to_russia_flag
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			show_unit_leaders_tooltip = SOV_vasily_flug SOV_boris_shteifon
			hidden_effect = {
				set_global_flag = SOV_flug_and_shteifon_decided_to_fight_for_yugoslavia_flag
				set_country_flag = SOV_flug_and_shteifon_are_ready_to_serve_flag
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_MW_armor_army_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_MW_armor_army_production_strategy = {
	enable = {
		has_country_flag = EAI_MW_armor_army_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 35
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_end_the_murtadeen_reign
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_end_the_murtadeen_reign
	icon = GFX_goal_PAL_jihad
	prerequisite = {
		focus = PAL_panislamism
	}
	x = 1
	y = 1
	relative_position_id = PAL_panislamism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = PAL_end_the_murtadeen_reign_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_subject_of = ROOT
					}
					OR = {
						original_tag = IRQ OMA YEM UAE BHR QAT SAU SYR LEB AFG TUR KUR PER
					} {
						has_government = communism democratic
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = annex_everything
					}
				}
			}
			if = {
				limit = {
					TUR = {
						OR = {
							has_country_leader = {
								character = TUR_ismet_inonu
								ruling_only = yes
							} {
								character = TUR_mustafa_kemal_ataturk
								ruling_only = yes
							}
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = TUR
						type = annex_everything
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Direct_Involvement
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Direct_Involvement
	icon = GFX_focus_NOR_the_royal_guards_battalion
	cost = 5
	available = {
		NOR = {
			OR = {
				is_in_faction_with = DEN
				is_subject_of = DEN
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_The_Stolen_Kingdom
	}
	x = -1
	y = 3
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		NOR = {
			add_ideas = den_danish_advisors
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_intensify_anti_guerilla_operations
Constructs: prerequisite, completion_reward, has_dynamic_modifier, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_intensify_anti_guerilla_operations
	icon = GFX_focus_generic_attack_chinese_soviets
	x = -1
	y = 2
	relative_position_id = JAP_strategic_offensives
	prerequisite = {
		focus = JAP_strategic_offensives
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			OR = {
				has_dynamic_modifier = {
					modifier = PRC_guerilla_cells_active_1
				} {
					modifier = PRC_guerilla_cells_active_2
				} {
					modifier = PRC_anti_japanese_base
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = JAP_intensify_anti_guerilla_operations_tt
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_elect_a_king
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_elect_a_king
	icon = GFX_focus_hun_elect_a_king
	prerequisite = {
		focus = HUN_strengthen_the_monarchists
	}
	x = 0
	y = 2
	relative_position_id = HUN_balanced_budget
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		neutrality = > 0.3
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HUN_hungarian_monarchy
			add_idea = HUN_hungarian_monarchy_2
		}
	}
}
### Entity: Scripted Trigger
Component: country_is_major_nation
Source: game
File: common/scripted_triggers/r56_country_rank_triggers.txt

Code:
country_is_major_nation = {
	OR = {
		original_tag = ENG FRA GER ITA JAP SOV USA
	}
}
### Entity: Idea
Component: ITA_fiat_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_fiat_improved = {
	name = fiat
	picture = fiat
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_state = 158
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
	equipment_bonus = {
		armor = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_strive_for_self_sufficiency
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_strive_for_self_sufficiency
	icon = GFX_focus_generic_modernize_industry
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_expand_local_infrastructure
	}
	relative_position_id = YUN_expand_local_infrastructure
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				325 = {
					is_controlled_by = ROOT
				}
			}
			325 = {
				add_resource = {
					type = aluminium
					amount = 6
				}
			}
		} {
			limit = {
				747 = {
					is_controlled_by = ROOT
				}
			}
			747 = {
				add_resource = {
					type = coal
					amount = 4
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation_1
Constructs: prerequisite, completion_reward, set_party_name, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation_1
	icon = GFX_focus_generic_support_the_left_right
	ai_will_do = {
		factor = 2
	}
	x = 7
	y = 3
	mutually_exclusive = {
		focus = MAL_the_nation_2
	}
	prerequisite = {
		focus = MAL_the_nation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		set_party_name = {
			ideology = democratic
			long_name = MAL_democratic_umno_long
			name = MAL_democratic_umno
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = MAL_political_idea
			add_idea = MAL_political_idea_democracy_1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_coastal_defense_ships
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_coastal_defense_ships
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = ROM_coastal_defense_navy
	}
	x = -1
	y = 1
	relative_position_id = ROM_coastal_defense_navy
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_coastal_defense_ships
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			set_technology = {
				coastal_defense_ships = 1
			}
		}
	}
}
### Entity: Idea
Component: CYP_ar
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = CYP
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: highest_party_ideology
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### highest_party_ideology
* description: ideology of the most popular party. Can exclude the ruling party by using @exclude_ruling_party. Example: highest_party_ideology OR highest_party_ideology@exclude_ruling_party
### Entity: Event
Component: axis_minors_bulgaria.69
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.69
	title = axis_minors_bulgaria.69.t
	desc = axis_minors_bulgaria.69.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.69.a
	}
}