Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_DIPLO_BUL_joins_axis_0
Constructs: is_historical_focus_on, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_BUL_joins_axis_0 = {
	allowed = {
		tag = BUL
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			BUL = {
				is_in_faction = yes
			} {
				has_war_together_with = GER
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = join_faction
		value = -500
	} {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = -500
	}
}
### Entity: Idea
Component: NORDIC_joint_army_member_ns_3
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_member_ns_3 = {
	name = NORDIC_joint_army_member_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.05
		max_command_power = 20
		weekly_manpower = 200
		training_time_factor = -0.1
		experience_gain_army = 0.05
	}
}
### Entity: Modding Documentation
Construct: railwaygun_damage
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## railwaygun_damage
* Aliases: rg_damage
* Not available in release build

damage railway guns
### Entity: Decision
Component: MPL_stabilize_jordan_category
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_stabilize_jordan_category = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	priority = 200
}
### Entity: Character
Component: ANG_aco2
Source: game
File: common/characters/ANG.txt

Code:
ANG_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = ANG_aco2
		allowed = {
			original_tag = ANG
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.2
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.2
	title = wuw_GER_chinese_diplomacy.2.t
	desc = wuw_GER_chinese_diplomacy.2.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.2.a
		ai_chance = {
			base = 98
		}
		IF = {
			limit = {
				has_idea = GER_chi_ger_trade_ns
			}
			swap_ideas = {
				remove_idea = GER_chi_ger_trade_ns
				add_idea = GER_chi_ger_trade_ns_2
			}
		}
		ELSE = {
			add_ideas = GER_chi_ger_trade_ns_2
		}
		add_timed_idea = {
			idea = GER_aid_in_industrialization
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.3
				days = 2
				random_days = 3
			}
		}
	} {
		name = wuw_GER_chinese_diplomacy.2.b
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.4
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: news.632
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.632
	title = news.632.t
	desc = news.632.desc
	picture = GFX_news_event_soviet_soldiers_ruins
	major = yes
	is_triggered_only = yes
	option = {
		name = news.632.a
	}
}
### Entity: Idea
Component: SPR_Conv
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_Conv = {
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.2
	}
}
### Entity: Idea
Component: SOV_internal_chaos_1
Constructs: stability_factor, mobilization_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_internal_chaos_1 = {
	name = SOV_internal_chaos_1
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.1
		mobilization_speed = -0.1
		army_morale_factor = -0.1
		high_command_cost_factor = -0.1
		political_advisor_cost_factor = -0.1
	}
}
### Entity: Order of Battle
Component: 2 Azad Hind Fauj
Constructs: division_template
Source: game
File: history/units/CA1.txt

Code:
division = {
	name = 2 Azad Hind Fauj
	location = 11260
	division_template = Azad Hind Infantry Corps
	bonus = 1
}
### Entity: Idea
Component: QUE_utopian_socialism
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_utopian_socialism = {
	allowed_civil_war = {
		always = no
	}
	picture = por_iberian_workers_united
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_buildings_factor = 0.15
		monthly_population = 0.4
		production_speed_industrial_complex_factor = 0.2
		stability_factor = 0.1
	}
}
### Entity: Order of Battle
Component: 7. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 7. Kuva-yi Milliye Tugayi
	location = 947
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Component: wuw_HUN_a_new_pride_of_the_fleet
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, has_tech, is_coastal, cancel_if_invalid, create_equipment_variant
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_new_pride_of_the_fleet
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = wuw_HUN_capital_ship_efforts
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_capital_ship_efforts
	cost = 5
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	available = {
		has_tech = basic_ship_hull_heavy
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		create_equipment_variant = {
			name = Viribus Unitis Class
			type = ship_hull_heavy_2
			parent_version = 0
			allow_without_tech = yes
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = dp_ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_anti_air_2
				mid_2_custom_slot = dp_ship_secondaries_1
				rear_1_custom_slot = ship_heavy_battery_1
			}
			upgrades = {
				ship_reliability_upgrade = 2
				ship_engine_upgrade = 2
				ship_armor_upgrade = 3
				ship_gun_upgrade = 3
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_heavy_2
				creator = HUN
				version_name = Viribus Unitis Class
			}
			name = Viribus Unitis
			requested_factories = 2
			progress = 0.75
			amount = 1
		}
	}
}
### Entity: Character
Component: MAN_zhang_yanqing
Source: game
File: common/characters/MAN.txt

Code:
MAN_zhang_yanqing = {
	name = MAN_zhang_yanqing
	portraits = {
		civilian = {
			small = GFX_portrait_MAN_zhang_yanqing_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_zhang_yanqing
		allowed = {
			original_tag = MAN
		}
		available = {

		}
		cost = 150
		traits = {
			MAN_foreign_minister
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: BUL_ivan_variklechkov
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_ivan_variklechkov = {
	advisor = {
		slot = navy_chief
		idea_token = BUL_ivan_variklechkov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_completed_focus = BUL_approach_germany
			} {
				has_government = fascism
			}
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_ivan_variklechkov
	portraits = {
		army = {
			small = GFX_idea_bul_ivan_variklechkov
		}
	}
}
### Entity: AI Strategy
Component: default_recruit_nuclear_scientist
Source: game
File: common/ai_strategy/default.txt

Code:
default_recruit_nuclear_scientist = {
	enable = {
		OR = {
			can_assign_supportive_scientist_to_faction = specialization_nuclear
			nuclear_facility = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_nuclear
		value = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AList-50x50.gif.html

Doc:
File

File history

File usage
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### Entity: Modifier Reference
Component: walloon_partisans
Source: game
File: common/dynamic_modifiers/r56_HOL.txt

Code:
walloon_partisans = {
	enable = {
		always = yes
	}
	icon = GFX_looting_resistance_icon
	compliance_growth = -0.1
	resistance_growth = 0.1
	resistance_target = 0.2
	resistance_decay = -0.2
	non_core_manpower = -0.25
}
### Entity: Trigger Reference
Construct: ai_irrationality
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ai_irrationality

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check the ai irrationality value
```
### Entity: Event
Component: AAT_Sweden_nationalists.2
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_manpower
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.2
	title = AAT_Sweden_nationalists.2.t
	desc = AAT_Sweden_nationalists.2.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.2.a
		ai_chance = {
			base = 10
		}
		add_manpower = 2000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = FROM
		}
	}
}
### Entity: Idea
Component: QUE_open_borders
Source: game
File: common/ideas/quebec.txt

Code:
QUE_open_borders = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = prc_low_popular_support3
	modifier = {
		monthly_population = 0.15
	}
}
### Entity: AI Strategy
Component: AUS_no_historical_ai_austria_in_the_allies
Constructs: has_government, has_dlc
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_no_historical_ai_austria_in_the_allies = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		AUS_is_historical_ai = yes
		has_government = fascism
	}
	abort = {
		has_government = democratic
	}
	ai_strategy = {
		type = alliance
		id = ENG
		value = -1000
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_go_ita
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_go_ita
	icon = GFX_focus_generic_italy_first
	cost = 5.0
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			is_in_faction_with = ITA
		}
	}
	prerequisite = {
		focus = SWI_international
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = ITA
			}
			has_war_with = ITA
		}
	}
	x = 18
	y = 1
	completion_reward = {
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_friendship
			}
		}
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_hun
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_hun = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = HUN
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_begin_collective_ownership_campaign
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_begin_collective_ownership_campaign
	icon = GFX_goal_generic_communist_economy
	cost = 10
	x = 0
	y = 2
	relative_position_id = LUX_begin_workers_revolution
	prerequisite = {
		focus = LUX_oust_capitalists
	} {
		focus = LUX_elevate_trade_unions
	}
	available = {
		has_completed_focus = LUX_legislative_reforms
	}
	completion_reward = {
		add_ideas = r56_LUX_collectivized_economy
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt LUX_begin_collective_ownership_campaign_tt
		random_owned_controlled_state = {
			add_building_construction = {
				type = industrial_complex
				level = 1
			} {
				type = arms_factory
				level = 1
			}
			add_extra_state_shared_building_slots = 2
		}
		hidden_effect = {
			country_event = {
				id = luxembourg.250
				days = 730
			}
		}
		show_ideas_tooltip = r56_LUX_collectivized_economy_2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Joint Focus
Component: INSHOL_establish_vk_knil
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, has_idea, is_hired_as_advisor, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_establish_vk_knil
	icon = GFX_focus_SWE_lottakoren
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
		} {
			OR = {
				has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
			}
		}
	}
	prerequisite = {
		focus = INSHOL_foundations_of_defense
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_foundations_of_defense
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				var = INS_royal_netherlands_east_indies_army_conscription
				value = 0.02
				tooltip = conscription_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				var = INS_royal_netherlands_east_indies_army_conscription
				value = 0.02
				tooltip = conscription_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subje
# ... (truncated)
### Entity: National Focus
Tree: ukr_focus
Component: UKR_cult_of_action
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_cult_of_action
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = UKR_cement_military_rule
	}
	relative_position_id = UKR_cement_military_rule
	available = {
		OR = {
			has_government = neutrality fascism
		}
		is_subject = no
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = UKR_cult_of_action_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SWI_conservative_democrat
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_conservative_democrat = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	political_power_factor = -0.1
	stability_factor = 0.05
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHOI4_wiki_logo.png.html

Doc:
File

File history

File usage

Metadata
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### Entity: Idea
Component: ENG_tackle_fascism_idea_3
Constructs: fascism_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_tackle_fascism_idea_3 = {
	name = ENG_tackle_fascism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		fascism_drift = -0.02
	}
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	picture = generic_fascism_banned
	removal_cost = -1
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_defense_and_democracy
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_popularity, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_defense_and_democracy
	icon = GFX_focus_ARG_defense_and_democracy
	prerequisite = {
		focus = ARG_roberto_maria_ortiz
	}
	x = -2
	y = 1
	relative_position_id = ARG_roberto_maria_ortiz
	mutually_exclusive = {
		focus = ARG_work_with_the_nationalists
	}
	cost = 10
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
	}
	bypass = {
		all_owned_state = {
			OR = {
				NOT = {
					is_controlled_by = ROOT
				}
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = no
				}
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.02
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_foreign_affairs
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_foreign_affairs
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = ITA_triumph_in_africa_bba ITA_conspiracies_in_the_shadows
	}
	allow_branch = {
		if = {
			limit = {
				has_dlc = By Blood Alone
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_defy_the_duce
			}
		}
	}
	x = 50
	y = 1
	offset = {
		x = -29
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = By Blood Alone
				}
				AND = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					has_completed_focus = ITA_culto_del_duce
				}
			}
		}
	} {
		x = -12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ITA_convene_the_grand_council
		}
	}
	relative_position_id = ITA_triumph_in_africa_bba
	cost = 5
	available = {
		NOT = {
			has_completed_focus = ITA_unite_the_opposition ITA_defy_the_duce
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ITA_gian_galeazzo_ciano
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = ITA_foreign_affairs_focus_lock_tt
		}
	}
}
### Entity: Decision
Component: ITA_colonial_management_dec_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ITA_decision_categories.txt

Code:
ITA_colonial_management_dec_cat = {
	icon = GFX_decision_category_ITA_colonial_management
	picture = GFX_decision_cat_picture_ITA_colonial_management
	allowed = {
		original_tag = ITA
	}
	priority = 20
	visible = {
		OR = {
			has_completed_focus = ITA_ministry_of_italian_africa ITA_abolish_the_colonies
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Education_Reform
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Education_Reform
	icon = GFX_focus_AFG_education_reform
	cost = 10
	x = 27
	y = 1
	prerequisite = {
		focus = PAK_Infrastructure_Along_the_Indus
	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: INS_revolutionaries_working_with_indonesians_idea
Constructs: has_dlc, removal_cost, communism_drift
Source: game
File: common/ideas/indonesia.txt

Code:
INS_revolutionaries_working_with_indonesians_idea = {
	picture = MEX_revolutionary_army
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	cancel = {
		NOT = {
			tag = event_target:INS_revolution_target
		}
	}
	modifier = {
		communism_drift = 0.05
		stability_weekly = -0.02
	}
}
### Entity: Event
Component: news.230
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.230
	title = news.230.t
	desc = news.230.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = news.230.a
		trigger = {
			OR = {
				tag = MEX ARG
			}
		}
	} {
		name = news.230.b
		trigger = {
			tag = USA
		}
	} {
		name = news.230.c
		trigger = {
			has_government = democratic
			NOT = {
				OR = {
					tag = USA MEX ARG
				}
			}
		}
	} {
		name = news.230.e
		trigger = {
			NOT = {
				has_government = democratic
				tag = USA MEX ARG
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_tanks_against_france
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_tanks_against_france = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		HOL = {
			has_capitulated = yes
		}
		BEL = {
			has_capitulated = yes
		}
		LUX = {
			has_capitulated = yes
		}
	}
	abort = {
		surrender_progress = > 0.15
	}
	ai_strategy = {
		type = front_armor_score
		id = FRA
		value = 100
	} {
		type = front_unit_request
		tag = FRA
		value = 10
	}
}