Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_brescia_small_arms_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_core_state, is_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_brescia_small_arms_industry
	icon = GFX_focus_focus_fra_maquis
	prerequisite = {
		focus = ITA_fiocchi_munizioni
	}
	x = -1
	y = 1
	relative_position_id = ITA_fiocchi_munizioni
	cost = 5
	available = {
		has_full_control_of_state = 159
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				159 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			159 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					160 852 736
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = ITA_brescia_small_arms_industry
			bonus = 0.75
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Scripted Effect
Component: JAP_setup_faction_wide_aoe_effects_root
Constructs: has_completed_focus, limit, add_ideas, has_dlc, is_in_tech_sharing_group, add_to_tech_sharing_group, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_setup_faction_wide_aoe_effects_root = {
	IF = {
		limit = {
			ROOT = {
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
				original_tag = JAP
				has_completed_focus = JAP_the_flying_geese
				is_in_tech_sharing_group = jap_geacps_research
			}
			FROM = {
				NOT = {
					is_in_tech_sharing_group = jap_geacps_research
				}
			}
		}
		FROM = {
			add_to_tech_sharing_group = jap_geacps_research
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				original_tag = JAP
				OR = {
					has_completed_focus = JAP_develop_the_yen_bloc JAP_a_common_currency_for_all_of_asia
				}
			}
			FROM = {
				NOT = {
					has_idea = JAP_yen_bloc_idea
				}
			}
		}
		FROM = {
			add_ideas = JAP_yen_bloc_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				original_tag = JAP
				has_completed_focus = JAP_ministry_of_greater_east_asia
			}
			FROM = {
				NOT = {
					has_idea = JAP_ministry_of_greater_east_asia_idea
				}
			}
		}
		FROM = {
			add_ideas = JAP_ministry_of_greater_east_asia_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			ROOT = {
				original_tag = JAP
				has_completed_focus = JAP_the_minitry_of_pan_asian_development
			}
			FROM = {
				NOT = {
					has_idea = JAP_ministry_of_pan_asian_development_idea
				}
			}
		}
		FROM = {
			add_ideas = JAP_ministry_of_pan_asian_development_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_adopt_romansh
Constructs: prerequisite, limit, has_government, has_country_flag, add_opinion_modifier, completion_reward, cancel_if_invalid, add_power_balance_value
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_adopt_romansh
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SWI_pro_helvetia
	}
	x = -1
	y = 1
	relative_position_id = SWI_pro_helvetia
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			SWI_any_fascist_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_power_balance_value = {
			id = SWI_centralization_bop
			value = 0.1
		}
		add_power_balance_modifier = {
			id = SWI_centralization_bop
			modifier = SWI_romansh
		}
		if = {
			limit = {
				SWI = {
					is_ai = no
				}
			}
			every_other_country = {
				limit = {
					has_country_flag = SWI_country_to_appease
					has_government = fascism
				}
				add_opinion_modifier = {
					modifier = SWI_romansh_language_adopted
					target = ROOT
				}
			}
		} {
			limit = {
				has_start_date = < 1936.01.02
			}
			SWI_update_neighbor_opinion_balance = yes
		}
	}
}
### Entity: Event
Component: mexico.3
Constructs: is_triggered_only, limit, has_global_flag, set_global_flag
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.3
	title = mexico.3.title
	desc = mexico.3.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = mexico.3.a
		if = {
			limit = {
				NOT = {
					has_global_flag = flag_mexico_embargo_has_incited_cedillo
				}
			}
			set_global_flag = flag_mexico_embargo_has_incited_cedillo
			MEX_increase_cedillo_tension = yes
		}
	}
}
### Entity: Event
Component: quebec.21
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.21
	title = quebec.21.t
	desc = quebec.21.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.21.a
		add_political_power = 100
		add_stability = 0.05
	}
}
### Entity: Character
Component: ICE_eysteinn_jonsson
Constructs: limit, has_government, has_country_leader
Source: game
File: common/characters/ICE.txt

Code:
ICE_eysteinn_jonsson = {
	name = ICE_eysteinn_jonsson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_eysteinn_jonsson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_eysteinn_jonsson
		allowed = {

		}
		available = {
			NOT = {
				has_government = fascism
			}
			IF = {
				limit = {
					has_government = democratic
				}
				has_country_leader = {
					ruling_only = yes
					character = ICE_hermann_jonasson
				}
			}
		}
		visible = {

		}
		traits = {
			financial_expert
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: State History
Component: 443
Constructs: add_core_of
Source: game
File: history/states/443-Sind.txt

Code:
state = {
	id = 443
	name = STATE_443
	manpower = 4524236
	state_category = city
	history = {
		owner = RAJ
		add_core_of = RAJ SIN PAK
		victory_points = {
			3456 25
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			3456 = {
				naval_base = 4
			}
		}
	}
	provinces = {
		1147 1971 1980 3456 4003 4110 4382 7084 10108 10735
	}
	local_supplies = 7.0
}
### Entity: Idea
Component: KMT_shattered_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_shattered_army = {
	removal_cost = -1
	picture = chi_warlord_integration
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		army_org_factor = -0.5
		army_attack_factor = -0.1
		max_planning = -0.5
	}
}
### Entity: Unit Template
Component: MPL_GAR_01
Source: game
File: common/units/names_divisions/MPL_names_divisions.txt

Code:
MPL_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		MPL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Garrison Division
	ordered = {
		1 = {
			%dst Garrison Division
		}
		2 = {
			%dnd Garrison Division
		}
		3 = {
			%drd Garrison Division
		}
		4 = {
			%dth Garrison Division
		}
		5 = {
			%dth Garrison Division
		}
		6 = {
			%dth Garrison Division
		}
		7 = {
			%dth Garrison Division
		}
		8 = {
			%dth Garrison Division
		}
		9 = {
			%dth Garrison Division
		}
		10 = {
			%dth Garrison Division
		}
		11 = {
			%dth Garrison Division
		}
		12 = {
			%dth Garrison Division
		}
		13 = {
			%dth Garrison Division
		}
		14 = {
			%dth Garrison Division
		}
		15 = {
			%dth Garrison Division
		}
		16 = {
			%dth Garrison Division
		}
		17 = {
			%dth Garrison Division
		}
		18 = {
			%dth Garrison Division
		}
		19 = {
			%dth Garrison Division
		}
		20 = {
			%dth Garrison Division
		}
		21 = {
			%dst Garrison Division
		}
		22 = {
			%dnd Garrison Division
		}
		23 = {
			%drd Garrison Division
		}
	}
}
### Entity: Order of Battle
Component: Alfurqat Aljabalia
Constructs: division_template
Source: game
File: history/units/PAL_1936.txt

Code:
division_template = {
	name = Alfurqat Aljabalia
	division_names_group = EGY_MTN_01
	regiments = {
		mountaineers = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		}
	}
}
### Entity: Effect Reference
Construct: set_equipment_fraction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_equipment_fraction

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Modify all equipments by factor
```
### Entity: National Focus
Tree: alb_focus
Component: ALB_cancel_the_constitution_of_1928
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, set_politics
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_cancel_the_constitution_of_1928
	icon = GFX_focus_ITA_albanian_fascist_militia
	prerequisite = {
		focus = ALB_institute_absolute_monarchy
	}
	relative_position_id = ALB_institute_absolute_monarchy
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_stability = -0.1
		add_political_power = -50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_ideas = absolute_ruler
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SAU_philip_gordon_lee
Source: game
File: common/characters/SAU.txt

Code:
SAU_philip_gordon_lee = {
	advisor = {
		slot = navy_chief
		idea_token = SAU_philip_gordon_lee
		allowed = {
			original_tag = SAU
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Philip Gordon-Lee
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: Idea
Component: YUG_idea_slovene_nationalism_2
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_slovene_nationalism_2 = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = -0.05
	}
}
### Entity: AI Strategy
Component: SOV_we_need_more_tanks_to_smash_the_german_lines
Constructs: is_major
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_we_need_more_tanks_to_smash_the_german_lines = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = > 1941.1.1
		any_enemy_country = {
			is_major = yes
		}
		surrender_progress = < 0.6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 3
	} {
		type = role_ratio
		id = heavy_armor
		value = 1
	}
}
### Entity: Modifier Reference
Component: POL_anti_soviet_offensive
Constructs: army_defence_factor, army_attack_factor, breakthrough_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
POL_anti_soviet_offensive = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	army_attack_factor = 0.1
	army_defence_factor = 0.2
	breakthrough_factor = 0.15
}
### Entity: Idea
Component: SWE_fortify_our_borders
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_fortify_our_borders = {
	picture = generic_fortify_the_borders
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {

	}
	modifier = {
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_open_suiyuan_mining_facilitys
Constructs: prerequisite, limit, completion_reward, is_subject_of, add_autonomy_score, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_open_suiyuan_mining_facilitys
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = MEN_fuel_for_the_war_machine
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		is_subject_of = JAP
	}
	relative_position_id = MEN_fuel_for_the_war_machine
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_autonomy_score = {
			value = -50
		}
		custom_effect_tooltip = generic_skip_one_line_tt r56_MEN_industry_modify_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			r56_MEN_industry_ns_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 6
			}
		} {
			prioritize = {
				612
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_resource = {
				type = steel
				amount = 2
			}
		}
		if = {
			limit = {
				has_idea = MEN_fuel_for_the_war_machine_idea
			}
			swap_ideas = {
				remove_idea = MEN_fuel_for_the_war_machine_idea
				add_idea = MEN_fuel_for_the_war_machine_idea_2
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_fuel_for_the_war_machine_idea_2
				add_idea = MEN_fuel_for_the_war_machine_idea_3
			}
		}
		add_tech_bonus = {
			name = steel_production_1
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = steel_tech excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_naval_facility_STRATEGIES
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_naval_facility_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_naval_facility_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					EAI_SP_build_naval_facility = yes
				}
			}
		}
		set_temp_variable = {
			EAI_PC_build_naval_facility_STRATEGIES = 1
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_socialist_volunteers
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_socialist_volunteers
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = ARG_women_in_industry
	}
	x = 1
	y = 1
	relative_position_id = ARG_women_in_industry
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ARG_socialist_volunteers_idea
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: National Focus
Component: construction_effort_3
Constructs: prerequisite, limit, completion_reward, is_in_array, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = construction_effort_3
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = infrastructure_effort
	}
	x = 2
	y = 1
	relative_position_id = infrastructure_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			original_tag = SIA
		} {
			add = 5
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = industrial_complex
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: air_detection
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_detection

* Number with 1 decimal places
* **Categories**: air
### Entity: National Focus
Tree: raj_focus
Component: RAJ_strike_against_china
Constructs: prerequisite, limit, every_country, completion_reward, is_literally_china, is_subject_of, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_strike_against_china
	icon = GFX_focus_attack_china
	prerequisite = {
		focus = RAJ_extend_indian_security_zone
	}
	x = 1
	y = 1
	relative_position_id = RAJ_extend_indian_security_zone
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_country = {
			is_literally_china = yes
			exists = yes
			NOT = {
				is_subject_of = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_literally_china = yes
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_abolition_of_bureaucratic_control_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_abolition_of_bureaucratic_control_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_rally_the_nation
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_rally_the_nation
	icon = GFX_focus_ITA_generic_fascist_workers
	prerequisite = {
		focus = DEN_seize_power DEN_ask_for_support
	}
	relative_position_id = DEN_march_on_the_capital
	x = 0
	y = 2
	cost = 10
	available = {
		has_civil_war = no
		has_army_manpower = {
			size = > 99999
		}
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0.3
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.1
		DEN_bop_low_increase_effect = yes
		if = {
			limit = {
				has_government = fascism
				NOT = {
					has_completed_focus = DEN_overthrow_the_government
				}
				has_completed_focus = DEN_march_on_the_capital
			}
		} {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		} {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		} {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_offensive_war_stability = 0.15
			tooltip = offensive_war_stability_factor_tt
		} {
			DEN_war_preparations_max_fuel = 0.1
			tooltip = max_fuel_factor_tt
		} {
			DEN_war_preparations_fuel_gain = 0.1
			tooltip = fuel_gain_add_factor_tt
		} {
			DEN_political_edicts_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capability_resources_to_market = -0.15
			tooltip = min_export_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: AI Strategy
Component: GRE_befriend_balkan_countries_ROM
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GRE.txt

Code:
GRE_befriend_balkan_countries_ROM = {
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = GRE_bedrock_of_balkan_financial_stability
			progress = > 0.01
		}
		ROM = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
		OR = {
			NOT = {
				country_exists = YUG
			}
			has_war_with = YUG
			YUG = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 60
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = ROM
			}
			has_war_with = ROM
			ROM = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			has_completed_focus = GRE_bedrock_of_balkan_financial_stability
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = ROM
		target = improve_relation
		value = 200
	}
}
### Entity: Effect Reference
Construct: add_equipment
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_equipment
* Aliases: ae
* Arguments: equipment amount, equipment name

Gives player amount of equipment that has the specified name
### Entity: Idea
Component: EAI_DD_7/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_reorient_towards_land_artillery
Constructs: prerequisite, completion_reward, allow_branch, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_reorient_towards_land_artillery
	prerequisite = {
		focus = VNZ_naval_effort
	}
	icon = GFX_goal_generic_army_artillery2
	x = 3
	y = 1
	relative_position_id = VNZ_naval_effort
	cost = 10
	ai_will_do = {
		factor = 3
	}
	allow_branch = {

	}
	available_if_capitulated = yes
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}