Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sau_focus
Component: SAU_maintain_international_neutrality
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_maintain_international_neutrality
	icon = GFX_goal_generic_neutrality_focus
	cost = 5
	prerequisite = {
		focus = SAU_invite_western_advisors SAU_influence_the_king SAU_provide_shelter_for_fritz_gobba
	}
	mutually_exclusive = {
		focus = SAU_western_alignment SAU_move_toward_german_alignment SAU_join_the_comintern
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	x = 1
	y = 1
	relative_position_id = SAU_invite_western_advisors
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_martial_law
Constructs: prerequisite, limit, completion_reward, swap_ideas, add_idea, remove_idea, has_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_martial_law
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = LIT_a_corporatist_economy
	} {
		focus = LIT_expand_military_budget
	}
	x = 1
	y = 1
	relative_position_id = LIT_a_corporatist_economy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			add_idea = LIT_military_idea_4
			remove_idea = LIT_military_idea_3
		}
		if = {
			limit = {
				has_idea = civilian_economy
			}
			swap_ideas = {
				add_idea = war_economy
				remove_idea = civilian_economy
			}
		}
		else_if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			swap_ideas = {
				add_idea = war_economy
				remove_idea = low_economic_mobilisation
			}
		} {
			limit = {
				has_idea = partial_economic_mobilisation
			}
			swap_ideas = {
				add_idea = war_economy
				remove_idea = partial_economic_mobilisation
			}
		} {
			limit = {
				has_idea = war_economy
			}
			swap_ideas = {
				add_idea = tot_economic_mobilisation
				remove_idea = war_economy
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expel_the_reds_from_america
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_subject_of, is_on_continent, create_wargoal
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expel_the_reds_from_america
	prerequisite = {
		focus = PRU_inti_raymi
	}
	icon = GFX_focus_ger_bulwark_against_bolshevism
	x = 0
	y = 1
	relative_position_id = PRU_inti_raymi
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = PRU_america_commie
		every_other_country = {
			limit = {
				NOT = {
					is_subject_of = ROOT
				}
				any_owned_state = {
					is_on_continent = south_america
				}
				capital_scope = {
					is_on_continent = south_america
				}
				has_government = communism
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
		swap_ideas = {
			remove_idea = PRU_inti
			add_idea = PRU_inti_1
		}
	}
}
### Entity: Character
Component: army_infantry_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_infantry_3 = {
	sprite = 5
	army_infantry_attack_factor = 0.15
	army_infantry_defence_factor = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Order of Battle
Component: 4 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 4 Kokkyou Keibitai
	location = 6811
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_five_year_plan
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_five_year_plan
	icon = GFX_five_year_plan_continue
	x = 3
	y = 1
	relative_position_id = CZE_strengthen_communism
	cost = 10
	prerequisite = {
		focus = CZE_strengthen_communism
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = steel_mill
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				70 71
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 3
			category = excavation_tech
		}
		add_ideas = CZE_inflation
		set_country_flag = CZE_started_five_year_plan
	}
}
### Entity: Event
Component: news.165
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.165
	title = news.165.t
	desc = news.165.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.165.a
		trigger = {
			NOT = {
				TAG = GER ENG FRA YUG
			}
		}
	} {
		name = news.165.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.165.c
		trigger = {
			TAG = ENG
		}
	} {
		name = news.165.e
		trigger = {
			TAG = YUG
		}
	} {
		name = news.165.f
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: Idea
Component: ETH_junkers
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus, equipment_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_junkers = {
	picture = junkers
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_junkers
				}
			}
			GER = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = GER
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: ISR_special_night_squads_idea
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_special_night_squads_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_supremacy_of_will
	modifier = {
		land_night_attack = 0.1
	}
}
### Entity: Combat Tactic
Component: tactic_backhand_blow
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_backhand_blow = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill = > 4
			AND = {
				has_trait = defensive_doctrine
				skill = > 3
			}
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = backhand_blow
	attacker_movement_speed = -0.3
	attacker = -0.2
	defender = 0.25
}
### Entity: Faction
Component: faction_goal_expand_singapore_naval_base
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_singapore_naval_base = {
	name = expand_singapore_naval_base_goal_name
	description = expand_singapore_naval_base_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		1021 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		1021 = {
			air_base = > 7
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 9
			} {
				province = {
					all_provinces = yes
				}
				building = coastal_bunker
				level = > 3
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 1021
			}
			add_faction_initiative = 1
		}
		1021 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 5
			is_historical_focus_on = yes
			original_tag = ENG
		}
	}
}
### Entity: Idea
Component: PRC_swift_victory_idea_all
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_swift_victory_idea_all = {
	name = PRC_swift_victory_idea
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_victors_of_ww1
	modifier = {
		planning_speed = 0.4
		max_planning = 0.2
		army_core_attack_factor = 0.1
		org_loss_when_moving = -0.05
		land_reinforce_rate = 0.05
		army_speed_factor = 0.35
		resistance_damage_to_garrison_on_our_occupied_states = 0.25
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_focus_on_the_true_enemy
Constructs: prerequisite, add_war_support, completion_reward, is_subject, add_named_threat, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_focus_on_the_true_enemy
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = GER_return_of_the_kaiser
	}
	mutually_exclusive = {
		focus = GER_expatriate_the_communists
	}
	available = {
		is_subject = no
	}
	x = -6
	y = 1
	relative_position_id = GER_return_of_the_kaiser
	cost = 10
	ai_will_do = {
		factor = 3
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_named_threat = {
			threat = 5
			name = GER_focus_on_the_true_enemy
		}
		swap_ideas = {
			remove_idea = GER_revive_the_kaiserreich
			add_idea = GER_revive_the_kaiserreich2
		}
	}
}
### Entity: Idea
Component: BUL_the_peoples_militia_directorate_lar
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_the_peoples_militia_directorate_lar = {
	name = BUL_the_peoples_militia_directorate
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
		enemy_operative_capture_chance_factor = 0.15
		intelligence_agency_defense = 0.15
		drift_defence_factor = 0.15
	}
}
### Entity: State History
Component: 95
Constructs: add_core_of
Source: game
File: history/states/95-Nowogrodek.txt

Code:
state = {
	id = 95
	name = STATE_95
	history = {
		victory_points = {
			9304 1
		} {
			3393 3
		}
		owner = POL
		buildings = {
			infrastructure = 3
			air_base = 3
		}
		add_core_of = POL BLR
	}
	provinces = {
		318 3281 3366 3393 6359 6413 9236 9304 9359 11341 13206
	}
	manpower = 1598900
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 6.0
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_expand_jonglei_aluminum
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_tech, add_tech_bonus, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_expand_jonglei_aluminum
	icon = GFX_goal_EGY_egypt_aluminium
	relative_position_id = EGY_development_in_sudan
	x = 0
	y = 3
	cost = 10
	available = {
		has_full_control_of_state = 884
		has_tech = aluminum_production_1
	}
	prerequisite = {
		focus = EGY_construct_khartoum_juba_link
	} {
		focus = EGY_misr_for_trade_and_oil
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_EGY_SUDANESE_SEPARATISM
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_expand_jonglei_aluminum
			bonus = 1
			uses = 1
			category = aluminium_tech
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = SUD
			}
			prioritize = {
				884
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = aluminum_mill
				level = 2
				instant_build = yes
			}
			add_resistance = -5
			add_compliance = 2
		}
	}
}
### Entity: Modifier Reference
Component: r56_sudeten_modifier2
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
r56_sudeten_modifier2 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_conscription_exemptions_granted
	recruitable_population_factor = -0.75
	state_resources_factor = -0.5
	state_production_speed_buildings_factor = -0.5
}
### Entity: Event
Component: SEA_japan_foreign_policy.77
Constructs: is_triggered_only, limit, annex_country, every_controlled_state, is_core_of, add_compliance, add_extra_state_shared_building_slots
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.77
	title = SEA_japan_foreign_policy.77.t
	desc = SEA_japan_foreign_policy.77.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.77.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		every_controlled_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 25
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_tank_conversions
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_tank_conversions
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CRO_armored_cavalry
	}
	mutually_exclusive = {
		focus = CRO_modern_tanks
	}
	x = 6
	y = 5
	relative_position_id = CRO_home_guard
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.2
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_ideas = YUG_idea_tank_conversions
	}
}
### Entity: Event
Component: rt56.rom_general_election.21
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.21
	title = rt56.rom_general_election.21.t
	desc = rt56.rom_general_election.21.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.21.a
		custom_effect_tooltip = ROM_request_balkan_aid_yes_tt
	}
}
### Entity: Scripted Effect
Component: calculate_famine_black_market
Constructs: limit, set_variable, every_state, has_dynamic_modifier, add_to_variable, has_state_flag, clear_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
calculate_famine_black_market = {
	set_variable = {
		amount_of_states_with_famine = 0
	} {
		amount_of_states_with_crushed_black_markets = 0
	} {
		RAJ_black_market_shield = 20
	}
	subtract_from_variable = {
		RAJ_famine_shield = RAJ_black_market_shield
	}
	every_state = {
		limit = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_famine_state
			}
		}
		add_to_variable = {
			PREV.amount_of_states_with_famine = 1
		}
		if = {
			limit = {
				has_state_flag = RAJ_has_crushed_black_market
			}
			add_to_variable = {
				PREV.amount_of_states_with_crushed_black_markets = 1
			}
		}
	}
	divide_variable = {
		amount_of_states_with_crushed_black_markets = amount_of_states_with_famine
	}
	multiply_variable = {
		RAJ_black_market_shield = amount_of_states_with_crushed_black_markets
	}
	add_to_variable = {
		RAJ_famine_shield = RAJ_black_market_shield
	}
	calculate_famine_shield_and_risk = yes
	clear_variable = amount_of_states_with_famine amount_of_states_with_crushed_black_markets
}
### Entity: Event
Component: GOE_RAJ_navy.2
Constructs: is_triggered_only, add_ideas
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.2
	picture = GFX_report_event_generic_sign_treaty2
	title = GOE_RAJ_navy.2.t
	desc = GOE_RAJ_navy.2.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.2.a
		effect_tooltip = {
			add_ideas = RAJ_british_naval_agreement
			ENG = {
				add_ideas = RAJ_british_naval_agreement
			}
		}
	}
}
### Entity: Country History
Country: RAJ
Component: RAJ_characters
Constructs: recruit_character
Source: game
File: history/countries/RAJ - British Raj.txt

Code:
# Leaders & Characters for RAJ
recruit_character = RAJ_lord_linlithgow RAJ_v_d_savarkar RAJ_p_krishna_pillai RAJ_b_p_sitaramayya RAJ_noel_beresfordpeirse RAJ_frank_messervy RAJ_douglas_gracey RAJ_herbert_fitzherbert RAJ_w_h_gould_bradford RAJ_william_e_parry RAJ_mohan_singh RAJ_mehar_singh RAJ_reginald_savory RAJ_bruce_w_mcpherson RAJ_aspy_merwan_engineer RAJ_arjan_singh_vibhusan RAJ_subroto_mukherjee RAJ_arthur_a_barrett RAJ_bhaskar_soman RAJ_rajendra_prasad RAJ_ravindra_darshan_singh RAJ_ram_dass_katari RAJ_archibald_wavell RAJ_louis_mountbatten RAJ_kodandera_cariappa RAJ_ram_singh_thakur RAJ_bahadur_jayla_of_khoch_bahur RAJ_anyang_bhula RAJ_john_edward_golightly RAJ_bhimrao_ramji_ambedkar RAJ_chakravarti_rajagopalachari RAJ_agha_khan_iii RAJ_subhas_chanda_bose RAJ_mahatma_mohandas_gandhi RAJ_sir_mohammed_iqbal RAJ_john_mathai
### Entity: Character
Component: TOG_awt
Source: game
File: common/characters/TOG.txt

Code:
TOG_awt = {
	advisor = {
		slot = theorist
		idea_token = TOG_awt
		ledger = air
		allowed = {
			original_tag = TOG
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L30
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L30 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^30 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L30
		value = 5000
	} {
		type = support
		id = L30
		value = 5000
	} {
		type = diplo_action_desire
		id = L30
		target = lend_lease
		value = 2000
	}
}
### Entity: Effect Reference
Construct: inherit_technology
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## inherit_technology

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Copies over technology state from target
```
### Entity: Faction
Component: faction_icon_pool
Source: game
File: common/factions/icons/pool.txt

Code:
faction_icon_pool = {
	icons = {
		GFX_faction_logo_generic_democratic GFX_faction_logo_generic_fascist GFX_faction_logo_generic GFX_faction_logo_generic_2 GFX_faction_logo_generic_3 GFX_faction_logo_generic_4 GFX_faction_logo_generic_5 GFX_faction_logo_generic_6 GFX_faction_logo_generic_7 GFX_faction_logo_generic_8 GFX_faction_logo_generic_9 GFX_faction_logo_generic_10 GFX_faction_logo_generic_11 GFX_faction_logo_generic_12 GFX_faction_logo_generic_13 GFX_faction_logo_generic_14 GFX_faction_logo_generic_15 GFX_faction_logo_generic_16 GFX_faction_logo_generic_17 GFX_faction_logo_generic_18
	}
}
### Entity: Shared Focus
Component: GUAY_free_seconday_schools
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_free_seconday_schools
	icon = GFX_focus_generic_military_academy
	x = 1
	y = 1
	relative_position_id = GUAY_urbanization
	prerequisite = {
		focus = GUAY_urbanization GUAY_abolish_low_level_income_tax
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_GUAY_free_seconday_schools
	}
}
### Entity: Idea
Component: EAI_attrition_reduction2
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_attrition_reduction2 = {
	modifier = {
		attrition = -0.5
	}
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_enforce_state_atheism
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_enforce_state_atheism
	icon = GFX_focus_ARG_state_atheism
	prerequisite = {
		focus = ARM_party_involvement
	} {
		focus = ARM_purge_the_trotskyist_dashnaks
	}
	mutually_exclusive = {
		focus = ARM_reopen_etchmiadzin_seminary
	}
	relative_position_id = ARM_party_involvement
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_stability = -0.05
		add_ideas = ARM_state_atheism_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_6/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: add_ideology_drift_based_on_partner
Constructs: limit, has_government, has_country_flag, add_ideology_drift_based_on_partner, add_timed_idea, set_country_flag, every_other_country
Source: game
File: common/scripted_effects/AFG_scripted_effects.txt

Code:
add_ideology_drift_based_on_partner = {
	IF = {
		limit = {
			has_government = fascism
		}
		ROOT = {
			add_timed_idea = {
				idea = AFG_fascist_influence
				days = 365
			}
		}
	}
	ELSE_IF = {
		limit = {
			has_government = democratic
		}
		ROOT = {
			add_timed_idea = {
				idea = AFG_democratic_influence_2
				days = 365
			}
		}
	} {
		limit = {
			has_government = communism
		}
		ROOT = {
			add_timed_idea = {
				idea = AFG_communist_influence
				days = 365
			}
		}
	}
	ROOT = {
		IF = {
			limit = {
				NOT = {
					has_country_flag = AFG_influence_warning
				}
			}
			set_country_flag = AFG_influence_warning
			every_other_country = {
				limit = {
					original_tag = ENG GER SOU
				}
				country_event = {
					id = AFG_political_events.43
					days = 1
				}
			}
		}
	}
}