Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: SRL
Component: SRL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SRL - Sri Lanka.txt

Code:
# Politics & Parties for SRL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Scripted Effect
Component: EAI_LAW_upgrade_economy_law
Constructs: has_completed_focus, has_war, limit, add_ideas, has_country_flag, set_temp_variable, add_to_temp_variable, has_defensive_war
Source: game
File: common/scripted_effects/EAI_COUNTRY_law_effects.txt

Code:
EAI_LAW_upgrade_economy_law = {
	if = {
		limit = {
			EAI_LAW_upgrade_economy_law = yes
			OR = {
				AND = {
					has_war = yes
					NOT = {
						EAI_LAW_upgrade_manpower_law = yes
					}
				} {
					has_war = no
				}
			}
		}
		set_temp_variable = {
			EAI_eco_law_cost = modifier@economy_cost_factor
		}
		add_to_temp_variable = {
			EAI_eco_law_cost = 1
		}
		multiply_temp_variable = {
			EAI_eco_law_cost = 150
		}
		if = {
			limit = {
				set_temp_variable = {
					_check_pp = EAI_eco_law_cost
				}
				EAI_PP_has_check_pp = yes
			}
			if = {
				limit = {
					EAI_LAW_get_low_economic_mobilisation = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_eco_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_economy_law
				} {
					limit = {
						tag = USA
						has_completed_focus = USA_limited_intervention
						has_defensive_war = no
					}
					USA_congress_large_opposition = yes
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | ECONOMY LAW: low_economic_mobilisation (script)
				}
				add_ideas = low_economic_mobilisation
			}
			else_if = {
				limit = {
					EAI_LAW_get_partial_economic_mobilisation = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_eco_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_economy_law
				} {
					limit = {
						tag = USA
						has_completed_focus = USA_limited_intervention
						has_defensive_war = no
					}
					USA_congress_large_opposition = yes
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | ECONOMY LAW: partial_economic_mobilisation (script)
				}
				add_ideas = partial_economic_mobilisation
			} {
				limit = {
					EAI_LAW_get_war_economy = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_eco_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_economy_law
				} {
					limit = {
						tag = USA
						has_completed_focus = USA_limited_intervention
						has_defensive_war = no
					}
					USA_congress_large_opposition = yes
				} {
					li
# ... (truncated)
### Entity: National Focus
Tree: rut_focus
Component: RUT_technology_sharing_oun
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_technology_sharing_oun
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = RUT_west_ukrainian_veterans RUT_claim_ukraine
	}
	relative_position_id = RUT_west_ukrainian_veterans
	available = {
		NOT = {
			OR = {
				has_completed_focus = RUT_technology_sharing_hungary RUT_technology_sharing_communism RUT_technology_sharing_no_claims
			}
		}
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 25
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_continue_international_neutrality
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_continue_international_neutrality
	text = VEN_neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	relative_position_id = EGY_middle_eastern_diplomacy
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_middle_eastern_diplomacy
	}
	mutually_exclusive = {
		focus = EGY_claim_the_albanian_throne
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = EGY_egyptian_non_alligment
			add_idea = EGY_egyptian_non_alligment_2
		}
	}
}
### Entity: Modifier Reference
Component: AFG_amanullah_insurection_modifier
Constructs: stability_factor, fascism_drift
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_amanullah_insurection_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_fascism_drift_bonus
	stability_factor = AFG_amanullah_modifier_stability_factor
	fascism_drift = AFG_amanullah_modifier_fascism_drift
	army_core_defence_factor = AFG_amanullah_modifier_core_defense_factor
	army_core_attack_factor = AFG_amanullah_modifier_core_attack_factor
}
### Entity: AI Strategy
Component: ENG_mine_sweeping
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_mine_sweeping = {
	objective_type = mines_sweeping
	available_for = {
		ENG
	}
	min_priority = 2
	max_priority = 8
}
### Entity: Event
Component: SEA_japan_foreign_policy.11
Constructs: is_triggered_only, ai_chance, division_template, limit, fire_only_once, add_political_power, random_state, create_unit
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.11
	title = SEA_japan_foreign_policy.11.t
	desc = SEA_japan_foreign_policy.11.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.11.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		transfer_state = 671
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Hanoi Minpei
				disband = yes
			}
			division_template = {
				name = Hanoi Minpei
				division_names_group = JAP_INF_01
				role = garrison
				priority = 0
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
		}
		random_state = {
			limit = {
				state = 671
			}
			create_unit = {
				division = name = "1 Hanoi Minpei" division_template = "Hanoi Minpei" start_experience_factor = 0.5 start_equipment_factor = 0.7
				owner = PREV
			} {
				division = name = "2 Hanoi Minpei" division_template = "Hanoi Minpei" start_experience_factor = 0.5 start_equipment_factor = 0.7
				owner = PREV
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_bicycle_infantry_regiments
Constructs: division_template, prerequisite, limit, completion_reward, set_technology, has_dlc, add_mio_funds, random_owned_controlled_state
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_bicycle_infantry_regiments
	icon = GFX_focus_SWE_bicycle
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_hire_scania_vabis
	}
	relative_position_id = SWE_hire_scania_vabis
	completion_reward = {
		set_technology = {
			bicycle_infantry = 1
			popup = no
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SWE_husqvarna_organization = {
				add_mio_funds = 750
			}
		}
		custom_effect_tooltip = SWE_bicycle_infantry_tt
		hidden_effect = {
			division_template = {
				name = Cykelinfanteri
				priority = 2
				division_names_group = SWE_CAV_01
				regiments = {
					bicycle_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					141
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience_factor = 1.0
					owner = SWE
				}
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					124
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience_factor = 1.0
					owner = SWE
				}
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					140
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience_factor = 1.0
					owner = SWE
				}
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					138
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience_factor = 1.0
					owner = SWE
				}
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					1029
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience_factor = 1.0
					owner = SWE
				}
			} {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					38
				}
				create_unit = {
					division = name = "Cykelinfanteri" division_template = "Cykelinfanteri" start_experience
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_Legitimize_the_Kingdom_of_Norway
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, is_subject_of
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Legitimize_the_Kingdom_of_Norway
	icon = GFX_focus_NOR_establish_milorg
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_The_Stolen_Kingdom
	}
	available = {
		NOR = {
			has_civil_war = no
			is_subject_of = DEN
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	bypass = {
		NOR = {
			exists = no
		}
	}
	x = 0
	y = 4
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		NOR = {
			add_ideas = den_norwegian_stability
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_a_new_dutch_unity
Constructs: prerequisite, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_a_new_dutch_unity
	prerequisite = {
		focus = HOL_de_vernieuwing
	} {
		focus = HOL_depillarization
	}
	icon = GFX_goal_anschluss
	x = 1
	y = 1
	relative_position_id = HOL_de_vernieuwing
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_war_support = 0.15
		add_stability = 0.05
	}
}
### Entity: Name List
Component: RKC
Source: game
File: common/names/00_names.txt

Code:
RKC = {
	male = {
		names = {
			Alaksandar Blagoje Bozidar Branko Danilo Dejan Djordje Dragan Dragisa Dragoljub Dragutin Draza Dusan Gavrilo Goran Janko Jovan Koca Kosta Krsto Ljubisa Mihailo Milan Miliutin Milivoje Milojko Milos Miodrag Mirko Miroslav Momcilo Nebojsa Nikola Pavle Peko Petar Radomir Ratko Sava Slobodan Stepa Stojan Veljko Vaselien Vladimir Vojislav Zivojin Zivota Zoran Zvezdan
		}
	}
	female = {
		names = {
			Agata Agatha Barbara Branimira Desislava Dubravka Elena Helen Hicela Jelena Karolina Rijeka Silvija Snjezana Sofija Sophia Suzana Susana Svjetlana Suronja Tatjana Tihana Teodora Vladava Vitaca Vojaca Vojislava
		}
	}
	surnames = {
		Adzic Arandelovic Belimarkovic Blaznacac Bojovic Bozanovic Bozinovic Brankovic Damjanic Dapcevic Dragutinovic Grujic Hadzilic Horvatovic Isakovic Jankovic Jokic Jovanovic Kadijevic Karadjordjevic Lesjanin Ljubicic Maric Mihailovic Miliutinovic Miloradovic Misic Nad Nedic Novak Obrenovic Ojdanic Panic Paskas Pavkovic Pesic Petrovic Popovic Putnik Radulovic Rasic Sijan Simovic Sokolovic Stepanovic Vasiljevic Veric Vojvodic Vukotic Zivkovic
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_future_of_aviation
Constructs: prerequisite, completion_reward, add_tech_bonus, add_daily_mastery
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_future_of_aviation
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = SWE_swedish_nine SWE_low_altitude_bombers
	}
	relative_position_id = SWE_swedish_nine
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 50
		add_tech_bonus = {
			name = SWE_the_future_of_aviation
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = light_air medium_air
		}
		add_daily_mastery = {
			name = SWE_the_future_of_aviation
			amount = 0.2
			days = 180
			folder = air
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: BLR_piotr_kozlov
Source: game
File: common/ideas/belarus.txt

Code:
BLR_piotr_kozlov = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = BLR
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_country_custom_difficulty_setting
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_country_custom_difficulty_setting

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Returns true if the game has any custom difficulty on the scope nation
```
### Entity: Idea
Component: MEX_triumph_of_synarchism
Constructs: has_government, is_subject, removal_cost, fascism_drift, mobilization_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_triumph_of_synarchism = {
	name = MEX_triumph_of_synarchism
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	cancel = {
		AND = {
			is_subject = yes
			OVERLORD = {
				NOT = {
					has_government = fascism
				}
			}
			NOT = {
				has_government = fascism
			}
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = 0.2
		mobilization_speed = 0.2
	}
}
### Entity: Character
Component: ZAM_mt
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_mt = {
	advisor = {
		slot = theorist
		idea_token = ZAM_mt
		ledger = army
		allowed = {
			original_tag = ZAM
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Scope Reference
Construct: enemies_naval_strength_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### enemies_naval_strength_ratio
* description: Compares the estimated navy strength between the scope country and all its enemies
* (Auto generated using the trigger with same name)
### Entity: Event
Component: r56.lootbox.event.5
Constructs: is_triggered_only
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.5
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.5.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.common
	}
}
### Entity: Country History
Country: DAR
Component: DAR_characters
Constructs: recruit_character
Source: game
File: history/countries/DAR - Darfur.txt

Code:
# Leaders & Characters for DAR
recruit_character = DAR_saif_al_dain
### Entity: Character
Component: GER_hasso_von_manteuffel
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_hasso_von_manteuffel = {
	name = GER_hasso_von_manteuffel
	portraits = {
		army = {
			large = GFX_portrait_GER_hasso_von_manteuffel
			small = GFX_portrait_GER_hasso_von_manteuffel_small
		}
	}
	corps_commander = {
		traits = {
			career_officer trait_cautious armor_officer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 25
		visible = {
			has_completed_focus = GER_panzer_troops_school
		}
	}
}
### Entity: Order of Battle
Component: 20 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 20 Renmin Jundui
	location = 12331
	division_template = Erjinzhi Juntuán
}
### Entity: Idea
Component: POR_syndicalization_of_national_industry3
Constructs: has_government, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_syndicalization_of_national_industry3 = {
	name = POR_syndicalization_of_national_industry
	picture = generic_neutrality_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.04
		production_speed_buildings_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_respect_baltic_self_determination_old
Constructs: prerequisite, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_respect_baltic_self_determination_old
	text = SOV_respect_baltic_self_determination
	icon = GFX_goal_SOV_true_baltic_freedom
	prerequisite = {
		focus = SOV_improve_stalin_line
	}
	x = 1
	y = 1
	relative_position_id = SOV_improve_stalin_line
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_claims_in_baltic_old
	}
	bypass = {
		NOT = {
			country_exists = EST LAT LIT
		}
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		activate_targeted_decision = {
			target = EST
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = LAT
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = LIT
			decision = SOV_promote_ideology_rallies_baltic
		} {
			target = EST
			decision = SOV_pressure_country_government_baltic
		} {
			target = LAT
			decision = SOV_pressure_country_government_baltic
		} {
			target = LIT
			decision = SOV_pressure_country_government_baltic
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_eastern_expansion
Constructs: every_owned_state, prerequisite, limit, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_eastern_expansion
	icon = GFX_SOV_eastern_expansion_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pacify_the_rim
	} {
		focus = SOV_dismantle_the_zemsky_sobor
	}
	x = 5
	y = 1
	relative_position_id = SOV_pacify_the_rim
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SOV_siberian_lessons
		every_owned_state = {
			limit = {
				OR = {
					state = 822 875 562 874 637
				}
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		637 = {
			if = {
				limit = {
					air_base = < 8
				}
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
			add_building_construction = {
				type = naval_base
				level = 3
				instant_build = yes
				province = 4728
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		408 = {
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = 957
			}
		}
	}
}
### Entity: Event
Component: lar_split_belgium.3
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_split_belgium.3
	title = lar_split_belgium.3.t
	desc = lar_split_belgium.3.desc
	Picture = GFX_report_event_generic_defensive_preparations
	is_triggered_only = yes
	option = {
		name = lar_split_belgium.3.a
		ai_chance = {
			factor = 80
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = lar_split_belgium.3.b
		ai_chance = {
			factor = 20
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_revive_stt
Constructs: prerequisite, limit, completion_reward, is_coastal, has_dlc, unlock_military_industrial_organization_tooltip, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_revive_stt
	icon = GFX_focus_AUS_revive_stt
	prerequisite = {
		focus = AUS_rebuild_the_armada
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_rebuild_the_armada
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_military_industrial_organization_tooltip = mio:AUS_stabilimento_tecnico_triestino_organization
			mio:AUS_stabilimento_tecnico_triestino_organization = {
				add_mio_size = 4
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AUS_stabilimento_tecnico_triestino
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_ministry_of_resources
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_ministry_of_resources
	icon = GFX_goal_generic_mining_iron
	relative_position_id = EGY_development_in_sudan
	x = 1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = EGY_development_in_sudan EGY_banha_industrial_sectors
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_ministry_of_resources
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: Character
Component: ECU_ramon_moran_valverde
Source: game
File: common/characters/ECU.txt

Code:
ECU_ramon_moran_valverde = {
	advisor = {
		slot = high_command
		idea_token = ECU_ramon_moran_valverde
		ledger = navy
		allowed = {
			original_tag = ECU
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ramon Moran Valverde
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Event
Component: pakistan.3
Constructs: owns_state, add_political_power, add_to_variable
Source: game
File: events/pakistan.txt

Code:
country_event = {
	id = pakistan.3
	title = pakistan.3.t
	desc = pakistan.3.d
	picture = GFX_report_event_operatives
	trigger = {
		owns_state = 430
		tag = PAK
	}
	mean_time_to_happen = {
		days = 365
	}
	option = {
		name = Attend his funeral
		custom_effect_tooltip = substract5ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -5
		}
		add_political_power = -50
	} {
		name = Write a condolence letter
		custom_effect_tooltip = substract2ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -2
		}
		add_political_power = -25
	} {
		name = Good Riddance
		custom_effect_tooltip = add5ban
		add_to_variable = {
			var = bangladesh_freedom
			value = 5
		}
		add_political_power = 33
	}
}