Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_negotiate_the_restrictions
Constructs: has_completed_focus, prerequisite, has_war, limit, add_war_support, completion_reward, has_idea, is_puppet
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_negotiate_the_restrictions
	icon = GFX_focus_HUN_negotiate_the_restrictions
	prerequisite = {
		focus = wuw_HUN_undercover_air_maneuvers wuw_HUN_hold_war_games
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_undercover_air_maneuvers
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = HUN_promises_of_peace
		}
		has_war = no
	}
	bypass = {
		OR = {
			wuw_HUN_does_not_have_trianon = yes
			has_idea = HUN_bled_agreement_wuw
			AND = {
				ROM = {
					OR = {
						exists = no
						is_puppet = yes
					}
				}
				FRA = {
					OR = {
						exists = no
						is_puppet = yes
						NOT = {
							has_completed_focus = FRA_strengthen_the_little_entente
						}
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt HUN_bled_agreement_custom_effect_tooltip
		IF = {
			limit = {
				FRA = {
					has_completed_focus = FRA_strengthen_the_little_entente
				}
			}
			FRA = {
				country_event = DOD_hungary.140
			}
		} {
			limit = {
				NOT = {
					FRA = {
						has_completed_focus = FRA_strengthen_the_little_entente
					}
				}
			}
			ROM = {
				country_event = DOD_hungary.140
			}
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_cherish_what_we_have
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_cherish_what_we_have
	icon = GFX_goal_ARM_caucasia_is_our_homeland
	prerequisite = {
		focus = ARM_planned_defense_policy
	}
	relative_position_id = ARM_planned_defense_policy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		controls_state = 230
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = ARM_cherish_what_we_have_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_battleships
Constructs: prerequisite, completion_reward, add_tech_bonus, bb_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_battleships
	icon = GFX_focus_generic_navy_battleship2
	x = 1
	y = 1
	cost = 8
	relative_position_id = AFG_naval_defense_fund
	prerequisite = {
		focus = AFG_naval_building AFG_naval_defense_fund
	}
	mutually_exclusive = {
		focus = AFG_cruisers
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = bb_bonus
			bonus = 1
			uses = 1
			category = bb_tech
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Goodis.html

Doc:
Combined display of all available logs of Hearts of Iron 4 Wiki.
You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
All public logs
Abuse Filter log
Block log
Content model change log
Deletion log
Import log
Interwiki table log
Merge log
Move log
Patrol log
Protection log
Tag log
Tag management log
Upload log
User creation log
User rights log
Performer:&#160;
Target (title or User:username for user):&#160;

&#160;Search titles starting with this text
From year (and earlier): From month (and earlier): all
January
February
March
April
May
June
July
August
September
October
November
December

Tag filter:&#160;

Show tag log

23:23, 5 March 2016 Goodis (Talk | contribs) uploaded File:Trade Chromoium.jpg (Trade screen displaying the availability of chromium)

23:22, 5 March 2016 Goodis (Talk | contribs) uploaded File:Turkey DiplomacyView.jpg (A screenshot of Turkey, leader, ruling party, ideology, national focus.)

00:10, 17 January 2016 User account Goodis (Talk | contribs) was created

Retrieved from "http://www.hoi4wiki.com/Special:Log/Goodis"
### Entity: Character
Component: KEN_pot
Source: game
File: common/characters/KEN.txt

Code:
KEN_pot = {
	advisor = {
		slot = political_advisor
		idea_token = KEN_pot
		allowed = {
			original_tag = KEN
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: ger.renegotiate_versailles.2
Constructs: is_triggered_only, limit, add_ideas, has_idea
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = ger.renegotiate_versailles.2
	title = ger.renegotiate_versailles.2.t
	desc = ger.renegotiate_versailles.2.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = ger.renegotiate_versailles.2.a
		if = {
			limit = {
				NOT = {
					has_idea = GER_treaty_of_versailles
				}
			}
			add_ideas = GER_treaty_of_versailles
		}
	}
}
### Entity: Idea
Component: generic_recent_political_unification
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
generic_recent_political_unification = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_democratic_opposition
	modifier = {
		stability_factor = -0.1
		political_power_cost = 0.15
		political_advisor_cost_factor = 0.25
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_flexible_navy
Constructs: prerequisite, limit, completion_reward, is_coastal, add_mastery_bonus, add_tech_bonus, random_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_flexible_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = TIB_naval_effort
	}
	mutually_exclusive = {
		focus = TIB_large_navy
	}
	relative_position_id = TIB_naval_effort
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_mastery_bonus = {
			name = flexible_navy
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
			track = submarines
		}
		add_tech_bonus = {
			name = naval_effort
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = dd_tech
		}
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_kmt_military_knowledge
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_kmt_military_knowledge = {
	removal_cost = -1
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		training_time_factor = -0.1
		land_reinforce_rate = 0.02
		army_speed_factor = 0.05
	}
}
### Entity: Military Industrial Organization
Component: BEL_renard_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/BEL_organization.txt

Code:
BEL_renard_organization = {
	name = renard
	include = generic_high_agility_fighter_aircraft_organization
	icon = GFX_idea_BEL_renard_organization
	allowed = {
		OR = {
			original_tag = BEL COG
		}
		has_dlc = Gotterdammerung
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BEL
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BEL
				}
			}
		}
	}
	add_trait = {
		token = BEL_mio_trait_all_metal_expertise
		name = BEL_mio_trait_all_metal_expertise
		icon = GFX_generic_mio_trait_icon_armor_value
		special_trait_background = yes
		position = {
			x = 2
			y = 1
		}
		any_parent = {
			generic_mio_trait_metal_skin
		}
		equipment_bonus = {
			air_defence = 0.1
		}
	} {
		token = BEL_mio_trait_browning_collaboration
		name = BEL_mio_trait_browning_collaboration
		icon = GFX_generic_mio_trait_icon_anti_air_attack
		special_trait_background = yes
		available = {
			owner = {
				OR = {
					has_completed_focus = COG_standardize_military_production BEL_fn_herstal
				}
			}
		}
		position = {
			x = 7
			y = 1
		}
		any_parent = {
			generic_mio_trait_minimum_weapon_requirements
		}
		equipment_bonus = {
			air_attack = 0.05
		}
	} {
		token = BEL_mio_trait_stampe_et_vertrongen
		name = BEL_mio_trait_stampe_et_vertrongen
		icon = GFX_generic_mio_trait_icon_naval_range
		special_trait_background = yes
		available = {
			owner = {
				OR = {
					has_completed_focus = COG_expand_production_facilities BEL_stampe_et_vertrongen
				}
			}
		}
		position = {
			x = 9
			y = 0
		}
		equipment_bonus = {
			air_agility = 0.05
			air_range = 0.05
		}
	} {
		token = BEL_mio_trait_stampe_et_renard
		name = BEL_mio_trait_stampe_et_renard
		icon = GFX_generic_mio_department_icon_plane_fighter_combat
		special_trait_background = yes
		position = {
			x = 9
			y = 1
		}
		any_parent = {
			BEL_mio_trait_stampe_et_vertrongen
		}
		equipment_bonus = {
			air_attack = 0.05
			reliability = 0.05
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_benelux_intervention
Constructs: prerequisite, add_opinion_modifier, completion_reward, has_dlc, add_named_threat
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_benelux_intervention
	available = {
		OR = {
			BEL = {
				exists = yes
				OR = {
					communism = > 0.15
					fascism = > 0.15
				}
			}
			HOL = {
				exists = yes
				OR = {
					communism = > 0.15
					fascism = > 0.15
				}
			}
		}
	}
	prerequisite = {
		focus = ENG_home_defence
	}
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = ENG_home_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = ENG_benelux_intervention
		}
		USA = {
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_benelux_intervention_USA
			}
		}
		BEL = {
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_benelux_intervention_BEL_HOL
			}
		}
		HOL = {
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_benelux_intervention_BEL_HOL
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.223
			}
		}
	}
}
### Entity: Character
Component: QUE_gerard_filion
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_gerard_filion = {
	name = Gérard Filion
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_gerard_filion
		allowed = {
			original_tag = QUE
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
		traits = {
			naw_business_owner
		}
	}
}
### Entity: Event
Component: CHL_political_events.22
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.22
	title = CHL_political_events.22.t
	desc = CHL_political_events.22.desc
	picture = GFX_report_event_SOV_national_academy_of_sciences
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.22.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		FROM = {
			country_event = {
				id = CHL_political_events.23
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.22.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = CHL_political_events.24
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fde_intelligence_agency
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, has_hide_rule, allow_branch, has_dlc, add_offsite_building
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_fde_intelligence_agency
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = NOR_support_finland_in_winter_war NOR_rearm_for_defense
	}
	x = -1
	y = 2
	relative_position_id = NOR_rearm_for_defense
	offset = {
		x = 0
		y = -1
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_continue_nygaardsvold_government
		}
	}
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		create_intelligence_agency = {
			name = Forsvarets Etterretningstjeneste
			icon = GFX_intelligence_agency_logo_NOR_historical_intelligence
		}
	}
}
### Entity: Country History
Country: FIN
Component: FIN_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/FIN - Finland.txt

Code:
# Politics & Parties for FIN
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = neutrality
	last_election = 1931.3.2
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	fascism = 19
	communism = 1
	neutrality = 65
}
### Entity: Trigger Reference
Construct: is_exiled_in
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_exiled_in

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

```
Checks if scope country is a government in exile in target tag. is_exiled_in = ENG
```
### Entity: Character
Component: BRD_ncs
Source: game
File: common/characters/BRD.txt

Code:
BRD_ncs = {
	advisor = {
		slot = high_command
		idea_token = BRD_ncs
		ledger = navy
		allowed = {
			original_tag = BRD
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Decision
Component: GER_reichskommissariats
Constructs: has_completed_focus, has_government, is_subject_of
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_reichskommissariats = {
	icon = GFX_decision_category_ger_reichskommissariats
	priority = 9
	visible_when_empty = yes
	allowed = {
		original_tag = GER
	}
	visible = {
		OR = {
			has_completed_focus = GER_uplift_the_rosenberg_office
			RKH = {
				is_subject_of = ROOT
				exists = yes
			}
		}
		has_government = fascism
	}
	scripted_gui = ger_rk_ui
}
### Entity: Idea
Component: ITA_camicie_nere_milizia_coloniale
Constructs: has_completed_focus, has_government, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_camicie_nere_milizia_coloniale = {
	name = ITA_camicie_nere
	removal_cost = -1
	picture = ITA_camicie_nere
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_government = fascism
			has_completed_focus = ITA_security_militias
		}
	}
	modifier = {
		custom_modifier_tooltip = ITA_camicie_nere_mp_tt
		resistance_garrison_penetration_chance = -0.1
		resistance_damage_to_garrison = -0.1
		conscription_factor = 0.15
		fascism_drift = 0.02
		modifier_army_sub_unit_militia_max_org_factor = 0.05
		non_core_manpower = 0.1
	}
}
### Entity: Event
Component: tfv_australia.2
Constructs: is_triggered_only
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.2
	title = tfv_australia.2.t
	desc = tfv_australia.2.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = tfv_australia.2.a
		puppet = {
			target = MAL
			end_wars = no
		}
		news_event = {
			hours = 6
			id = news.238
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_restoring_al_andalus
Constructs: prerequisite, limit, completion_reward, add_state_claim, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_restoring_al_andalus
	icon = GFX_goal_cuba_attack_nationalist_spain
	prerequisite = {
		focus = PAL_grand_jihad
	}
	x = -2
	y = 1
	relative_position_id = PAL_grand_jihad
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_state_claim = 173 169 118 789 168
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = SPR
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
				}
			}
		}
	}
}
### Entity: Decision
Component: HUN_the_empire_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_the_empire_category = {
	icon = GFX_decision_cat_generic_austria_hungary_icon
	priority = 50
	picture = GFX_decision_cat_generic_austria_hungary
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: Modifier Reference
Component: dense_rural_infrastructure
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
dense_rural_infrastructure = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			infrastructure = > 4
		}
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	local_non_core_supply_impact_factor = 0.4
}
### Entity: Idea
Component: SPR_anarchist_society_7
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_7 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: Unit Template
Component: LOI_MOT_01
Source: game
File: common/units/names_divisions/LOI_names_divisions.txt

Code:
LOI_MOT_01 = {
	name = Motorized Division
	for_countries = {
		LOI
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		LOI_INF_01
	}
	fallback_name = %d. Motorized Highlanders
	ordered = {
		1 = {
			%d. Motorized Highlanders
		}
		2 = {
			%d. Motorized Highlanders
		}
		3 = {
			%d. Motorized Highlanders
		}
		4 = {
			%d. Motorized Highlanders
		}
		5 = {
			%d. Motorized Highlanders
		}
		6 = {
			%d. Motorized Highlanders
		}
		7 = {
			%d. Motorized Highlanders
		}
		8 = {
			%d. Motorized Highlanders
		}
		9 = {
			%d. Motorized Highlanders
		}
		10 = {
			%d. Motorized Highlanders
		}
	}
}
### Entity: Technology
Component: construction2
Constructs: production_speed_buildings_factor, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_speed_buildings_factor = 0.1
	industry_repair_factor = 0.1
	path = {
		leads_to_tech = construction3
		research_cost_coeff = 1
	} {
		leads_to_tech = excavation2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1937
	categories = {
		industry construction_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 2
		}
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 10
			date = > 1937.1.1
		}
	}
}
### Entity: Modding Documentation
Construct: bop_rmmod
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bop_rmmod
* Arguments: <ID>, <ModID>

Removes static modifier from a power balance.
### Entity: National Focus
Tree: tib_focus
Component: TIB_full_social_mobilization
Constructs: prerequisite, limit, add_ideas, completion_reward, add_popularity, has_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_full_social_mobilization
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = TIB_cooperate_with_the_pla
	}
	relative_position_id = TIB_cooperate_with_the_pla
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		army_experience = 25
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		} {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = limited_conscription
			}
			add_ideas = extensive_conscription
		} {
			limit = {
				has_idea = extensive_conscription
			}
			add_ideas = service_by_requirement
		} {
			limit = {
				OR = {
					has_idea = service_by_requirement all_adults_serve scraping_the_barrel
				}
			}
			add_ideas = BUL_fascist_militarism
		}
	}
	SEARCH_FILTERS = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_launch_sabotage_campaigns
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_launch_sabotage_campaigns
	icon = GFX_focus_generic_sabotage
	prerequisite = {
		focus = PRC_the_battle_behind_the_front_lines
	}
	x = 1
	y = 1
	relative_position_id = PRC_the_battle_behind_the_front_lines
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_establish_friendly_bases_1_tt PRC_establish_friendly_bases_2_tt
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_long_push_east
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_long_push_east
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = EST_fight_against_communism
	}
	x = 0
	y = 1
	relative_position_id = EST_fight_against_communism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			AND = {
				has_country_flag = soviets_true_enemy_flag
				SOV = {
					surrender_progress = > 0.1
				}
			} {
				has_country_flag = germans_true_enemy_flag
				GER = {
					surrender_progress = > 0.1
				}
			}
			surrender_progress = > 0.9
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = EST_motors_idea
	}
}
### Entity: Character
Component: POL_steel_and_armaments
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_steel_and_armaments = {
	random = no
	industrial_capacity_factory = 0.02
	local_resources_factor = 0.1
}
### Entity: Modifier Reference
Component: INS_state_militia_activity_1
Constructs: has_country_flag, has_dlc, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_activity_1 = {
	icon = GFX_modifiers_INS_state_militia_activity_1
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		owner = {
			original_tag = INS
			NOT = {
				is_subject_of = HOL
			} {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
}