Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: netherlands.26
Constructs: ai_chance, has_war, add_ideas, has_government, fire_only_once, add_political_power, has_global_flag, set_country_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.26
	title = netherlands.26.t
	desc = netherlands.26.desc
	picture = GFX_report_event_benelux
	trigger = {
		has_global_flag = HOL_benelux_customs_union_denied
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = netherlands.26.a
		ai_chance = {
			base = 60
		}
		add_political_power = 5
		add_ideas = neutrality_idea
		set_country_flag = bypass_HOL_maintain_neutrality
	} {
		name = netherlands.26.b
		ai_chance = {
			base = 40
			modifier = {
				factor = 0
				OR = {
					ENG = {
						has_government = fascism
					} {
						has_government = communism
					} {
						is_subject = yes
					}
					AND = {
						ENG = {
							has_war = yes
						}
						has_war = no
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_secure_afghanistan
Constructs: prerequisite, has_government, completion_reward, is_subject_of, is_in_faction_with, allow_branch, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_secure_afghanistan
	icon = GFX_focus_PER_secure_afghanistan
	prerequisite = {
		focus = PER_request_membership_allies
	}
	x = 1
	y = 1
	relative_position_id = PER_request_membership_allies
	cost = 5
	available = {
		has_government = democratic
		AFG = {
			exists = yes
			NOT = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		AFG = {
			OR = {
				exists = no
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = AFG
		}
	}
}
### Entity: Technology
Component: advanced_fire_control_system
Constructs: enable_equipment_modules, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_fire_control_system_3
	}
	allow_branch = {
		has_dlc = Man the Guns
	}
	research_cost = 1
	folder = {
		name = electronics_folder
		position = {
			x = @firecontrol
			y = 12
		}
	}
	ai_will_do = {
		factor = 0.75
		modifier = {
			OR = {
				tag = ENG USA JAP
			}
			factor = 3
		}
	}
	categories = {
		electronics computing_tech naval_equipment
	}
}
### Entity: Idea
Component: volunteer_corps_focus
Constructs: removal_cost, send_volunteer_divisions_required
Source: game
File: common/ideas/zzz_generic.txt

Code:
volunteer_corps_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -0.25
	}
}
### Entity: Idea
Component: QAT_aa2
Source: game
File: common/ideas/qatar.txt

Code:
QAT_aa2 = {
	ledger = army
	picture = generic_army_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Name List
Component: UDM
Source: game
File: common/names/00_names.txt

Code:
UDM = {
	male = {
		names = {
			Istopka Mikvor Mitrok Besermyan Pyotr Vladimir Kuzebay Alexandr Stepan Vasily Derenik Grigory Mark Suren Boris Dmitry Anatoly Georgy Igor Nikolay
		}
	}
	female = {
		names = {
			Abzyan Ochin Odoka Opoch Paladdya Takyan
		}
	}
	surnames = {
		Blinov Blok Gerd Razin Solovyov Vos Ziyastinov Baryshnikov Fomin Sulimov Apresyan Yegorov Temkin Akopyan Berman Shlenov Kisilyev Lysov Chekinov Suetin Kidin Marisov Udmursov Chuvashinov Skulkov Grischenko Sapozhnikov
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: JAP_leave_raj_a_bit
Constructs: has_war_with, has_country_flag, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_leave_raj_a_bit = {
	allowed = {
		OR = {
			original_tag = JAP SIA
		}
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = CHI
		CHI = {
			has_capitulated = no
		}
		NOT = {
			has_country_flag = agreed_to_help_bose
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = RAJ
		value = -250
	}
}
### Entity: Character
Component: JUNO_modern_abajino_lonko
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_modern_abajino_lonko = {
	random = no
	sprite = 13
	war_support_factor = 0.15
	stability_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: JAP_isoroku_yamamoto
Constructs: has_country_flag
Source: game
File: common/characters/JAP.txt

Code:
JAP_isoroku_yamamoto = {
	name = JAP_isoroku_yamamoto
	portraits = {
		navy = {
			large = GFX_portrait_JAP_isoroku_yamamoto
			small = GFX_idea_isoroku_yamamoto
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = isoroku_yamamoto
		ledger = navy
		allowed = {
			original_tag = JAP
		}
		ai_will_do = {
			base = 1
		}
		traits = {
			naval_aviation_pioneer
		}
		on_add = {
			JAP_small_naval_faction_gain = yes
		}
		on_remove = {
			JAP_small_naval_faction_loss = yes
		}
	}
	navy_leader = {
		traits = {
			bold aviation_enthusiast superior_tactician spotter air_controller flight_deck_manager
		}
		skill = 5
		attack_skill = 5
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 6
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = JAP_yamamoto_shot_down_flag
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reinvigorate_the_pfi
Constructs: prerequisite, completion_reward, has_country_leader, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_reinvigorate_the_pfi
	icon = GFX_focus_GRE_monarchist_fervour
	ai_will_do = {
		factor = 7
	}
	relative_position_id = INS_PNI
	mutually_exclusive = {
		focus = INS_favour_the_radicals
	}
	x = -1
	y = 1
	prerequisite = {
		focus = INS_PNI
	}
	cost = 10
	available = {
		NOT = {
			has_country_leader = {
				character = INS_husni_thamrin
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt INS_choosing_royal_after_coup_tt generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_wuryaningrat
	}
}
### Entity: Event
Component: r56_afghanistan.25
Constructs: is_triggered_only, has_completed_focus, has_war, has_government, has_war_with, fire_only_once, is_subject, has_global_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.25
	picture = GFX_report_event_AFG_pamir_flight_begins
	title = r56_afghanistan.25.t
	desc = r56_afghanistan.25.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		AFG = {
			OR = {
				has_government = neutrality fascism
			}
			has_war = no
			is_subject = no
		}
		NOT = {
			has_war_with = GER
			has_completed_focus = AFG_german_junker_purchase
		} {
			has_global_flag = afg_dlc_focus_tree
		}
		GER = {
			has_war = no
			has_government = fascism neutrality
			is_subject = no
		}
	}
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.26
				days = 18
			}
		}
	}
	option = {
		name = r56_afghanistan.25.a
	}
}
### Entity: Character
Component: liberator_of_eth_jofir
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
liberator_of_eth_jofir = {
	random = no
	stability_factor = 0.1
	political_power_cost = -0.1
	justify_war_goal_time = -0.3
	neutrality_acceptance = 30
	political_power_factor = 0.1
}
### Entity: Idea
Component: NZL_national_coal_board_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_national_coal_board_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		stability_factor = -0.1
		local_resources_coal_factor = 0.15
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TMS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = TMS
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Idea
Component: SRL_ncm
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = SRL
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_turkey.132
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.132
	title = bftb_turkey.132.t
	desc = bftb_turkey.132.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.132.a
		create_wargoal = {
			target = GRE
			type = annex_everything
		}
		ITA = {
			create_wargoal = {
				target = GRE
				type = annex_everything
			}
		}
	}
}
### Entity: Effect Reference
Construct: remove_ideas_with_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_ideas_with_trait

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

```
Remove all ideas with specified trait from country
```
### Entity: AI Strategy
Component: ENG_naval_capital_battleship
Constructs: has_tech
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 100
		modifier = {
			date = < 1940.1.1
			factor = 100
		}
	}
	capital_battleship_early = {
		name = revenge_class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_airplane_launcher
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_dp_secondaries ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher heavy_ship_engine
		}
	}
	capital_battleship_basic = {
		name = nelson_class
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_bb_2
				front_1_custom_slot = ship_heavy_battery
				mid_1_custom_slot = ship_heavy_battery
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_dp_secondaries ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher heavy_ship_engine
		}
	}
	capital_battleship_improved = {
		name = king_george_v_class
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_heavy
				fact
# ... (truncated)
### Entity: Event
Component: greece.11
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.11
	title = greece.11.t
	desc = greece.11.d
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = greece.11.a
	}
}
### Entity: Event
Component: wuw_GER_the_battle_of_britain.01
Constructs: has_government, has_war_with, fire_only_once, add_political_power, has_dlc, has_capitulated, has_idea, is_core_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_the_battle_of_britain.01
	title = wuw_GER_the_battle_of_britain.01.t
	desc = wuw_GER_the_battle_of_britain.01.desc
	picture = GFX_report_event_GER_bombers
	trigger = {
		original_tag = GER
		has_government = fascism
		has_dlc = Gotterdammerung
		FRA = {
			OR = {
				has_capitulated = yes
				exists = no
			}
		}
		GER = {
			has_idea = goering
			has_war_with = ENG
			NOT = {
				any_controlled_state = {
					is_core_of = ENG
				}
			}
		}
		NOT = {
			any_country = {
				is_subject_of = GER
				any_controlled_state = {
					is_core_of = ENG
				}
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 90
	}
	option = {
		name = wuw_GER_the_battle_of_britain.01.a
		custom_effect_tooltip = GER_unlocks_big_ben_raid_tt generic_skip_one_line_tt
		set_country_flag = GER_goring_launches_the_blitz_flag
		add_timed_idea = {
			idea = GER_battle_for_air_superiority
			days = 180
		}
	} {
		name = wuw_GER_the_battle_of_britain.01.b
		add_political_power = -25
		air_experience = -15
	}
}
### Entity: Scripted Trigger
Component: EAI_HFTR_design_priority
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_HFTR_design_priority = {
	OR = {
		always = no
	}
}
### Entity: Event
Component: luxembourg.275
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.275
	title = luxembourg.275.t
	desc = luxembourg.275.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = luxembourg.275.a
	}
}
### Entity: Idea
Component: modern_tank_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
modern_tank_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: falangist_militarist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
falangist_militarist = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.02
}
### Entity: Character
Component: pro_allied_politician
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
pro_allied_politician = {
	random = no
	sprite = 13
	democratic_drift = 0.03
	democratic_acceptance = 15
	political_power_factor = 0.1
	war_support_factor = 0.05
	lend_lease_tension = -0.5
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: belgium.43
Constructs: is_triggered_only, fire_only_once, set_cosmetic_tag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.43
	title = belgium.43.t
	desc = belgium.43.d
	picture = GFX_report_event_Degrelle_discourse_eagle
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = belgium.43.a
		set_cosmetic_tag = BEL3
	}
}
### Entity: Country History
Country: SAX
Component: SAX_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/SAX - Saxony.txt

Code:
# Misc for SAX
capital = 65
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			CAS2 = 1
			heavy_fighter1 = 1
		}
	}
}
### Entity: Idea
Component: tcdd
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
tcdd = {
	picture = tur_tcdd
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	available = {
		TUR_debt_council_has_no_sway = yes
		has_completed_focus = TUR_turkish_state_railways
	}
	cost = 75
	research_bonus = {
		industry = 0.15
	}
	traits = {
		linchpin_of_infrastructure
	}
}
### Entity: Character
Component: PNG_fascist_guy
Constructs: has_government
Source: game
File: common/characters/PNG.txt

Code:
PNG_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PNG_fascist_guy
		allowed = {
			original_tag = PNG
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.18
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, add_to_war, remove_dynamic_modifier, every_other_country
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.18
	title = BBA_african_union_events.18.t
	desc = BBA_african_union_events.18.desc
	is_triggered_only = yes
	picture = GFX_report_event_soldiers_marching
	option = {
		name = BBA_african_union_events.18.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_country_flag = threatened_by_org_africa_leader
			}
		}
		var:global.org_africa_attacked_country = {
			ROOT = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = FROM
					hostility_reason = ally
				}
			}
			country_event = {
				id = BBA_african_union_events.19
				hours = 1
			}
		}
	} {
		name = BBA_african_union_events.18.b
		ai_chance = {
			base = 0
		}
		remove_dynamic_modifier = {
			modifier = african_union_defense_agreement_modifier
		}
		every_other_country = {
			limit = {
				has_dynamic_modifier = {
					modifier = african_union_defense_agreement_modifier
				}
			}
			add_opinion_modifier = {
				target = PREV
				modifier = Org_Afr_defense_call_refused
			}
			country_event = {
				id = BBA_african_union_events.20
				hours = 1
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Bonus
Constructs: Bonus, limit
Source: wiki
File: wiki/Talk%3AResearch.html

Doc:
Bonus[edit]
Should a new article for Research Bonuses be created? There all bonuses for each country can be listed. Also an idea to make a separate article for Doctrines, thus breaking up the article a bit, to limit it becoming very large, as Research is a big area of the game. Also hoping someone can add as many icons from the various Researchs as possible&#160;:)--Simen113 (talk) 18:01, 17 January 2016 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:Research&oldid=2438"
### Entity: Event
Component: r56_afghanistan.90
Constructs: is_triggered_only, add_stability, fire_only_once, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.90
	title = r56_afghanistan.90.t
	desc = r56_afghanistan.90.d
	picture = GFX_report_event_AFG_amnullah_returns
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.91
				days = 27
			}
		}
	}
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.90.a
		add_stability = -0.05
		custom_effect_tooltip = AFG_unlock_amanullah_focus
		set_country_flag = AFG_unlock_amanullah
	}
}
### Entity: Faction
Component: faction_manifest_protector_of_peace
Constructs: production_speed_buildings_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_protector_of_peace = {
	name = protector_of_peace_goal_name
	description = protector_of_peace_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = game:all_countries
		completed_amount_collection = collection:world_at_peace_countries
		scale = {
			production_speed_buildings_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					trade_opinion_factor = 0.2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_ferrea_mole_ferreo_cuore
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_ferrea_mole_ferreo_cuore
	icon = GFX_focus_ITA_ferrea_mole_ferreo_cuore
	prerequisite = {
		focus = ITA_end_fiat_ansaldo_duopoly ITA_modernize_ansaldo_facilities
	}
	x = 1
	y = 1
	relative_position_id = ITA_end_fiat_ansaldo_duopoly
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ITA_ferrea_mole_ferreo_cuore_military_industry_tt
		hidden_effect = {
			add_ideas = ITA_hidden_ferrea_mole_ns
		}
		army_experience = 50
		add_tech_bonus = {
			name = ITA_ferrea_mole_ferreo_cuore
			bonus = 1
			uses = 2
			category = armor
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					has_tech = advanced_medium_tank_chassis
				}
				ITA_add_advanced_medium_tank_templates = yes
			} {
				limit = {
					has_tech = advanced_heavy_tank_chassis
				}
				ITA_add_advanced_heavy_tank_templates = yes
			}
			else = {
				custom_effect_tooltip = ITA_ferrea_mole_ferreo_cuore_medium_tempaltes_tt
				effect_tooltip = {
					ITA_add_advanced_medium_tank_templates = yes
				}
			} {
				custom_effect_tooltip = ITA_ferrea_mole_ferreo_cuore_heavy_tempaltes_tt
				effect_tooltip = {
					ITA_add_advanced_heavy_tank_templates = yes
				}
			}
		}
	}
}