Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: INSHOL_coffee_plantations
Constructs: has_completed_focus, prerequisite, limit, joint_focus, completion_reward, has_cosmetic_tag, has_subject, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_coffee_plantations
	icon = GFX_focus_generic_coffee
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	prerequisite = {
		focus = INSHOL_padang_port
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_padang_port
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.5
			date = < 1938.6.1
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1055 667 1053 344 673 1048 1056
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					impassable = no
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1055 667 1053 344 673 1048 1056
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				ori
# ... (truncated)
### Entity: Idea
Component: EAI_INSANE/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_1053
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1053 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1053 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1053
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			667
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Idea
Component: AST_R56_australian_new_deal_idea_2_a
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_new_deal_idea_2_a = {
	name = AST_R56_australian_new_deal_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.02
		industrial_capacity_dockyard = 0.02
		production_factory_max_efficiency_factor = 0.05
		stability_factor = 0.05
	}
}
### Entity: Technology
Component: etax_great_leap
Constructs: research_speed_factor, has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_practical_projects
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_grand_projects
		research_cost_coeff = 1
	}
	research_cost = 3.0
	start_year = 1941
	research_speed_factor = 0.05
	folder = {
		name = etax_folder
		position = {
			x = 8
			y = 8
		}
	}
	categories = {
		r56_special_research_division electronics
	}
	special_project_specialization = {
		specialization_nuclear
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1941.1.1
		} {
			factor = 7
			date = > 1942.1.1
		} {
			factor = 8
			date = > 1943.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_limited_censorship_of_the_press
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, is_ai, every_other_country
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_limited_censorship_of_the_press
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = SWI_withdraw_from_the_league_of_nations
	}
	x = -1
	y = 1
	relative_position_id = SWI_withdraw_from_the_league_of_nations
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			SWI_any_democratic_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				SWI = {
					is_ai = no
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_considerable_appeasement
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_considerable_appeasement
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						original_tag = GER
					} {
						original_tag = ITA
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_limited_press_censorship
				}
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: AI Strategy
Component: ENG_defend_mediterranean
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_defend_mediterranean = {
	allowed = {
		tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = theatre_distribution_demand_increase
		id = 447
		value = 15
	} {
		type = theatre_distribution_demand_increase
		id = 118
		value = 4
	} {
		type = theatre_distribution_demand_increase
		id = 116
		value = 4
	}
}
### Entity: Country History
Country: SUD
Component: SUD_technology
Constructs: set_technology
Source: game
File: history/countries/SUD - Sudan.txt

Code:
# Starting Technologies for SUD
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: HUN_treaty_of_triannon_aat_wuw
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_aat_wuw = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		military_industrial_organization_funds_gain = -0.1
		military_industrial_organization_research_bonus = -0.1
		experience_gain_army_factor = -0.15
		experience_gain_air_factor = -0.25
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_pan_asian_cooperation
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_pan_asian_cooperation
	icon = GFX_goal_generic_aristocratic_cooperation
	prerequisite = {
		focus = PHI_the_pan_malayan_confederation
	}
	relative_position_id = PHI_the_pan_malayan_confederation
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		any_other_country = {
			is_in_faction_with = ROOT
			has_capitulated = no
			OR = {
				original_tag = MAL INS PHI
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = PHI_cooperation_idea
		every_country = {
			limit = {
				is_in_faction_with = ROOT
				has_capitulated = no
				OR = {
					original_tag = MAL INS PHI
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			add_ideas = PHI_cooperation_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Faction
Component: faction_goal_liberate_territory
Constructs: limit, add_stability, is_fully_controlled_by, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_liberate_territory = {
	name = liberate_territory_goal_name
	description = liberate_territory_goal_desc
	category = long_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		collection_size = {
			input = {
				input = collection:faction_owned_core_states
				operators = {
					limit = {
						NOT = {
							is_fully_controlled_by = OWNER
						}
					}
				}
				name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED
			}
			value = > 0
		}
	}
	completed = {
		collection_size = {
			input = {
				input = collection:faction_owned_core_states
				operators = {
					limit = {
						NOT = {
							is_fully_controlled_by = OWNER
						}
					}
				}
				name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED
			}
			value = < 1
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_liberate_territory
					}
				}
				add_stability = 0.1
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 4
			collection_size = {
				input = {
					input = collection:faction_owned_core_states
					operators = {
						limit = {
							NOT = {
								is_fully_controlled_by = OWNER
							}
						}
					}
					name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED
				}
				value = > 4
			}
		} {
			add = 5
			collection_size = {
				input = {
					input = collection:faction_owned_core_states
					operators = {
						limit = {
							NOT = {
								is_fully_controlled_by = OWNER
							}
						}
					}
					name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED
				}
				value = > 10
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_pacific_revolution
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_pacific_revolution
	icon = GFX_focus_CHL_union_of_hispanic_republics
	available = {

	}
	prerequisite = {
		focus = INS_agrarian_reform INS_minimum_program
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INS_support_tan_malakas_coup
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_the_red_curtain_falls_over_asia_desc_tt
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_warsaw_to_crimea_railway
Constructs: prerequisite, completion_reward, is_core_of, build_railway
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_warsaw_to_crimea_railway
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = LIT_push_for_ruthenia
	}
	relative_position_id = LIT_push_for_ruthenia
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		137 = {
			controls_or_subject_of = yes
		}
		custom_trigger_tooltip = {
			tooltip = control_all_ukrainian_states_tt
			all_state = {
				OR = {
					NOT = {
						is_core_of = UKR
					}
					controls_or_subject_of = yes
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				525 504 9456 11438 458 3452 6451 11561 11715 737 568 3722 705 3686
			}
		} {
			path = {
				11670 3738 11703 11546 11683 3755 737 568 3722 705 3686
			}
		}
	}
}
### Entity: Character
Component: marshal_of_the_league
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
marshal_of_the_league = {
	random = no
	stability_factor = 0.05
	war_support_factor = 0.05
	political_power_factor = -0.05
	army_org_factor = 0.08
}
### Entity: Idea
Component: cruiser_submarine_specialization_mtg
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
cruiser_submarine_specialization_mtg = {
	name = cruiser_submarine_specialization
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_naval_manufacturer_2
	modifier = {
		sp_naval_cruiser_submarine_speed_factor = 1
	}
	equipment_bonus = {
		ship_hull_cruiser_submarine = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Character
Component: DOM_manuel_pena_battle
Source: game
File: common/characters/DOM.txt

Code:
DOM_manuel_pena_battle = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = DOM_manuel_pena_battle
		ledger = army
		allowed = {
			original_tag = DOM
		}
		traits = {
			military_theorist
		}
	}
	name = Manuel Peña Battle
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_new_tactics
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_new_tactics
	icon = GFX_goal_generic_army_doctrines
	relative_position_id = CEL_domestic_artillery_production
	prerequisite = {
		focus = CEL_domestic_artillery_production CEL_redesign_small_arms
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_join_comintern
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject_of, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_join_comintern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = LIT_launch_the_revolution
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = LIT_new_lithuania
	} {
		focus = LIT_peoples_army
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		OR = {
			is_in_faction_with = SOV
			is_subject_of = SOV
		}
	}
	available = {
		SOV = {
			exists = yes
			is_faction_leader = yes
			has_government = communism
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
		has_government = communism
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = generic.2
				hours = 6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: idea_PAR_devastation
Constructs: stability_factor, industrial_capacity_factory, removal_cost, add_timed_idea
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_devastation = {
	picture = chi_hyper_inflation
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = -0.15
		industrial_capacity_factory = -0.15
		stability_factor = -0.2
	}
	on_remove = {
		add_timed_idea = {
			idea = idea_PAR_recovering_economy
			days = 180
		}
	}
}
### Entity: Event
Component: new_zealand.10
Constructs: create_country_leader, has_government, has_country_flag, fire_only_once
Source: game
File: events/r56_new_zealand.txt

Code:
country_event = {
	id = new_zealand.10
	title = new_zealand.10.t
	desc = new_zealand.10.d
	picture = GFX_report_event_generic_parliament
	trigger = {
		date = > 1940.11.26 < 1940.12.26
		tag = NZL
		has_government = democratic
		has_country_flag = NZL_national_flag
	}
	fire_only_once = yes
	option = {
		name = new_zealand.10.a
		create_country_leader = {
			name = Sidney Holland
			picture = GFX_NZL_sidney_holland
			expire = 1965.1.1
			ideology = conservatism
		}
	}
}
### Entity: Order of Battle
Component: Marina de Guerra
Source: game
File: history/units/PRU_1936_naval_mtg.txt

Code:
fleet = {
	name = Marina de Guerra
	naval_base = 12997
	task_force = {
		name = Escuadrón Naval
		location = 12997
		ship = {
			name = BAP Almirante Grau
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRU
					version_name = Almirante Grau Class
				}
			}
		} {
			name = BAP Coronel Bolognesi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = PRU
					version_name = Almirante Grau Class
				}
			}
		} {
			name = BAP Almirante Villar
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRU
					version_name = Almirante Villar Class
				}
			}
		} {
			name = BAP Almirante Guise
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = PRU
					version_name = Almirante Villar Class
				}
			}
		}
	} {
		name = Flotilla de Submarinos
		location = 12997
		ship = {
			name = BAP R1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = PRU
					version_name = R1 Class
				}
			}
		} {
			name = BAP R2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = PRU
					version_name = R1 Class
				}
			}
		} {
			name = BAP R3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = PRU
					version_name = R1 Class
				}
			}
		} {
			name = BAP R4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = PRU
					version_name = R1 Class
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.60
Constructs: is_triggered_only, set_nationality, add_manpower
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.60
	title = SEA_warlords.60.t
	desc = SEA_warlords.60.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.60.a
		MAN_yu_zishan = {
			set_nationality = FROM
		}
		MAN_zhang_haipeng = {
			set_nationality = FROM
		}
		MAN_ma_zhanshan = {
			set_nationality = FROM
		}
		add_manpower = -5000
		FROM = {
			add_manpower = 5000
		}
	}
}
### Entity: Event
Component: bftb_turkey.116
Constructs: is_triggered_only, add_stability, add_manpower, clear_global_event_target, add_to_variable
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.116
	title = bftb_turkey.116.t
	desc = bftb_turkey.116.desc
	picture = GFX_report_event_tur_kurdish_guerillas
	is_triggered_only = yes
	option = {
		name = bftb_turkey.116.a
		add_manpower = -4750
		add_stability = 0.05
		event_target:TUR_fundamentalist_state = {
			TUR_downgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
			add_to_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 1
			}
			TUR_kemalist_loyalty_and_power_update_effect = yes
		}
	} {
		name = bftb_turkey.116.b
		add_manpower = 500
		add_stability = -0.1
		event_target:TUR_fundamentalist_state = {
			TUR_upgrade_fundamentalist_defiance_effect = yes
		}
		hidden_effect = {
			clear_global_event_target = TUR_fundamentalist_state
		}
	}
}
### Entity: Idea
Component: FIN_academic_karelian_society_ns_2
Constructs: research_speed_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_academic_karelian_society_ns_2 = {
	name = FIN_academic_karelian_society_ns_1
	picture = FIN_academic_karelian_society
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.15
		research_speed_factor = 0.03
		production_factory_efficiency_gain_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_electronics
Constructs: prerequisite, joint_focus, add_tech_bonus
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_electronics
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = NORDIC_nordic_construction_developments
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_nordic_construction_developments
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_researched_technologies = > 30
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_tech_bonus = {
			name = NORDIC_nordic_electronics
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
	completion_reward_joint_member = {
		add_tech_bonus = {
			name = NORDIC_nordic_electronics
			bonus = 0.25
			uses = 1
			category = electronics
		}
	}
}
### Entity: Idea
Component: POR_pan_iberian_cooperation_SPR_r56
Constructs: research_speed_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_pan_iberian_cooperation_SPR_r56 = {
	name = POR_pan_iberian_cooperation_r56
	picture = can_wartime_prices_and_trade_board
	allowed = {
		OR = {
			original_tag = SPR SPD SPC SPA SPB
		}
	}
	removal_cost = -1
	cancel = {
		has_war_with = POR
	}
	modifier = {
		war_stability_factor = 0.05
		research_speed_factor = 0.1
		production_factory_max_efficiency_factor = 0.05
		terrain_trait_xp_gain_factor = 0.1
		navy_max_range_factor = 0.05
		air_ace_generation_chance_factor = 0.05
	}
	targeted_modifier = {
		tag = POR
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Idea
Component: r56_CYP_education_initiative
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_education_initiative = {
	picture = jap_duplicate_research
	modifier = {
		research_speed_factor = 0.08
		political_power_cost = 0.05
	}
}
### Entity: Order of Battle
Component: Eesti Sojalaevastikl
Source: game
File: history/units/EST_1939_naval_legacy.txt

Code:
fleet = {
	name = Eesti Sojalaevastikl
	naval_base = 3152
	task_force = {
		name = Eesti Sojalaevastikl
		location = 3152
		ship = {
			name = EML Kalev
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = EST
				}
			}
		} {
			name = EML Lembit
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = EST
				}
			}
		}
	}
}