Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: MNT
Component: MNT_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/MNT - Montenegro.txt

Code:
# Misc for MNT
capital = 105
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		mtg_transport = 1
	}
}
### Entity: Unit Template
Component: INS_BC_HISTORICAL
Source: game
File: common/units/names_ships/INS_ship_names.txt

Code:
INS_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		INS
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = KRI 
	fallback_name = Battlecruiser %d
	unique = {
		Jakarta Bandung Semarang Surabaya Malang
	}
}
### Entity: Modifier Reference
Construct: air_invasion_prep_days
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_invasion_prep_days

* Number with 1 decimal places
* **Categories**: country
### Entity: Idea
Component: ROM_fortify_the_borders
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_fortify_the_borders = {
	picture = generic_fortify_the_borders
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ascension_of_goring
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, is_ai
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ascension_of_goring
	icon = GFX_focus_GER_ascension_of_goring
	prerequisite = {
		focus = GER_fuhrerprinzip
	}
	x = 2
	y = 0
	relative_position_id = GER_ascension_of_speer
	cost = 2
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = GER_goring_was_ascended_flag
				}
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
			NOT = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_cd_flag
			}
			custom_trigger_tooltip = {
				tooltip = GER_inner_circle_cd_days_tt
				NOT = {
					has_country_flag = GER_inner_circle_cd_flag
				}
			}
		}
		has_government = fascism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_hermann_goring
			}
		}
		has_completed_focus = GER_the_four_year_plan
		GER_inner_circle_is_ascension_cd_over = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	select_effect = {
		set_country_flag = GER_goring_ascension_flag
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascension_of_character_tt
			CHARACTER = GER_hermann_goring
		} generic_skip_one_line_tt {
			localization_key = GER_ascension_of_character_focus_tt
			CHARACTER = GER_hermann_goring
		}
		show_ideas_tooltip = GER_goring_overseer_four_year_plan
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 3
					} {
						GER_ascended_advisor_2 = 3
					} {
						GER_ascended_advisor_3 = 3
					}
				}
			}
			log = Advisor was already there. STOP CHEATING!
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_2 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_3 = 0
					compare = not_equals
				}
			}
			hidden_effect = {
				set_variable = {
					GER_ascending_advisor = 3
				}
				country_event = GER_inner_circle.01
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = GER_event_to_replace_ascended_advisor_tt
				EVENT = GER_inner_circle.01.t
				CHARACTER = GER_hermann_goring
			}
		}
		else = {
			hidden_effect = {
				add_ideas = GER_goring_overseer_four_y
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_bring_foreign_armor_experts
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, has_tech, add_mio_size, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_bring_foreign_armor_experts
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = FIN_military_research
	} {
		focus = FIN_industrial_cooperation
	}
	x = -1
	y = 1
	relative_position_id = FIN_military_research
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = basic_light_tank_chassis
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		mio:FIN_valtion_panssaritehdas_organization = {
			add_mio_size = 2
		}
		add_tech_bonus = {
			name = FIN_bring_foreign_armor_experts
			bonus = 0.5
			uses = 2
			category = armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = FIN_bring_foreign_armor_experts_variants_tt
			if = {
				limit = {
					is_in_faction_with = GER
				}
				create_equipment_variant = {
					name = Panzer I Ausf. A
					type = light_tank_chassis_1
					parent_version = 0
					allow_without_tech = yes
					modules = {
						main_armament_slot = tank_heavy_machine_gun
						turret_type_slot = tank_light_one_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = tank_radio_1
					}
					upgrades = {
						tank_nsb_engine_upgrade = 5
						tank_nsb_armor_upgrade = 1
					}
					icon = GFX_GER_basic_light_tank_medium
					model = GER_light_armor_0_entity
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis_1
					variant_name = Panzer I Ausf. A
					amount = 100
					producer = GER
				}
			} {
				limit = {
					is_in_faction_with = ITA
				}
				create_equipment_variant = {
					name = L3/35
					type = light_tank_chassis_1
					parent_version = 0
					allow_without_tech = yes
					modules = {
						main_armament_slot = tank_heavy_machine_gun
						turret_type_slot = tank_light_fixed_superstructure_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_riveted_armor
						engine_type_slot = tank_gasoline_engine
					}
					upgrades = {
						tank_nsb_engine_upgrade = 1
						tank_nsb_armor_upgrade = 1
					}
					icon = GFX_ITA_basic_light_tank_medium
					model = ITA_light_armor_entity
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis_1
					variant_name = L3/35
# ... (truncated)
### Entity: National Focus
Tree: saf_focus
Component: SAF_joint_air_training_scheme
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_joint_air_training_scheme
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = SAF_csir
	}
	x = -3
	y = 2
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = SAF_joint_air_training_scheme
	}
}
### Entity: Character
Component: PRC_one_of_28
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_one_of_28 = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 0.1
	stability_factor = 0.05
	war_stability_factor = 0.05
}
### Entity: Unit Template
Component: FIN_CV_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Lentotukialus %d
	unique = {
		Suur-Suomi Karjala Turku Pohjanmaa Mannerheim Viipuri Vaasa Uusimaa Ahvenanmaa Oulu Kemi Turku Pohjanmaa Mannerheim Viipuri Vaasa Uusimaa Ahvenanmaa Oulu Kemi
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_galvanize_the_khatmiyya_movement
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_galvanize_the_khatmiyya_movement
	text = SUD_the_khatmiyya_movement
	icon = GFX_focus_RAJ_lions_of_the_great_war
	prerequisite = {
		focus = SUD_strengthen_national_unity
	}
	relative_position_id = SUD_strengthen_national_unity
	mutually_exclusive = {
		focus = SUD_neo_mahdist_government
	}
	x = 2
	y = 1
	cost = 10
	available = {
		fascism = > 0.3
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 90
			has_government = fascism
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		remove_ideas = SUD_unstable_nation_2
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
		add_war_support = 0.1
		army_experience = 25
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #5
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Militia #5
	location = 650
	division_template = Nacistas
	start_equipment_factor = 0.99
	start_experience_factor = 0.01
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_longer_range_models
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_longer_range_models
	prerequisite = {
		focus = HOL_strategic_bombing_defense
	}
	icon = GFX_goal_generic_air_bomber
	x = -1
	y = 1
	relative_position_id = HOL_strategic_bombing_defense
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_longer_range_models
			bonus = 1
			uses = 2
			category = cat_heavy_fighter tactical_bomber
		}
	}
}
### Entity: Idea
Component: KMT_baihua_stage_3_finished
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_3_finished = {
	removal_cost = -1
	picture = ast_classify_aliens
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.85
	}
}
### Entity: Event
Component: lar_spain.35
Constructs: is_triggered_only, create_country_leader, limit, has_country_flag, set_cosmetic_tag, has_global_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.35
	title = lar_spain.35.t
	desc = lar_spain.35.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = lar_spain.35.a
		drop_cosmetic_tag = yes
		set_cosmetic_tag = SPB_kingdom
		if = {
			limit = {
				has_country_flag = SPB_xavier_king
			}
			create_country_leader = {
				name = Javier I
				desc = POLITICS_JAVIER_I_DESC
				picture = GFX_portrait_SPA_xavier_of_bourbon_parma
				expire = 1965.1.1
				ideology = despotism
				traits = {
					the_sacred_king
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = SPB_xavier_king
				} {
					has_global_flag = SPB_alfonso_xiii_dead
				}
			}
			create_country_leader = {
				name = Alfonso XIII
				desc = POLITICS_ALFONSO_XIII_DESC
				picture = GFX_portrait_SPA_alfonso_xiii
				expire = 1965.1.1
				ideology = despotism
				traits = {
					disgraced_monarch
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = SPB_xavier_king
				}
				has_global_flag = SPB_alfonso_xiii_dead
			}
			create_country_leader = {
				name = Jaime IV
				desc = POLITICS_JAIME_IV_DESC
				picture = GFX_portrait_fra_infante_jaime
				expire = 1965.1.1
				ideology = despotism
				traits = {
					the_legitimist
				}
			}
		}
	}
}
### Entity: Event
Component: BALTIC_events.12
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, add_popularity
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.12
	title = BALTIC_events.12.t
	desc = BALTIC_events.12.d
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = recent_forest_brothers_2
			event_target:forest_brothers_raid_state_target = {
				damage_building = {
					type = infrastructure
					damage = 0.2
				}
				if = {
					limit = {
						arms_factory = > 0
					}
					damage_building = {
						type = arms_factory
						damage = 0.35
					}
				} {
					limit = {
						industrial_complex = > 0
					}
					damage_building = {
						type = industrial_complex
						damage = 0.25
					}
				}
			}
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
	}
	option = {
		name = BALTIC_events.12.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			event_target:forest_brothers_raid_state_target = {
				damage_building = {
					type = infrastructure
					damage = 0.2
				}
				if = {
					limit = {
						num_of_military_factories = > 1
					}
					damage_building = {
						type = arms_factory
						damage = 0.35
					}
				} {
					limit = {
						num_of_civilian_factories = > 1
					}
					damage_building = {
						type = industrial_complex
						damage = 0.25
					}
				}
			}
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
	}
}
### Entity: Character
Component: ITA_filippo_bonfiglietti
Source: game
File: common/characters/ITA.txt

Code:
ITA_filippo_bonfiglietti = {
	name = ITA_filippo_bonfiglietti
	portraits = {
		army = {
			large = GFX_portrait_ITA_filippo_bonfiglietti
		}
	}
	scientist = {
		traits = {
			scientist_trait_surface_ship_specialist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Modifier Reference
Component: PRC_infiltrated_state_2
Constructs: army_attack_factor, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_infiltrated_state_2 = {
	icon = GFX_modifiers_PRC_infiltrated_state_2
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	custom_modifier_tooltip = PRC_infiltrated_state_2_tt
	breakthrough_factor = 0.05
	army_attack_factor = 0.05
	out_of_supply_factor = -0.1
	max_dig_in_factor = 0.1
}
### Entity: Character
Component: monarchist_media_mogul
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
monarchist_media_mogul = {
	sprite = 13
	random = no
	neutrality_drift = 0.1
	war_stability_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: FIN_taavetti_laatikainen
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_taavetti_laatikainen = {
	name = FIN_taavetti_laatikainen
	portraits = {
		army = {
			large = GFX_portrait_FIN_taavetti_laatikainen
			small = GFX_portrait_FIN_taavetti_laatikainen_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist ranger jaeger
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_jaeger_movement
		}
	}
}
### Entity: Character
Component: ICE_bjorn_olafsson
Constructs: add_ideas, remove_ideas, has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_bjorn_olafsson = {
	name = ICE_bjorn_olafsson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_bjorn_olafsson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_bjorn_olafsson
		allowed = {

		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {

		}
		traits = {
			ICE_travel_enthusiast
		}
		ai_will_do = {
			base = 1.0
		}
		on_add = {
			hidden_effect = {
				ROOT = {
					add_ideas = {
						ICE_travel_guide
					}
				}
			}
		}
		on_remove = {
			hidden_effect = {
				ROOT = {
					remove_ideas = {
						ICE_travel_guide
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SWI_strat_avoid_silo_plateau
Constructs: has_dlc, build_building
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_strat_avoid_silo_plateau = {
	allowed = {
		has_dlc = By Blood Alone
	}
	enable = {
		original_tag = SWI
		num_of_civilian_factories = < 10
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = fuel_silo
		value = -200
		target = 3
	}
}
### Entity: Effect Reference
Construct: add_mio_size
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_size

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

```
Add size levels to the military industrial organization in scope.
Input value cannot be negative.
The MIO will keep the same amount of funds it had before the effect.
ex:
var:my_mio_var = {
  add_mio_size = 2
  add_mio_size = var:my_number_var
}
```
### Entity: Idea
Component: r56_ger_ersatz_idea_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_ger_ersatz_idea_2 = {
	name = r56_ger_ersatz_idea_1
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = GER_r56_volksgemeinschaft
	modifier = {
		production_lack_of_resource_penalty_factor = -0.05
		production_speed_rubber_refinery_factor = 0.05
	}
}
### Entity: Event
Component: lar_concessions_to_italy.6
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_concessions_to_italy.6
	title = lar_concessions_to_italy.6.t
	desc = lar_concessions_to_italy.6.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = lar_concessions_to_italy.6.a
		ai_chance = {
			factor = 80
		}
		set_country_flag = lar_france_stresa_front_italy_agreed
	}
}
### Entity: Trigger Reference
Construct: enemies_naval_strength_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## enemies_naval_strength_ratio

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

```
Compares the estimated navy strength between the scope country and all its enemies
```
### Entity: National Focus
Tree: arg_focus
Component: ARG_carrier_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_carrier_development
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = ARG_fleet_modernization
	}
	mutually_exclusive = {
		focus = ARG_capital_ships_development
	}
	x = 22
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_carrier_development
			bonus = 1
			uses = 1
			category = cv_tech cvl_tech
		} {
			name = ARG_carrier_development
			bonus = 1
			uses = 1
			technology = cv_early_fighter cv_fighter1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: AFG_generic_army_2
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_army_2 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_land_2
			small = GFX_portrait_AFG_generic_land_2_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_general_selected
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_masters_of_our_terrain_r56
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_masters_of_our_terrain_r56
	icon = GFX_focus_generic_jungle_training
	cost = 8
	x = 0
	y = 2
	relative_position_id = SIA_study_defense_in_depth_models_r56
	prerequisite = {
		focus = SIA_study_defense_in_depth_models_r56 SIA_the_legacy_of_clausewitz_r56 SIA_procure_auxiliary_tanks_r56
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SIA_masters_of_our_terrain_r56_tt generic_skip_one_line_tt SIA_masters_of_our_terrain_r56_tt_2 generic_skip_one_line_tt FRI_tame_the_forests_tt generic_skip_one_line_tt HON_jungle_moto_effect
		hidden_effect = {
			set_technology = {
				FRI_forest_training = 1
			} {
				HON_jungle_motor = 1
			}
			add_tech_bonus = {
				name = SIA_masters_of_our_terrain_r56
				bonus = 0.75
				uses = 1
				category = amphibious_armor_tech
				technology = amphibious_mechanized_infantry amphibious_mechanized_infantry_2
			} {
				name = SIA_masters_of_our_terrain_r56
				bonus = 0.75
				uses = 1
				category = camo_tech summer_clothing_tech r56_jungle_infantry_tech
			}
		}
	}
}
### Entity: Event
Component: portugal.40
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_state_focus, add_state_claim
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.40
	title = portugal.40.t
	desc = portugal.40.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.40.a
		ai_chance = {
			base = 90
		}
		POR = {
			transfer_state = 422
		}
		hidden_effect = {
			news_event = {
				id = news.702
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.42
					hours = 1
				}
			}
		}
	} {
		name = portugal.4.b
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			POR = {
				create_wargoal = {
					type = take_state_focus
					target = ENG
					generator = {
						422
					}
				}
				add_state_claim = 422
			}
		}
		hidden_effect = {
			news_event = {
				id = news.703
				hours = 12
			}
			POR = {
				country_event = {
					id = portugal.41
					hours = 1
				}
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.13
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.13
	title = r56.news_event.13.t
	desc = r56.news_event.13.d
	picture = GFX_news_event_soviet_soldiers_ruins
	is_triggered_only = yes
	option = {
		name = r56.news_event.13.a
		trigger = {
			NOT = {
				tag = CHL
			}
		}
	} {
		name = r56.news_event.13.b
		trigger = {
			tag = CHL
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_support_womens_suffrage
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, has_global_flag
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_support_womens_suffrage
	icon = GFX_goal_EGY_woman_rights
	relative_position_id = EGY_ministry_of_awqaf
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = EGY_permit_regional_elections
	} {
		focus = EGY_lift_restrictions_on_political_parties
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_gender_traditional r56i_laws_gender_limited r56i_laws_gender_patriarchy r56i_laws_gender_equality
				} {
					has_global_flag = NATIONAL_CHARACTERS_BLOCKED
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_gender_social
			show_ideas_tooltip = r56i_laws_gender_equality
			hidden_effect = {
				add_ideas = r56i_laws_gender_equality
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_doria_shafik
	}
}