Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_montreux_convention
Constructs: completion_reward, is_subject, is_demilitarized_zone
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_montreux_convention
	icon = GFX_focus_TUR_the_montreux_convention
	available = {
		TUR = {
			is_subject = no
		}
	}
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		341 = {
			is_demilitarized_zone = no
		}
		797 = {
			is_demilitarized_zone = no
		}
		340 = {
			is_demilitarized_zone = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = bftb_turkey.1
			}
		}
		custom_effect_tooltip = TUR_the_montreux_convention_tt
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_state_run_factories
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_state_run_factories
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = AFG_enforce_western_attire
	}
	x = 1
	y = 1
	relative_position_id = AFG_enforce_western_attire
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_befriend_portugal
Constructs: shared_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, is_in_faction_with, add_ai_strategy
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_befriend_portugal
	cost = 10
	prerequisite = {
		focus = SPR_join_italy SPR_join_the_axis SPR_una_grande_y_libre
	}
	mutually_exclusive = {
		focus = SPR_unify_iberia
	}
	x = -1
	y = 1
	relative_position_id = SPR_una_grande_y_libre
	available = {
		POR = {
			exists = yes
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	bypass = {
		POR = {
			is_in_faction_with = ROOT
		}
	}
	icon = GFX_focus_generic_befriend_portugal
	available_if_capitulated = yes
	completion_reward = {
		POR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
		add_opinion_modifier = {
			target = POR
			modifier = huge_increase
		}
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = POR
				value = 100
			}
			POR = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
			}
		}
	}
}
### Entity: Technology
Component: improved_carrier
Constructs: limit, enable_equipments, is_ai, has_dlc, set_country_flag, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		carrier_3
	}
	on_research_complete = {
		if = {
			limit = {
				is_ai = no
				has_dlc = No Compromise, No Surrender Gotterdammerung
				original_tag = PHI
			}
			set_country_flag = PHI_did_carrier_tech
			mark_focus_tree_layout_dirty = yes
		}
	} {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_ice_carrier
			}
		}
	}
	path = {
		leads_to_tech = advanced_carrier
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 13
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = USA
		} {
			factor = 5
			tag = JAP
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: FRA_gastonhenri_billotte
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_gastonhenri_billotte = {
	name = FRA_gastonhenri_billotte
	portraits = {
		army = {
			large = GFX_portrait_FRA_gastonhenri_billotte
			small = GFX_portrait_FRA_gastonhenri_billotte_small
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_cautious infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
}
### Entity: Event
Component: MUN_czech.1049
Constructs: is_triggered_only, ai_chance, has_war, save_event_target_as, add_to_faction, add_ai_strategy, set_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1049
	title = generic.2.t
	desc = MUN_czech.1049.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = alliance_inviter
			FROM = {
				save_event_target_as = alliance_applicant
			}
		}
	}
	option = {
		name = generic.2.e
		add_to_faction = FROM
		FROM = {
			country_event = generic.3
		} {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			}
		}
		hidden_effect = {
			set_country_flag = alliance_inviter@ROOT
			FROM = {
				set_country_flag = alliance_applicant@ROOT
			}
			news_event = {
				id = news.289
				hours = 12
			}
		}
	} {
		name = generic.2.f
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				has_war = no
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = MUN_czech.1050
		}
	}
}
### Entity: Idea
Component: CZE_military_buildup_idea
Constructs: has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_military_buildup_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_democratic_drift_bonus
	cancel = {
		is_subject = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.25
		production_speed_arms_factory_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 0.55
	}
}
### Entity: State History
Component: 997
Constructs: add_core_of, add_to_array
Source: game
File: history/states/997-Liechtenstein.txt

Code:
state = {
	id = 997
	name = STATE_997
	manpower = 10500
	state_category = developed_rural
	history = {
		owner = LIE
		add_core_of = LIE
		add_to_array = {
			state_victory_points = 6680
		}
		victory_points = {
			6680 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
	}
	provinces = {
		6680
	}
	local_supplies = 0.0
}
### Entity: Character
Component: SWI_hans_oprecht
Source: game
File: common/characters/SWI.txt

Code:
SWI_hans_oprecht = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_hans_oprecht
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_trade_unionist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_AI_is_imperial = yes
			} {
				factor = 7
				SWI_AI_is_dem_exp = yes
			}
		}
	}
	name = SWI_hans_oprecht
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_hans_oprecht_small
			large = GFX_portrait_SWI_hans_oprecht
		}
	}
}
### Entity: Idea
Component: JAP_increased_national_security_lar
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_increased_national_security_lar = {
	name = JAP_increased_national_security_no_lar
	picture = generic_spy_political
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	modifier = {
		enemy_operative_capture_chance_factor = 0.15
		enemy_operative_detection_chance_factor = 0.1
		intelligence_agency_defense = 0.1
		enemy_operative_intel_extraction_rate = 0.1
	}
	cancel = {

	}
	on_remove = {

	}
}
### Entity: Idea
Component: MAN_peoples_army
Constructs: removal_cost, conscription_factor, communism_drift, democratic_drift
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_peoples_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = PRC_pla_ground_force
	modifier = {
		conscription_factor = 0.05
		army_org_factor = 0.05
		communism_drift = 0.1
		democratic_drift = 0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AModern_tank_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Modern_tank_anti-air.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Character
Component: TUR_izzettin_calislar
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_izzettin_calislar = {
	name = TUR_izzettin_calislar
	portraits = {
		army = {
			small = GFX_idea_tur_izzettin_calislar
		}
	}
	advisor = {
		slot = high_command
		idea_token = TUR_izzettin_calislar
		ledger = army
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		visible = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_35
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 35
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_geistige
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_geistige
	icon = GFX_goal_SWI_pro_helvetia
	x = 7
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_refurbish_al_aqsa
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_refurbish_al_aqsa
	icon = GFX_goal_PAL_refurbish_al_aqsa
	prerequisite = {
		focus = PAL_hashemite
	}
	x = -1
	y = 1
	relative_position_id = PAL_hashemite
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.15
		add_political_power = 150
	}
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_2_baltic
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_2_baltic = {
	OR = {
		has_country_flag = SOV_merge_ship_nevskoye_design_bureau_2_flag SOV_merge_ship_rubin_design_bureau_2_flag
	}
}
### Entity: Event
Component: ww_BEL_event_political.4
Constructs: is_triggered_only, ai_chance, add_stability, add_country_leader_role, set_party_name
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_political.4
	title = ww_BEL_event_political.4.t
	desc = ww_BEL_event_political.4.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_political.4.a
		ai_chance = {
			base = 100
		}
		add_country_leader_role = {
			character = BEL_paul_henri_spaak
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					BEL_diplomatic_titan
				}
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = BEL_labour_party_long
			name = BEL_labour_party
		}
		add_stability = -0.1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_negotiate_lehi_defectors
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_negotiate_lehi_defectors
	icon = GFX_goal_generic_military_deal
	relative_position_id = ISR_gather_the_loyalists
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_gather_the_loyalists
	}
	bypass = {
		has_country_flag = ISR_lehi_crushed
	}
	cost = 4
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = ISR_accept_lehi_defectors
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_improved_training
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_improved_training
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = NOR_reform_the_army
	}
	x = -1
	y = 1
	relative_position_id = NOR_reform_the_army
	cost = 10
	available = {

	}
	search_filters = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = NOR_improved_training_ns
			days = 730
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Peace Conference
Component: peace_ai_desires
Constructs: take_states, is_in_array, is_core_of, force_government
Source: game
File: common/peace_conference/ai_peace/RAJ.txt

Code:
peace_ai_desires = {
	RAJ_we_want_to_reannex_princely_states = {
		peace_action_type = take_states
		enable = {
			FROM.FROM.FROM = {
				OR = {
					is_in_array = {
						RAJ.owned_states_at_game_start = THIS
					}
					is_core_of = RAJ
				}
			}
			ROOT = {
				original_tag = RAJ
			}
		}
		ai_desire = 250
	}
	RAJ_we_want_to_reannex_princely_states_2 = {
		peace_action_type = {
			puppet liberate force_government
		}
		enable = {
			original_tag = RAJ
			FROM.FROM.FROM = {
				OR = {
					is_in_array = {
						RAJ.owned_states_at_game_start = THIS
					}
					is_core_of = RAJ
				}
			}
		}
		ai_desire = -250
	}
}
### Entity: Idea
Component: EAI_DD_1/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Event
Component: lar_spain.63
Constructs: is_triggered_only, limit, random_country, has_government, add_to_war
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.63
	title = lar_spain.63.t
	desc = lar_spain.63.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = lar_spain.63.a
		random_country = {
			limit = {
				original_tag = FRA
				has_government = communism
				NOT = {
					tag = FROM
				}
			}
			SPR = {
				puppet = PREV
				add_to_war = {
					targeted_alliance = PREV
					enemy = FRA
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: Technology
Component: tech_recon_focus_bonus
Source: game
File: common/technologies/support.txt

Code:
technology = {
	allow = {
		always = no
	}
	category_recon = {
		recon = 2
	}
	categories = {
		support_tech recon_tech
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_run_espionage_operation
Constructs: has_country_flag, check_variable, has_finished_collecting_for_operation
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_run_espionage_operation = {
	enable = {
		NOT = {
			check_variable = {
				EAI_operation_target = 0
			}
		} {
			has_country_flag = EAI_operation_completed
		}
		has_finished_collecting_for_operation = {
			target = var:EAI_operation_target
			operation = var:EAI_operation_type
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = var:EAI_operation_type
		value = 500000
		operation_target = var:EAI_operation_target
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_revitalize_nederlands
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_revitalize_nederlands
	icon = GFX_focus_hol_oranje_boven
	prerequisite = {
		focus = BEL_support_the_vnv
	}
	relative_position_id = BEL_support_the_vnv
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	} {

	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		swap_ideas = {
			add_idea = BEL_language_barriers_fas_nl_ns
			remove_idea = BEL_language_barriers_ns
		}
	}
}
### Entity: Character
Component: SHX_yan_xishan
Source: game
File: common/characters/SHX.txt

Code:
SHX_yan_xishan = {
	name = SHX_yan_xishan
	portraits = {
		civilian = {
			large = GFX_portrait_yan_xishan
		}
		army = {
			small = gfx/interface/ideas/idea_SHX_yan_xishan.dds
			large = GFX_portrait_yan_xishan
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SHX_yan_xishan
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		legacy_id = 1002
		traits = {
			offensive_doctrine lucky
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
	}
	country_leader = {
		ideology = military_junta
		expire = 1965.1.1
		id = -1
		traits = {
			yan_xishan_thought
		}
	} {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {
			yan_xishan_thought
		}
	} {
		ideology = agrarian_socialism
		expire = 1965.1.1
		id = -1
		traits = {
			yan_xishan_thought
		}
	} {
		ideology = socialism
		expire = 1965.1.1
		id = -1
		traits = {
			yan_xishan_thought
		}
	}
}
### Entity: Technology
Component: POL_Heavy_Weight_Bomb_Ejector
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	air_strategic_bomber_bombing_factor = 0.2
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_form_a_baltic_alliance
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, has_dlc, set_rule
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_form_a_baltic_alliance
	icon = GFX_goal_baltic_cooperation
	relative_position_id = LIT_draw_closer_to_sweden
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_draw_closer_to_sweden
	}
	available = {
		is_in_faction = no
		has_government = democratic
	}
	mutually_exclusive = {
		focus = LIT_join_allies
	} {
		focus = LIT_join_northern_lights
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_BALTIC_ENTENTE_FACTION
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = BALTIC_ENTENTE_FACTION
		}
		if = {
			limit = {
				SWE = {
					OR = {
						has_government = democratic neutrality
					}
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SWE
						has_war_with = ROOT
					}
				}
			}
			SWE = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		} {
			limit = {
				LAT = {
					OR = {
						has_government = democratic neutrality
					}
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = LAT
						has_war_with = ROOT
					}
				}
			}
			LAT = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		} {
			limit = {
				EST = {
					OR = {
						has_government = democratic neutrality
					}
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = EST
						has_war_with = ROOT
					}
				}
			}
			EST = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
		} {
			limit = {
				FIN = {
					OR = {
						has_government = democratic neutrality
					}
					is_in_faction = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = FIN
						has_war_with = ROOT
					}
				}
			}
			FIN = {
				country_event = {
					id = generic.5
					hours = 6
				}
			}
			hidden_effect = {
				complete_national_focus = LIT_draw_closer_to_finland
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: HOL_de_crisisjaren_3
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_crisisjaren_3 = {
	picture = great_depression
	name = HOL_de_crisisjaren
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.3
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_subs_3
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_subs_3
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = HON_invest_in_subs_2
	}
	x = 49
	y = 3
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
		navy_experience = 25
		add_ideas = the_long_lance
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_technology_sharing_no_claims
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_technology_sharing_no_claims
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = RUT_mountain_fortress RUT_anti_air_defenses
	}
	relative_position_id = RUT_defensive_preparation
	available = {
		NOT = {
			OR = {
				has_completed_focus = RUT_technology_sharing_hungary RUT_technology_sharing_communism RUT_technology_sharing_oun
			}
		}
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 25
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: kmt.151
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.151
	title = kmt.151.t
	desc = kmt.151.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = kmt.151.a
	}
}