Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_strike_the_smc
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_strike_the_smc
	icon = GFX_goal_generic_hit_the_superstructure
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_liberalisation_of_politics
	}
	cost = 5
	relative_position_id = PAL_liberalisation_of_politics
	completion_reward = {
		add_political_power = 50
		add_stability = -0.1
		unlock_decision_tooltip = PAL_weaken_muslim_council
		set_country_flag = PAL_striking_smc
	}
}
### Entity: Idea
Component: USA_militia_organization_act
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_militia_organization_act = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_army_factor = -0.1
	}
}
### Entity: Character
Component: SIA_prince_of_chai_nat
Constructs: research_speed_factor, conscription_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_prince_of_chai_nat = {
	random = no
	sprite = 13
	political_power_factor = 0.07
	research_speed_factor = 0.04
	conscription_factor = 0.06
}
### Entity: AI Strategy
Component: POL_democratic_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_democratic_plan = {
	name = POL democratic plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = POL_ai_behavior
				option = DEMOCRATIC
			}
		}
		NOT = {
			has_DLC = No Step Back
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_central_region_strategy POL_expansion_of_new_towns POL_start_central_industrial_region POL_fill_the_railways_gaps POL_expand_central_industrial_region POL_the_four_year_plan POL_national_defence_fund POL_warsaw_main_railway_station POL_invest_in_the_old_polish_region POL_additional_research_slot1 POL_internationalism POL_liberalism_focus POL_intervention_focus POL_develop_upper_silesia POL_prepare_for_the_next_war POL_draw_closer_to_britain POL_volunteer_corps POL_polish_militarism POL_romanian_bridgehead_strategy POL_hel_fortified_area POL_silesia_fortified_area POL_standardisation_of_equipment POL_modernising_the_cavalry POL_study_foreign_tanks POL_air_base_expansion POL_fighter_modernisation POL_air_innovations POL_heavy_fighter_concept POL_naval_bomber_experiments POL_medium_bomber_focus POL_light_bomber_focus POL_air_modernisations_programme POL_develop_polish_ship_building POL_study_foreign_built_ships POL_import_submarine_technology POL_the_twin_threats POL_coastal_defense POL_strike_force POL_baltic_navy POL_polish_revanchism POL_ideological_fanaticism POL_the_between_the_seas_concept
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: BUL_regency_council
Source: game
File: common/characters/BUL.txt

Code:
BUL_regency_council = {
	name = BUL_regency_council
	portraits = {
		civilian = {
			large = GFX_portrait_bul_regency_council
		}
	}
}
### Entity: Modifier Reference
Construct: ai_focus_defense_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_defense_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Character
Component: KHM_civil_governor_for_life
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_civil_governor_for_life = {
	random = no
	sprite = 13
	stability_factor = 0.15
	political_power_factor = 0.05
	consumer_goods_factor = -0.05
}
### Entity: Scripted Effect
Component: AFG_fascist_civil_war
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_fascist_civil_war = {
	start_civil_war = {
		ruling_party = fascism
		ideology = ROOT
		size = 0.2
		army_ratio = 0.3
		navy_ratio = 0.1
		air_ratio = 0.1
		capital = 415
		states = {
			1010 415 1008 1009 1011
		}
		keep_unit_leaders = {
			36790 36789 36791 36793
		}
		keep_political_party_members = yes
	}
	hidden_effect = {
		AFG_sardar_shah_wali_khan = {
			retire = yes
		}
		AFG_turabaz_khan = {
			retire = yes
		}
		AFG_sardar_shah_mahmud_khan = {
			retire = yes
		}
		r56_AFG_mohammad_gul_khan_momand = {
			retire = yes
		}
	}
}
### Entity: Event
Component: palestine.64
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_stability, fire_only_once, add_political_power, white_peace
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.64
	picture = GFX_report_event_generic_soldiers_surrendering
	title = palestine.64.t
	desc = palestine.64.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = palestine.64.a
		ai_chance = {
			base = 99
		}
		white_peace = PAL
		if = {
			limit = {
				EGY = {
					is_in_faction = yes
				}
			}
			EGY = {
				faction_leader = {
					white_peace = PAL
				}
			}
		}
		PAL = {
			add_ideas = PAL_loss_in_the_war_for_sinai
		}
	} {
		name = palestine.64.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.05
		add_political_power = -75
	}
}
### Entity: Scripted Effect
Component: KMT_reduce_corruption
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
KMT_reduce_corruption = {
	IF = {
		limit = {
			has_idea = KMT_corrupted_regime
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime
			add_idea = KMT_corrupted_regime_2
		}
	}
	else_if = {
		limit = {
			has_idea = KMT_corrupted_regime_2
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_2
			add_idea = KMT_corrupted_regime_3
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_3
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_3
			add_idea = KMT_corrupted_regime_4
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_4
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_4
			add_idea = KMT_corrupted_regime_5
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_5
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_5
			add_idea = KMT_corrupted_regime_6
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_6
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_6
			add_idea = KMT_corrupted_regime_7
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_7
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_7
			add_idea = KMT_corrupted_regime_8
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_8
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_8
			add_idea = KMT_corrupted_regime_9
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_9
		}
		swap_ideas = {
			remove_idea = KMT_corrupted_regime_9
			add_idea = KMT_corrupted_regime_10
		}
	} {
		limit = {
			has_idea = KMT_corrupted_regime_10
		}
		remove_ideas = KMT_corrupted_regime_10
	}
}
### Entity: Country History
Country: NKR
Component: NKR_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NKR - North Korea.txt

Code:
# Politics & Parties for NKR
set_war_support = 0.5
set_stability = 0.4
add_ideas = {
	limited_conscription closed_economy low_economic_mobilisation r56i_laws_leadership_cult
}
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 11
	fascism = 11
	communism = 36
	neutrality = 42
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_take_advantage_of_british_weakness
Constructs: prerequisite, has_war, remove_ideas, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_take_advantage_of_british_weakness
	icon = GFX_focus_attack_britain
	prerequisite = {
		focus = IRQ_anti_western_alliance
	}
	x = -1
	y = 1
	relative_position_id = IRQ_anti_western_alliance
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		ENG = {
			has_war = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		has_war_with = ENG
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			target = ENG
			type = liberate_wargoal
			generator = {
				656 765 658 455 454
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = IRQ_anglo_iraqi_treaty
		ENG = {
			diplomatic_relation = {
				country = ROOT
				relation = guarantee
				active = no
			}
		}
	}
}
### Entity: Event
Component: AAT_USA_events.02
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_USA_events.02
	title = AAT_USA_events.02.t
	desc = AAT_USA_events.02.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_USA_events.02.a
		ai_chance = {
			base = 10
		}
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_tuva_annex_ussr
Constructs: limit, completion_reward, allow_branch, is_ai, has_global_flag, annex_country, every_state, is_core_of
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_tuva_annex_ussr
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	x = 80
	y = 80
	allow_branch = {
		is_ai = no
		original_tag = TAN
		has_global_flag = tuva_secret_focus
	}
	cost = 150
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0
	}
	bypass = {

	}
	available = {
		NOT = {
			any_other_country = {
				is_ai = no
			}
		}
	}
	completion_reward = {
		annex_country = {
			target = SOV
			transfer_troops = yes
		}
		every_state = {
			limit = {
				is_core_of = SOV
			}
			add_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: CHL_CA_HISTORICAL
Source: game
File: common/units/names_ships/CHL_ship_names.txt

Code:
CHL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		CHL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = BACH 
	fallback_name = Crucero Pesado %d
	unique = {
		O'Higgins Araucano Santiago de Chile Valparaiso Valdivia Osorno Punta Arenas Chillán Talcahuano Rancagua Coquimbo Lautaro Araucano San Martín Victoria María Isabel Cóndor Zaldívar Napoleón Cochrane Rímac County of Peebles
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_unholy_alliance
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_unholy_alliance
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = USA_us_ussr_economic_cooperation
	}
	mutually_exclusive = {
		focus = USA_secure_china
	}
	available = {
		is_in_faction = no
		not = {
			has_war_with = SOU
		}
		SOV_comintern_joinable = yes
	}
	x = 0
	y = 3
	relative_position_id = USA_reach_out_to_the_ware_group
	cost = 10
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOU = {
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_coastal_minelaying_operations_r56
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prepare_coastal_minelaying_operations_r56
	prerequisite = {
		focus = SIA_acquire_cheap_raiding_ships_r56 SIA_acquire_japanese_torpedoes_r56
	}
	icon = GFX_focus_generic_mine_warfare
	cost = 5
	x = 1
	y = 1
	relative_position_id = SIA_acquire_cheap_raiding_ships_r56
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_prepare_coastal_minelaying_operations_r56
			bonus = 1
			uses = 2
			category = naval_mines
		}
	}
}
### Entity: Special Project
Component: sp_nuclear_minor_progress_generic_reward
Constructs: fire_only_once, add_project_progress_ratio
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_minor_progress_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 80
	}
	weight = {
		factor = 1.0
	}
	option = {
		token = sp_nuclear_minor_progress_generic_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_czech_fascism
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_czech_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = generic_fascism_drift_bonus
	removal_cost = -1
	modifier = {
		fascism_drift = 0.06
	}
}
### Entity: Idea
Component: KMT_beacon_of_communism
Constructs: has_government, industrial_capacity_factory, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_beacon_of_communism = {
	removal_cost = -1
	picture = ARG_women_in_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.03
		industrial_capacity_factory = 0.05
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_naval_bomber
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_naval_bomber
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = KOR_pyeongtaek_airplane_workshop
	}
	x = 1
	y = 2
	relative_position_id = KOR_pyeongtaek_airplane_workshop
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = medium_air
			} {
				name = KOR_naval_bomber
				bonus = 1
				uses = 1
				category = cat_torpedoes
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_the_naval_guard
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_the_naval_guard
	prerequisite = {
		focus = POR_advancing_our_tactics
	}
	icon = GFX_goal_generic_amphibious_assault
	x = 1
	y = 1
	relative_position_id = POR_advancing_our_tactics
	cost = 8
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = POR_restore_the_naval_guard
				cost_reduction = 0.5
				uses = 1
				category = cat_marines_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = POR_restore_the_naval_guard
				bonus = 1
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_restore_the_naval_guard
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = marine_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POL_BBT_Br_Panc
Constructs: research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_BBT_Br_Panc = {
	picture = generic_tank_manufacturer_3
	allowed = {
		original_tag = POL
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		POL_tank_manufacturer_2
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_banish_clemens
Constructs: prerequisite, completion_reward, cancel_if_invalid, remove_mission, remove_perkonkrust_effect, add_popularity
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_banish_clemens
	icon = GFX_focus_LAT_banish_clemins
	prerequisite = {
		focus = LAT_the_sun_shines_equally
	}
	x = 0
	y = 1
	relative_position_id = LAT_the_sun_shines_equally
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = < 0.1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_mission = LAT_perkonkrust_uprising
		remove_perkonkrust_effect = yes
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_join_the_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_join_the_allies
	icon = GFX_allies
	x = 2
	y = 1
	relative_position_id = UKR_deterrence
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			ENG = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	prerequisite = {
		focus = UKR_deterrence
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 20
			ROOT = {
				exists = yes
				has_government = democratic
			}
			GER = {
				exists = yes
				has_government = fascism
				surrender_progress = > 0.7
				has_war_with = USA ENG
			}
			USA = {
				exists = yes
				has_government = democratic
				surrender_progress = < 0.02
				is_in_faction_with = ENG
			}
			ENG = {
				exists = yes
				has_government = democratic
				surrender_progress = < 0.02
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: FRA_martial_valin
Source: game
File: common/characters/FRA.txt

Code:
FRA_martial_valin = {
	name = FRA_martial_valin
	portraits = {
		army = {
			small = GFX_idea_martial_valin
		}
	}
	advisor = {
		slot = high_command
		idea_token = martial_valin
		ledger = air
		allowed = {
			original_tag = FRA
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: denmark_events.201
Constructs: limit, has_country_flag, fire_only_once, has_character, has_country_leader, retire_character, add_country_leader_role
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_events.201
	title = denmark_events.201.t
	desc = denmark_events.201.desc
	picture = GFX_report_event_generic_funeral
	trigger = {
		original_tag = DEN
		has_character = DEN_thorvald_stauning
		date = > 1947.04.20
		NOT = {
			has_country_flag = DEN_exiled_royal_family
		}
	}
	mean_time_to_happen = {
		days = 20
		modifier = {
			factor = 0.1
			date = > 1947.05.01
			has_country_flag = DEN_has_occupation_flag
		}
	}
	fire_only_once = yes
	option = {
		name = denmark_events.201.a
		custom_effect_tooltip = DEN_frederik_IX_takes_over_tt
		if = {
			limit = {
				has_country_leader = {
					character = DEN_christian_x
					ruling_only = no
				}
			}
			effect_tooltip = {
				retire_character = DEN_christian_x
			}
		} {
			limit = {
				has_country_leader = {
					character = DEN_christian_x
					ruling_only = yes
				}
			}
			DEN_frederik_ix = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							DEN_the_king
						}
					}
				}
			}
		}
		hidden_effect = {
			retire_character = DEN_christian_x
		}
	}
}
### Entity: Misc Config
Component: local_police_force_garrison
Constructs: limit, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
local_police_force_garrison = {
	icon = 11
	sound_effect = Martial_Law_Interface_Local_Police_Force_Garrison
	state_modifier = {
		resistance_target = -0.15
		compliance_gain = -0.025
		required_garrison_factor = -0.35
		resistance_damage_to_garrison = -0.5
		local_factories = 0.0
		local_resources = 0.0
	}
	ai_will_do = {
		base = 100
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.09
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.34
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.25
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.45
				}
			}
			add = 350
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_440
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_440 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 440
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 440
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_mechanized_support
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_mechanized_support
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = SWI_tank_development
	}
	relative_position_id = SWI_tank_development
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_mechanized_support
			bonus = 1
			uses = 1
			category = logistics_tech
		} {
			name = SWI_mechanized_support
			bonus = 1
			uses = 1
			category = hospital_tech
		} {
			name = SWI_mechanized_support
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
	}
}
### Entity: Event
Component: cuba.20
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_stability, fire_only_once, create_wargoal, take_state_focus
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.20
	picture = GFX_report_event_france_parade
	title = cuba.20.t
	desc = cuba.20.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			CUB = {
				transfer_state = 1050
			}
		}
	}
	option = {
		name = cuba.20.a
		ai_chance = {
			base = 0
			modifier = {
				has_government = fascism neutrality
				add = 20
			} {
				has_war = yes
				add = -20
			}
		}
		trigger = {
			NOT = {
				tag = CUB
			}
		}
		add_stability = -0.05
		create_wargoal = {
			type = take_state_focus
			target = CUB
			expire = 0
			generator = {
				1050
			}
		}
		hidden_effect = {

		}
	} {
		name = cuba.20.b
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				tag = CUB
			}
		}
		army_experience = 5
	} {
		name = cuba.20.c
		ai_chance = {
			base = 10
		}
		trigger = {
			tag = CUB
		}
		army_experience = 10
	}
}