Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hun_focus
Component: HUN_balkan_ambitions
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = HUN_balkan_ambitions
	icon = GFX_focus_BUL_free_balkan_states
	prerequisite = {
		focus = wuw_HUN_a_revolutionary_greater_hungary
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_a_revolutionary_greater_hungary
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
				}
				OR = {
					owns_state = 109 103 104 804 105 107 108 802 803 106 970 934 44 805 48 212 801 211 81 46 77 971 79 78 766 80 163 764 45 82 84 76 83 974 973 154 43 155 184 731 185 47 186
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = HUN_unify_the_balkans_decision
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_hero_of_the_revolution
Constructs: prerequisite, has_government, completion_reward, is_subject, has_country_leader, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = HUN_hero_of_the_revolution
	icon = GFX_focus_GER_the_peoples_victory
	prerequisite = {
		focus = wuw_HUN_a_revolutionary_greater_hungary
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_a_revolutionary_greater_hungary
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		has_government = communism
		has_country_leader = {
			ruling_only = yes
			character = HUN_bela_kun
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_country_leader_trait = HUN_revolutionary_internationalist_trait
	}
}
### Entity: Effect Reference
Construct: set_autonomy
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_autonomy

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

```
makes autonomy of specified level and country.
Example:
set_autonomy = {
  target=ENG 
  autonomy_state = autonomy_puppet 
  freedom_level=0.5 
  end_wars  = yes # default yes. will not cancel non-civil wars if set to no
  end_civil_wars = yes # default yes. will not cancel civil wars if set to no
}
```
### Entity: Scripted Effect
Component: EAI_RESEARCH_air_doctrine_switch_fix
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, check_variable, has_doctrine, set_grand_doctrine, clr_country_flag
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_air_doctrine_switch_fix = {
	if = {
		limit = {
			has_country_flag = EAI_fix_air_doctrine_switch
			NOT = {
				EAI_air_doctrine_progress_limit = yes
			}
		}
		set_temp_variable = {
			_xp_cost = 100
		} {
			xp_cost_reduction_modifier = modifier@air_doctrine_cost_factor
		}
		add_to_temp_variable = {
			xp_cost_reduction_modifier = 1
		}
		multiply_temp_variable = {
			_xp_cost = xp_cost_reduction_modifier
		}
		if = {
			limit = {
				set_temp_variable = {
					_check_xp = _xp_cost
				}
				EAI_XP_has_air_check_xp = yes
			}
			if = {
				limit = {
					check_variable = {
						EAI_FOCUS/AIR/air_doctrine = global.EAI_SD_DOCTRINE
					}
					NOT = {
						has_doctrine = new_strategic_destruction
					}
				}
				set_grand_doctrine = new_strategic_destruction
				EAI_XP_pay_air_xp_cost = yes
			} {
				limit = {
					has_country_flag = EAI_research_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESEARCH: fixed air doctrine switch
			}
			else_if = {
				limit = {
					check_variable = {
						EAI_FOCUS/AIR/air_doctrine = global.EAI_BFS_DOCTRINE
					}
					NOT = {
						has_doctrine = new_battlefield_support
					}
				}
				set_grand_doctrine = new_battlefield_support
				EAI_XP_pay_air_xp_cost = yes
			} {
				limit = {
					check_variable = {
						EAI_FOCUS/AIR/air_doctrine = global.EAI_OI_DOCTRINE
					}
					NOT = {
						has_doctrine = new_operational_integrity
					}
				}
				set_grand_doctrine = new_operational_integrity
				EAI_XP_pay_air_xp_cost = yes
			}
			clr_country_flag = EAI_fix_air_doctrine_switch
		}
	}
}
### Entity: Idea
Component: ISR_suez_pressure_5
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_suez_pressure_5 = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.25
		stability_factor = -0.15
		consumer_goods_factor = 0.15
	}
}
### Entity: Event
Component: BBA_italy_communist_events.05
Constructs: is_triggered_only, limit, is_faction_leader, add_doctrine_cost_reduction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.05
	title = BBA_italy_communist_events.05.t
	desc = BBA_italy_communist_events.05.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.05.a
		if = {
			limit = {
				is_faction_leader = yes
			}
			army_experience = 25
			air_experience = 25
			navy_experience = 25
			add_doctrine_cost_reduction = {
				name = ITA_army_modernization
				cost_reduction = 1
				uses = 1
				category = land_doctrine
			}
		}
		else = {
			army_experience = 15
			air_experience = 15
			navy_experience = 15
			add_doctrine_cost_reduction = {
				name = ITA_army_modernization
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
}
### Entity: Character
Component: HBC_zhao_dengyu
Source: game
File: common/characters/HBC.txt

Code:
HBC_zhao_dengyu = {
	name = Zhao Dengyu
	portraits = {
		army = {
			large = GFX_portrait_asia_generic_land_5
			small = GFX_portrait_asia_generic_land_5_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_brown_water_navy
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech, has_global_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_brown_water_navy
	icon = GFX_focus_generic_merchant_fleet
	x = 2
	y = 2
	prerequisite = {
		focus = COG_marine_nationale
	}
	relative_position_id = COG_marine_nationale
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	bypass = {
		has_tech = ToA_river_boats_tech
	}
	mutually_exclusive = {
		focus = COG_south_atlantic_navy
	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = ToA_river_boats_tech
				}
			}
			hidden_effect = {
				set_technology = {
					ToA_river_boats_tech = 1
					popup = no
				}
			}
			add_ideas = COG_brown_water_navy_idea
		}
	}
}
### Entity: Event
Component: lithuania.122
Constructs: is_triggered_only, add_resource
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.122
	title = lithuania.122.t
	desc = lithuania.122.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.122.a
		add_resource = {
			type = steel
			amount = 10
			state = 814
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.10
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_stability, has_equipment, add_to_variable, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.10
	title = mtg_usa_civil_war_fascists.10.t
	desc = mtg_usa_civil_war_fascists.10.desc
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.10.a
		if = {
			limit = {
				has_equipment = {
					infantry_equipment = > 999
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		else = {
			add_stability = -0.05
		}
		add_to_variable = {
			var = usa_fascists_arms_stockpile
			value = 1000
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.3
				days = 15
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: BUL_british_naval_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_british_naval_designer = {
	name = yarrow_shipbuilders
	picture = yarrow_shipbuilders
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_british_naval_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_naval_designer_flag
				}
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = ENG
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = ENG
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_british_naval_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_british_naval_designer_flag
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: AI Strategy
Component: ISR_lehi_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ISR_strategy_plan.txt

Code:
ISR_lehi_plan = {
	name = ISR: Israel Lehi AI Plan
	desc = Lehi behaviour for Israel.
	allowed = {
		original_tag = ISR
	}
	enable = {
		OR = {
			has_country_flag = ISR_AI_RANDOM_LEHI
			has_game_rule = {
				rule = ISR_AI_BEHAVIOR
				option = ISR_LEHI
			}
		}
	}
	ai_national_focuses = {
		ISR_suez_crisis ISR_appeal_to_uk ISR_appeal_to_france ISR_prepare_the_invasion ISR_operation_sinai ISR_a_resounding_victory ISR_one_zion ISR_revolution ISR_call_diaspora_volunteers ISR_gather_irgun ISR_begin_approach ISR_jerusalem_strategy ISR_subvert_haganah ISR_steal_haganah_weapons ISR_spread_revisionist_media ISR_assume_the_national_cause ISR_the_west_bank ISR_raise_jewish_militias ISR_israel_military_industries ISR_provisional_government ISR_national_higher_education ISR_building_the_new_homeland ISR_irgun_in_power ISR_fight_resistance ISR_consolidate_power ISR_histadrut_legislation ISR_factory_investments ISR_push_jewish ISR_push_militarism ISR_jabotinsky_death ISR_the_revisionist_split ISR_empower_stern_gang ISR_gather_outside_support ISR_strike_infrastructure ISR_link_communities ISR_kibbutz_production ISR_develop_road_infrastructure ISR_firearms_production ISR_avenge_tragedies ISR_nile_to_euphrates ISR_the_east_bank ISR_reading_power_station ISR_formalize_military ISR_proffesional_army_training ISR_special_night_squads ISR_special_forces ISR_form_the_mossad
	}
	traits = {
		army_infantry_2 = 100
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: PHI_MAR_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_MAR_01 = {
	name = Marine Division
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Philippine Marine Div.
	ordered = {
		1 = {
			%dst Philippine Marine Div.
		}
		2 = {
			%dnd Philippine Marine Div.
		}
		3 = {
			%drd Philippine Marine Div.
		}
		4 = {
			%dth Philippine Marine Div.
		}
		5 = {
			%dth Philippine Marine Div.
		}
		6 = {
			%dth Philippine Marine Div.
		}
		7 = {
			%dth Philippine Marine Div.
		}
		8 = {
			%dth Philippine Marine Div.
		}
		9 = {
			%dth Philippine Marine Div.
		}
		10 = {
			%dth Philippine Marine Div.
		}
	}
}
### Entity: Technology
Component: tech_military_police2
Constructs: has_war, suppression_factor, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	military_police = {
		suppression_factor = 0.1
	}
	motorized_military_police = {
		suppression_factor = 0.1
		battalion_mult = {
			category = category_vehicle_infantry
			default_morale = 0.05
		}
	}
	path = {
		leads_to_tech = tech_military_police3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = 4
			y = @1939
		}
	}
	categories = {
		support_tech military_police_tech
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_every_man_a_gun
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_every_man_a_gun
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	prerequisite = {
		focus = RAJ_arm_the_peasantry
	}
	x = 0
	y = 1
	relative_position_id = RAJ_arm_the_peasantry
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_armed_peasantry
			add_idea = idea_RAJ_armed_peasantry_2
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_ncns_request_handover_of_coastal_cities
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction_with, is_literally_china_tooltip
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_ncns_request_handover_of_coastal_cities
	icon = GFX_focus_PRC_dare_to_struggle
	prerequisite = {
		focus = CHI_sea_one_china_policy
	}
	x = -2
	y = 2
	relative_position_id = CHI_sea_one_china_policy
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			1033 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			592 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			593 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		} {
			NOT = {
				is_in_faction_with = ENG
			}
			326 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			729 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			728 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			743 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {
		326 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		729 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		728 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		743 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china_tooltip = no
				OR = {
					controls_state = 326 729 728 743
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			display_individual_scopes = yes
			country_event = {
				id = SEA_PRC_misc_events.18
				days = 3
			}
		}
	}
}
### Entity: Character
Component: URG_cesar_charlone
Source: game
File: common/characters/URG.txt

Code:
URG_cesar_charlone = {
	advisor = {
		slot = political_advisor
		idea_token = URG_cesar_charlone
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			JUNO_minister_of_finance
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_cesar_charlone_small
		}
	}
}
### Entity: Event
Component: axis_minors_vichy_france.15
Constructs: has_war, has_country_flag, fire_only_once, has_global_flag, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.15
	title = axis_minors_vichy_france.12.t
	desc = axis_minors_vichy_france.12.desc
	picture = GFX_report_event_french_liberation
	trigger = {
		OR = {
			has_global_flag = germany_refused_second_armistice
			AND = {
				date = > 1940.11.21
				has_war = yes
			}
			date = > 1941.6.12
		}
		tag = FRA
		NOT = {
			has_country_flag = koenig_commander
		}
	}
	mean_time_to_happen = {
		days = 220
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.12.a
		army_experience = 5
		set_country_flag = koenig_commander
		show_unit_leaders_tooltip = FRA_marie_pierre_koenig
	}
}
### Entity: Modifier Reference
Component: air_wing_experience_bonus_max
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
air_wing_experience_bonus_max = {
	air_attack_factor = 0.2
	air_agility_factor = 0.3
	air_night_penalty = -0.2
	air_accidents_factor = -1.0
}
### Entity: Name List
Component: SPC
Source: game
File: common/names/00_names.txt

Code:
SPC = {
	male = {
		names = {
			Agustín Alberto Alejandro Alfonso Álvaro Antonio Arsenio Arturo Augusto Aureliano Baldomero Baltasar Benancio Benigno Benito Bernardino Bernardo Calixto Cándido Carlos Celestino Claudio Cristóbal Dámaso Diego Dionisio Domingo Eduardo Eleazar Emilio Ernesto Estanislao Esteban Federico Felipe Félix Fernando Francisco Gabino Gabriel Gaspar Genaro Gonzalo Herminio Ignacio Isidro Jacobo Jaime Joaquín Jorge Mariano José José Antonio Jose María Juan Juan Manuel Julián Julio Leopoldo Lorenzo Luis Manuel Marcelo Mariano Mario Mario Eduardo Mateo Melchor Miguel Nicolás Norberto Pablo Pascual Pedro Rafael Raimundo Ramón Ricardo Salvador Sandalio Santiago Sebastián Segismundo Segundo Valeriano Vicente
		}
	}
	female = {
		names = {
			Adelita Amalia Amaranta Ana Araceli Aurelia Auxilio Beatriz Belén Blanca Camila Candelaria Cándida Carmen Chavela Cirila Consuelo Cristina Delfina Dolores Eduarda Esperanza Felipa Fidelia Froilana Graciela Herminia Inés Isabel Irene Isadora Isabella Jimena Justa Justina Luciana Lucrecia María María del Carmen María del Mar María Dolores Marisol Mercedes Noemí Nohemi Primitiva Rebeca Remedios Rocío Salvadora Socorro Sofía Soledad Teodora Teófila Úrsula Valentina Valeria Vicenta Ximena
		}
	}
	surnames = {
		Acuña Aguirre Allendesalazar Alonso Álvarez Aranda Arcadio Asensio Aznar Blázquez Barradas Basaraz Bugallal Burruezo Caballero Cabrera Calvo Cano Castillo Castro Cervera Cevallos Cortés de Albornoz de Carvajal de la Fuente de Irujo de la Llave de Orleans Díaz Domínguez Espartero Fernández Franco Gallego García Garrido González Grande Guisado Heredia Hernández Herrera Hevia Iglesias Jiménez Lasarte Letamendía Linares López Maroto Márquez Martínez-Campos Maura Martín Martínez Menéndez Mercado Miaja Millán-Astray Mina Mola Molina Moreno Muñoz Narváez Núñez O'Donnell Ortega Pavía Pérez Ramírez Rodríguez Rojo Romero Ruiz Sánchez Sanjurjo Serrano Silvestre Suárez Topete Torres Urkiaga Valdés Varela Vázquez Velasco Villapol Villar Weyler Yagüe Zapatero
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_weapon_conservatism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_weapon_conservatism
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = PAL_kickstart_military_industrial_complex
	}
	mutually_exclusive = {
		focus = PAL_innovate_production
	}
	x = 1
	y = 1
	relative_position_id = PAL_kickstart_military_industrial_complex
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_weapon_conservatism_idea
	}
}
### Entity: Event
Component: mtg_netherlands.63
Constructs: is_triggered_only, remove_ideas, add_political_power, add_legitimacy
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.63
	title = mtg_netherlands.63.t
	desc = mtg_netherlands.63.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.63.a
		remove_ideas = HOL_preparing_evacuation_of_gold_reserves
		add_legitimacy = 20
		add_political_power = 100
	}
}
### Entity: Decision
Component: SWE_appeal_for_support_cat
Constructs: has_completed_focus, has_dlc, has_capitulated
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_appeal_for_support_cat = {
	allowed = {
		tag = SWE
		has_dlc = Arms Against Tyranny
	}
	icon = GFX_decision_category_SOV_propaganda
	priority = 70
	visible = {
		has_completed_focus = SWE_appeal_for_support
		has_capitulated = no
	}
	visible_when_empty = no
}
### Entity: Idea
Component: COR_acgs
Source: game
File: common/ideas/corsica.txt

Code:
COR_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: recruit_generals.15
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.15
	title = recruit_generals.15.t
	desc = recruit_generals.15.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.15.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.16
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				NOR = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_refurbish_duved
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_refurbish_duved
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = SWE_swedish_industrial_reinvigoration
	}
	relative_position_id = SWE_swedish_industrial_reinvigoration
	x = 4
	y = 1
	cost = 8
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				968
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_40w_armor_width
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_40w_armor_width = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_width = global.EAI_40W_ARM_WIDTH
		} {
			EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_40W_ARM_WIDTH
		}
		AND = {
			OR = {
				EAI_40_Width_Armor_Focus_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_width EAI_FOCUS/LAND/armor_width_OVERRIDE
			}
		}
	}
}