Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_wastness_devours
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_wastness_devours
	icon = GFX_goal_generic_air_heavy_fighter2_new
	prerequisite = {
		focus = MON_capital_operations_focus
	}
	x = 1
	y = 1
	relative_position_id = MON_capital_operations_focus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = MON_wastness_devours
			bonus = 1
			uses = 1
			category = cat_heavy_fighter
		} {
			name = MON_wastness_devours
			bonus = 1
			uses = 1
			category = tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SRL_noel_gratiaen
Source: game
File: common/characters/SRL.txt

Code:
SRL_noel_gratiaen = {
	name = Noel Gratiaen
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_europe_generic_navy_3.dds
		}
	}
	navy_leader = {
		traits = {
			bold spotter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
	}
	advisor = {
		slot = navy_chief
		idea_token = SRL_noel_gratiaen
		allowed = {
			original_tag = SRL
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_alliance_with_greece
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_ally_with
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_alliance_with_greece
	icon = GFX_goal_generic_befriend_greece
	relative_position_id = EGY_reconcile_with_turkey
	x = 0
	y = 1
	cost = 10
	available = {
		is_faction_leader = yes
		NOT = {
			has_war_with = GRE
		}
	}
	prerequisite = {
		focus = EGY_secure_the_bosporus EGY_reconcile_with_turkey
	}
	mutually_exclusive = {
		focus = EGY_secure_the_hellenic_mandate
	}
	bypass = {
		is_ally_with = GRE
		NOT = {
			country_exists = GRE
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GRE = {
			country_event = {
				id = generic.5
			}
		}
	}
}
### Entity: AI Strategy
Component: BHU_builds_a_army
Constructs: is_historical_focus_on, is_justifying_wargoal_against
Source: game
File: common/ai_strategy_plans/BHU_alternate_strategy_plan.txt

Code:
BHU_builds_a_army = {
	name = Arm yourself fool
	desc = Don't be a push over to player / ai
	allowed = {
		original_tag = BHU
	}
	enable = {
		original_tag = BHU
		is_historical_focus_on = yes
		OR = {
			TIB = {
				OR = {
					is_justifying_wargoal_against = BHU
					focus_progress = {
						focus = TIB_the_qinghai_expedition
						progress = > 0.1
					}
				}
			}
			NEP = {
				is_justifying_wargoal_against = BHU
			}
			RAJ = {
				OR = {
					is_justifying_wargoal_against = BHU
					focus_progress = {
						focus = RAJ_The_Liberation_of_South_Asia
						progress = > 0.1
					} {
						focus = RAJ_the_silk_road
						progress = > 0.1
					} {
						focus = RAJ_lobby_for_increased_policing_responsibilities
						progress = > 0.1
					} {
						focus = RAJ_netaji
						progress = > 0.1
					}
				}
			}
			SIK = {
				is_justifying_wargoal_against = BHU
			}
		}
	}
	abort = {

	}
	focus_factors = {
		BHU_create_an_army = 11
		BHU_arms_deliveries = 11
		BHU_first_inspection = 10
		BHU_peace_will_reign = 0
	}
}
### Entity: Modding Documentation
Construct: foreign_manpower
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### foreign_manpower
* description: check the amount of foreign garrison manpower we have
* (Auto generated using the trigger with same name)
### Entity: Scripted Trigger
Component: ROM_basic_ultimatum_triggers
Constructs: has_war_with, has_country_flag, is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/r56_ROM_scripted_triggers.txt

Code:
ROM_basic_ultimatum_triggers = {
	country_exists = FROM
	FROM = {
		NOT = {
			has_war_with = ROOT
		} {
			is_in_faction_with = ROOT
		} {
			is_subject_of = FROM
		} {
			has_country_flag = ITA_ultimatum_sent_flag
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_organize_the_egyptian_resistance
Constructs: prerequisite, add_ideas, completion_reward, has_capitulated
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_organize_the_egyptian_resistance
	icon = GFX_goal_EGY_organize_the_egyptian_resistance
	relative_position_id = EGY_defence_of_cairo
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			has_capitulated = yes
			surrender_progress = > 0.6
		}
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = EGY_defence_of_cairo
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_the_egyptian_resistance
	}
}
### Entity: Decision
Component: MEX_category_hispanic_solidarity
Constructs: has_completed_focus, limit, fire_only_once, is_faction_leader, is_in_faction_with, is_on_continent, has_opinion, is_in_faction
Source: game
File: common/decisions/MEX.txt

Code:
MEX_category_hispanic_solidarity = {
	MEX_decision_invite_tag_to_the_hispanic_alliance = {
		icon = generic_political_discourse
		fire_only_once = no
		days_remove = 150
		allowed = {
			original_tag = MEX
		}
		visible = {
			is_faction_leader = yes
		}
		target_root_trigger = {
			OR = {
				has_completed_focus = MEX_focus_hispanic_alliance MEX_focus_bolivarian_alliance
			}
		}
		target_trigger = {
			FROM = {
				NOT = {
					is_in_faction_with = ROOT
				}
				capital_scope = {
					is_on_continent = south_america
				}
			}
		}
		available = {
			OR = {
				has_opinion = {
					target = FROM
					value = > 49
				}
				FROM = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
			}
			FROM = {
				is_in_faction = no
				is_subject = no
				has_rule = can_join_factions
			}
			if = {
				limit = {
					FROM = {
						original_tag = BRA
					}
				}
				has_completed_focus = MEX_focus_invite_brazil
			}
		}
		cost = 25
		complete_effect = {
			FROM = {
				country_event = {
					id = generic.5
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_connecting_the_south
Constructs: prerequisite, limit, completion_reward, is_controlled_by, has_cosmetic_tag, is_owned_and_controlled_by, add_building_construction, build_railway
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_connecting_the_south
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = ETH_expanding_the_railway_network
	}
	x = 0
	y = 1
	relative_position_id = ETH_expanding_the_railway_network
	cost = 10
	available = {
		OR = {
			836 = {
				is_controlled_by = ROOT
			}
			837 = {
				is_controlled_by = ROOT
			}
		}
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			has_cosmetic_tag = jimma
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				837 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			837 = {
				add_building_construction = {
					type = supply_node
					province = 13247
					level = 1
					instant_build = yes
				}
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_province = 5010
				target_province = 13247
			}
		}
		ELSE_IF = {
			limit = {
				836 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			836 = {
				add_building_construction = {
					type = supply_node
					province = 12812
					level = 1
					instant_build = yes
				}
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_province = 5010
				target_province = 12812
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = POL
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:POL_fb_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_synth_oil
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, synth_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_synth_oil
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = PHI_additional_research_slot1
	}
	relative_position_id = PHI_additional_research_slot1
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = synth_bonus
			bonus = 1
			uses = 2
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Scripted Effect
Component: BUL_nsm_low_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_low_popularity_increase_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_low_popularity_increase_tt
	add_to_variable = {
		BUL_nsm_popularity = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_nsm_popularity
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: AUS_osterreichische_fleugzeugfabrik
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_osterreichische_fleugzeugfabrik = {
	picture = AUS_osterreichische_fleugzeugfabrik_ag
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_completed_focus = AUS_osterreichische_luftstreitkrafte
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_the_land_department_of_vtu
Constructs: prerequisite, limit, has_government, completion_reward, add_research_slot, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_the_land_department_of_vtu
	icon = {
		GFX_focus_generic_socialist_science = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_ARG_fascist_researchers = {
			ROOT = {
				has_government = fascism
			}
		}
		GFX_focus_research = yes
	}
	overlay = GFX_focus_overlay_cze_military_equipment
	prerequisite = {
		focus = CZE_the_tvp_project
	} {
		focus = CZE_rearmed_and_retooled
	}
	x = 1
	y = 1
	relative_position_id = CZE_the_tvp_project
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_any_focus = yes
	}
	completion_reward = {
		if = {
			limit = {
				amount_research_slots = < 7
			}
			add_research_slot = 1
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_vtlu_idea_3
				add_idea = CZE_vtlu_idea_4
			}
		}
		hidden_effect = {
			CZE_vtlu_idea_go_up = yes
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: PER_ssb_events.1
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.1
	title = PER_ssb_events.1.t
	desc = PER_ssb_events.1.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.1.a
		ai_chance = {
			base = 10
		}
		event_target:SSB_leader = {
			add_to_faction = ROOT
			country_event = {
				id = PER_ssb_events.2
				hours = 2
			}
		}
	} {
		name = PER_ssb_events.1.b
		ai_chance = {
			base = 0
		}
		event_target:SSB_leader = {
			country_event = {
				id = PER_ssb_events.3
				hours = 2
			}
		}
	}
}
### Entity: Event
Component: ww_congo.48
Constructs: is_triggered_only, ai_chance, limit, has_government, every_possible_country, has_character, set_nationality, add_popularity
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.48
	title = ww_congo.48.t
	desc = ww_congo.48.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = RWA_mutara_rudahigwa
				}
				set_nationality = {
					target_country = ROOT
					character = RWA_mutara_rudahigwa
				}
			}
		}
	}
	option = {
		name = ww_congo.48.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		} {
			set_country_flag = COG_kingdom_of_rwanda_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		set_party_name = {
			ideology = neutrality
			long_name = COG_clan_abanyiginya_party_long
			name = COG_clan_abanyiginya_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		promote_character = {
			character = RWA_mutara_rudahigwa
			ideology = despotism
		}
		IF = {
			limit = {
				RWA = {
					exists = yes
					has_government = neutrality
					OR = {
						is_subject = no
						AND = {
							is_subject = yes
							is_subject_of = ROOT
						}
					}
				}
			}
			annex_country = {
				target = RWA
				transfer_troops = yes
			}
		}
		complete_national_focus = COG_the_umwami_of_rwanda_focus
	} {
		name = ww_congo.48.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.49
				days = 42
			}
		} {
			every_possible_country = {
				limit = {
					has_character = RWA_mutara_rudahigwa
				}
				set_nationality = {
					target_country = RWA
					character = RWA_mutara_rudahigwa
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_militarize_the_society
Constructs: prerequisite, limit, add_ideas, completion_reward, add_popularity, has_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_militarize_the_society
	icon = GFX_focus_generic_fascist_troops
	cost = 10
	prerequisite = {
		focus = PHI_subsidize_anscor
	}
	relative_position_id = PHI_subsidize_anscor
	x = 1
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		army_experience = 25
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				OR = {
					has_idea = service_by_requirement all_adults_serve scraping_the_barrel
				}
			}
			add_ideas = BUL_fascist_militarism
		} {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		}
		else_if = {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = limited_conscription
			}
			add_ideas = extensive_conscription
		} {
			limit = {
				has_idea = extensive_conscription
			}
			add_ideas = service_by_requirement
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: CHI_growing_workplace_integrity
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_growing_workplace_integrity = {
	picture = GER_recovering_economy
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
		line_change_production_efficiency_factor = 0.05
		production_factory_max_efficiency_factor = 0.03
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Unit Template
Component: WGR_MAR_01
Source: game
File: common/units/names_divisions/WGR_names_divisions.txt

Code:
WGR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		WGR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_armor_tech_2
Constructs: fire_only_once, has_project_flag, add_tech_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_armor_tech_2 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_armor_tech_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_armor_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_naval_generic_reward_option_armor_tech_bonus_name
					bonus = 0.2
					uses = 1
					category = naval_armor bb_tech bc_tech
				}
				FROM = {
					set_project_flag = sp_naval_generic_reward_armor_tech_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: BRA_atheist_state
Constructs: research_speed_factor, stability_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_atheist_state = {
	picture = generic_research_bonus
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = -0.1
		research_speed_factor = 0.15
		political_power_factor = -0.1
	}
}
### Entity: Event
Component: nuke_dropped.6
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.6
	title = nuke_dropped.6.t
	desc = nuke_dropped.6.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 531
		}
	}
	option = {
		name = nuke_dropped.6.a
		trigger = {
			NOT = {
				owns_state = 531
			}
		}
	} {
		name = nuke_dropped.6.b
		trigger = {
			owns_state = 531
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_military_training_act
Constructs: prerequisite, has_war, remove_ideas, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_military_training_act
	available = {
		OR = {
			threat = > 0.5
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	prerequisite = {
		focus = ENG_issue_gasmasks
	}
	icon = GFX_focus_generic_commonwealth_build_infantry
	x = 0
	y = 1
	relative_position_id = ENG_issue_gasmasks
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		remove_ideas = ENG_the_war_to_end_all_wars
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Character
Component: dysfunctional_assembly
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
dysfunctional_assembly = {
	random = no
	stability_weekly = -0.002
	political_power_gain = -0.5
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_20
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_20 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 20
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 20
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_nationalize_the_banking_sector
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_nationalize_the_banking_sector
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 1
	y = 1
	relative_position_id = VEN_protect_workers_rights
	cost = 7.2
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_protect_workers_rights
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ITA_nationalize_the_banking_sector
	}
}
### Entity: Event
Component: AAT_Sweden.48
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus, has_war_support, has_opinion, is_in_faction, is_ai
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.48
	title = AAT_Sweden.48.t
	desc = AAT_Sweden.48.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.48.a
		ai_chance = {
			base = 9
		}
		FROM = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = PREV
			}
			country_event = {
				id = AAT_Sweden.49
				hours = 8
			}
		}
	} {
		name = AAT_Sweden.48.b
		ai_chance = {
			base = 1
			modifier = {
				has_war_support = < 0.3
				factor = 1.15
			} {
				has_opinion = {
					target = FROM
					value = > 0.85
				}
				factor = 1.25
			} {
				is_in_faction = no
				add = 10
			} {
				is_in_faction = yes
				strength_ratio = {
					tag = FROM
					ratio = < 2.5
				}
				factor = 0.5
			} {
				FROM = {
					is_ai = no
				}
				factor = 1.25
			} {
				148 = {
					is_demilitarized_zone = yes
				}
				add = 5
			}
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_integrated_puppet
				end_wars = no
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_14
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_14 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 14
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 14
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_pan_slavism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_pan_slavism
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_invite_exiled_nobility
	}
	relative_position_id = POL_invite_exiled_nobility
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_slavic_revanchism
	}
}