Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_joint_asian_military_command
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_joint_asian_military_command
	icon = GFX_goal_generic_military_sphere
	x = 2
	y = 1
	relative_position_id = SIA_the_phayap_army
	prerequisite = {
		focus = SIA_the_phayap_army
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_ideas = idea_SIA_joint_military_command
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/r56_south_asia_religion_scripted_localisation.txt

Code:
defined_text = {
	name = GetInvestorRelations
	text = {
		trigger = {
			check_variable = {
				investor_relations = > 80
			}
		}
		localization_key = RAJ_investor_happy
	} {
		trigger = {
			check_variable = {
				investor_relations = > 60
			}
		}
		localization_key = RAJ_investor_content
	} {
		trigger = {
			check_variable = {
				investor_relations = > 40
			}
		}
		localization_key = RAJ_investor_impatient
	} {
		trigger = {
			check_variable = {
				investor_relations = > 20
			}
		}
		localization_key = RAJ_investor_angry
	} {
		localization_key = RAJ_investor_furious
	}
}
### Entity: Character
Component: BEL_alfred_renard
Constructs: has_completed_focus
Source: game
File: common/characters/BEL.txt

Code:
BEL_alfred_renard = {
	name = BEL_alfred_renard
	portraits = {
		army = {
			large = GFX_portrait_BEL_alfred_renard
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
		visible = {
			owner = {
				has_completed_focus = BEL_renard_constructions_aeronautiques
			}
		}
	}
}
### Entity: Unit Template
Component: HUN_MEC_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		HUN_MOT_01
	}
	fallback_name = %d. Páncélgránátos hadosztály
	ordered = {
		1 = {
			%d. Páncélgránátos hadosztály
		}
		2 = {
			%d. Páncélgránátos hadosztály
		}
		3 = {
			%d. Páncélgránátos hadosztály
		}
		4 = {
			%d. Páncélgránátos hadosztály
		}
		5 = {
			%d. Páncélgránátos hadosztály
		}
		6 = {
			%d. Páncélgránátos hadosztály
		}
		7 = {
			%d. Páncélgránátos hadosztály
		}
		8 = {
			%d. Páncélgránátos hadosztály
		}
		9 = {
			%d. Páncélgránátos hadosztály
		}
		10 = {
			%d. Páncélgránátos hadosztály
		}
		11 = {
			%d. Páncélgránátos hadosztály
		}
		12 = {
			%d. Páncélgránátos hadosztály
		}
		13 = {
			%d. Páncélgránátos hadosztály
		}
		14 = {
			%d. Páncélgránátos hadosztály
		}
		15 = {
			%d. Páncélgránátos hadosztály
		}
		16 = {
			%d. Páncélgránátos hadosztály
		}
		17 = {
			%d. Páncélgránátos hadosztály
		}
		18 = {
			%d. Páncélgránátos hadosztály
		}
		19 = {
			%d. Páncélgránátos hadosztály
		}
		20 = {
			%d. Páncélgránátos hadosztály
		}
		21 = {
			%d. Páncélgránátos hadosztály
		}
		22 = {
			%d. Páncélgránátos hadosztály
		}
		23 = {
			%d. Páncélgránátos hadosztály
		}
		24 = {
			%d. Páncélgránátos hadosztály
		}
		25 = {
			%d. Páncélgránátos hadosztály
		}
		26 = {
			%d. Páncélgránátos hadosztály
		}
		27 = {
			%d. Páncélgránátos hadosztály
		}
		28 = {
			%d. Páncélgránátos hadosztály
		}
		29 = {
			%d. Páncélgránátos hadosztály
		}
		30 = {
			%d. Páncélgránátos hadosztály
		}
		31 = {
			%d. Páncélgránátos hadosztály
		}
		32 = {
			%d. Páncélgránátos hadosztály
		}
		33 = {
			%d. Páncélgránátos hadosztály
		}
	}
}
### Entity: Character
Component: CHL_marmaduke_grove
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_marmaduke_grove = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = air_chief
			idea_token = CHL_marmaduke_grove
			allowed = {
				original_tag = CHL
			}
			traits = {
				air_chief_old_guard
			}
			ai_will_do = {
				factor = 1.0
			}
			available = {
				OR = {
					has_government = communism democratic
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
			visible = {
				OR = {
					NOT = {
						has_completed_focus = CHL_address_the_mapuche_conflict
					} {
						has_completed_focus = CHL_denounce_the_anarchy
					}
					AND = {
						has_completed_focus = CHL_avenge_the_pacification_of_araucania
						has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
					}
				}
			}
		}
		corps_commander = {
			traits = {
				old_guard organizer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
			visible = {
				has_government = communism
			}
		}
		name = CHL_marmaduke_grove
		portraits = {
			civilian = {
				large = GFX_portrait_CHL_marmaduke_grove_leader
			}
			army = {
				large = GFX_portrait_CHL_marmaduke_grove
				small = GFX_portrait_CHL_marmaduke_grove_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = air_chief
			idea_token = CHL_marmaduke_grove
			allowed = {
				original_tag = CHL
			}
			traits = {
				air_chief_old_guard
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		name = CHL_marmaduke_grove
		portraits = {
			army = {
				small = GFX_idea_generic_air_south_america_2
			}
		}
	}
}
### Entity: Event
Component: political.7
Constructs: ai_chance, has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, has_dlc, is_subject
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.7
	title = political.7.t
	desc = political.7.d
	picture = GFX_report_event_fascist_gathering
	trigger = {
		NOT = {
			has_government = fascism
		} {
			fascism = > 0.7
		} {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			}
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					original_tag = SWE FIN
					AND = {
						original_tag = DEN
						is_subject = yes
					} {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					}
				}
			}
		} {
			AND = {
				original_tag = ARG
				has_dlc = Trial of Allegiance
			}
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		} {
			AND = {
				has_dlc = Thunder at Our Gates
				OR = {
					original_tag = AST
				}
			}
		}
		fascism = > 0.6
		check_has_focus_tree_to_switch_to_fascism = yes
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = political.14.c
		add_political_power = -100
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
	} {
		name = political.14.e
		ai_chance = {
			factor = 0
		}
		custom_effect_tooltip = impending_civil_war_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/OMA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = OMA
		}
		requested_factories = 1
		progress = 0.84
		efficiency = 100
	}
}
### Entity: Trigger Reference
Construct: contract_contains_equipment
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## contract_contains_equipment

* Supported Scopes: PURCHASE_CONTRACT
* Supported Targets: none

```
Check if contract contains equipment category, equipment archetype or equipment.
Example:
    contract_contains_equipment = infantry_equipment
```
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/DOD_yugo_infiltration_localisation.txt

Code:
defined_text = {
	name = GetGermanStrengthinState
	text = {
		trigger = {
			check_variable = {
				claim_strength_GER = > 0
			}
		}
		localization_key = GER_strength
	}
}
### Entity: Event
Component: tfv_south_africa.64
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.64
	title = tfv_south_africa.64.t
	desc = tfv_south_africa.64.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		KEN = {
			if = {
				limit = {
					SAF = {
						controls_state = 547 903 904 905
					}
				}
				transfer_state = 547 903 904 905
			}
		}
		SAF = {
			puppet = KEN
		}
		set_country_flag = SAF_released_KEN
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		KEN = {
			if = {
				limit = {
					SAF = {
						controls_state = 547 903 904 905
					}
				}
				transfer_state = 547 903 904 905
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		set_country_flag = SAF_released_KEN
		SAF = {
			add_to_faction = KEN
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_contact_faqir
Constructs: prerequisite, limit, completion_reward, add_popularity, add_timed_idea, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_contact_faqir
	icon = GFX_goal_AFG_legacy_of_khost
	x = 7
	y = 1
	cost = 5
	available = {

	}
	prerequisite = {
		focus = AFG_handle_the_king
	}
	relative_position_id = AFG_handle_the_king
	mutually_exclusive = {
		focus = AFG_form_weekh_zalmian
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = AFG_legacy_of_khost
			days = 365
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
		custom_effect_tooltip = r56_newline available_political_advisor
		show_ideas_tooltip = AFG_haji_mirzali_khan
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: GER_soviet_military_exercises
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_soviet_military_exercises = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		training_time_army_factor = -0.2
		industrial_capacity_factory = 0.1
	}
}
### Entity: Event
Component: SEA_border_incidents_events.8
Constructs: is_triggered_only, add_ideas, add_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_border_incidents_events.8
	title = SEA_border_incidents_events.8.t
	desc = SEA_border_incidents_events.8.desc
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = SEA_border_incidents_events.8.a
		add_ideas = MON_income_from_hulunbuir_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		761 = {
			add_core_of = MON
		}
	}
}
### Entity: Event
Component: PER_imperial_events.112
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.112
	title = PER_imperial_events.112.t
	desc = PER_imperial_events.112.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.112.a
	}
}
### Entity: Music Config
Component: sabaton/night_witches
Constructs: has_completed_focus, has_war_with, has_war, has_start_date
Source: game
File: music/sabatonsoundtrack.txt

Code:
music = {
	song = night_witches
	chance = {
		factor = 1
		modifier = {
			factor = 0
			has_war = no
		} {
			factor = 0
			OR = {
				date = < 1936.01.10
				AND = {
					has_start_date = > 1936.01.02
					date = < 1939.8.24
				}
			}
		} {
			factor = 1.5
			tag = SOV
		} {
			factor = 2
			tag = SOV
			has_completed_focus = SOV_raskovas_aviation_group
		} {
			factor = 2
			has_war_with = SOV
			SOV = {
				has_completed_focus = SOV_raskovas_aviation_group
			}
		}
	}
}
### Entity: Idea
Component: ABC_modern_logistics_idea
Constructs: removal_cost
Source: game
File: common/ideas/abc_generic.txt

Code:
ABC_modern_logistics_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_central_management
	modifier = {
		army_leader_start_logistics_level = 1
		supply_consumption_factor = -0.02
	}
}
### Entity: Trigger Reference
Construct: political_power_growth
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## political_power_growth

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

```
Check the value of political power daily growth.Exacmple: political_power_growth > 0
```
### Entity: Unit Template
Component: ETH_SUDAN_MERCS
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_SUDAN_MERCS = {
	name = Sudanese Mercenary Brigade
	for_countries = {
		ETH
	}
	can_use = {
		always = no
	}
	division_types = {
		infantry
	}
	link_numbering_with = {

	}
	fallback_name = %d Sudanese Mercenary Brigade
	ordered = {

	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_german_subs
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction_with, add_tech_bonus, random_core_state, is_coastal
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_german_subs
	icon = GFX_focus_BRA_german_submarine_development
	prerequisite = {
		focus = BRA_expand_operation_bolivar
	}
	x = 1
	y = 1
	relative_position_id = BRA_expand_operation_bolivar
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		GER = {
			exists = yes
		}
		NOT = {
			has_war_with = GER
		}
		is_in_faction_with = ROOT
	}
	search_filters = {

	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = BRA_german_sub_initiative
			bonus = 0.75
			uses = 1
			category = submarine_doctrine
		} {
			name = BRA_german_sub_initiative
			bonus = 0.5
			uses = 1
			category = ss_tech
		}
		random_core_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				NOT = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					}
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.5
		}
	}
}
### Entity: Character
Component: FIN_eero_rahola
Source: game
File: common/characters/FIN.txt

Code:
FIN_eero_rahola = {
	name = FIN_eero_rahola
	portraits = {
		army = {
			small = GFX_portrait_FIN_eero_rahola_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = FIN_eero_rahola
		allowed = {
			original_tag = FIN
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: ITA_alberto_tarchiani
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_alberto_tarchiani = {
	name = ITA_alberto_tarchiani
	portraits = {
		army = {
			small = GFX_portrait_ITA_alberto_tarchiani_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_alberto_tarchiani
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			has_completed_focus = ITA_bring_back_exiled_intellectuals
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 0.3
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_empower_the_heimatblock
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_field_marshal_role, add_corps_commander_role, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_empower_the_heimatblock
	icon = GFX_focus_generic_fascist_propaganda
	relative_position_id = AUS_red_white_red_until_death
	x = 6
	y = 1
	mutually_exclusive = {
		focus = AUS_integrate_frontmilliz
	}
	prerequisite = {
		focus = AUS_red_white_red_until_death
	}
	available = {
		power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = > 0.3
		}
	}
	cost = 5
	completion_reward = {
		add_stability = -0.05
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		effect_tooltip = {
			add_field_marshal_role = {
				character = AUS_ernst_rudiger_starhemberg
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 2
			}
			add_corps_commander_role = {
				character = AUS_richard_steidle
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				character = AUS_walter_pfrimer
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
			}
		}
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = 0.2
			tooltip_side = AUS_heimwehr_side
		}
	}
}
### Entity: AI Strategy
Component: SOV_left_opposition_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_alternate_strategy_plan.txt

Code:
SOV_left_opposition_plan = {
	name = SOV left opposition plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_LEFT_OPPOSITION
			has_game_rule = {
				rule = SOV_ai_behavior
				option = LEFT_OPPOSITION
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_desperate_measures SOV_lessons_of_war SOV_an_adaptable_army SOV_the_fourth_international SOV_shift_to_armaments_production SOV_fourth_five_year_plan SOV_the_vanguard_of_the_true_revolution SOV_the_path_of_marxism_leninism SOV_the_left_opposition SOV_integrate_smirnovs_bloc SOV_bring_old_trotskyists_back SOV_committee_in_exile SOV_left_eliminate_right SOV_military_support SOV_approach_tukhachevsky SOV_sway_the_railway_workers SOV_funds_for_the_cause SOV_organize_the_wreckers SOV_left_opposition_coup SOV_long_live_the_workers_government SOV_left_purges SOV_infrastructure_effort_nsb SOV_heavy_industry SOV_finish_the_five_year_plan SOV_third_five_year_plan SOV_national_specialists SOV_strengthen_the_mobilization_plan SOV_cohesion_first SOV_the_builder_of_the_red_army SOV_reigniting_the_revolutionary_spirit SOV_depoliticize_the_military SOV_addressing_internal_affairs SOV_expand_the_agitprop SOV_system_decentralization SOV_all_power_to_the_soviets SOV_rehabilitated_military SOV_the_comintern SOV_the_threat_from_the_land_of_the_rising_sun SOV_two_red_flags SOV_the_permanent_revolution SOV_anti_capitalist_policies SOV_a_global_class_struggle SOV_collectivist_propaganda SOV_middle_east_diplomacy SOV_support_afghan_ideology SOV_military_reorganization SOV_regional_development SOV_autonomous_soviet_republics SOV_smersh SOV_barrier_troops SOV_international_union_of_soviet_republics SOV_carry_revolution_east SOV_the_glory_of_the_red_army SOV_experts_in_camouflage SOV_the_onslaught_on_colonialism SOV_the_end_of_the_imperialist_era
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GUA_illegitimate_pretender_4
Constructs: stability_factor, breakthrough_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender_4 = {
	name = GUA_illegitimate_pretender
	random = no
	political_power_factor = -0.05
	stability_factor = -0.05
	drift_defence_factor = 0.05
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.1
	army_speed_factor = 0.1
	army_morale_factor = 0.05
	breakthrough_factor = 0.05
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: Music Config
Component: base_music/comintern_war_3
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = comintern_war_3
	chance = {
		modifier = {
			factor = 2
			has_war = yes
			has_government = communism
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_diversify_bata
Constructs: prerequisite, limit, completion_reward, check_variable, has_full_control_of_state, add_to_variable, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_diversify_bata
	icon = GFX_focus_CHL_enlarge_the_textile_industries
	overlay = GFX_focus_overlay_cze_level_four
	prerequisite = {
		focus = CZE_joint_stock_schemes
	}
	relative_position_id = CZE_bolster_domestic_construction
	cost = 10
	x = 6
	y = 1
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
		has_full_control_of_state = 75
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern CZE_bata_corporation_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_appease_monarchists
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_appease_monarchists
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_strengthen_the_regime
	}
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	x = 0
	y = 1
	relative_position_id = POR_strengthen_the_regime
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		swap_ideas = {
			remove_idea = POR_estado_novo_2
			add_idea = POR_estado_novo_3
		}
		show_ideas_tooltip = POR_joao_de_azevedo_coutinho POR_joao_francisco_de_barbosa_azevedo
	}
}