Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_yugoslavia.50
Constructs: is_triggered_only, has_completed_focus, limit, random_country, has_government, has_war_with, fire_only_once, save_global_event_target_as
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.50
	title = DOD_yugoslavia.50.t
	desc = DOD_yugoslavia.50.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = DOD_yugoslavia.50.a
		hidden_effect = {
			save_global_event_target_as = yugoslavia_wedding_partner
		}
	} {
		name = DOD_yugoslavia.50.b
		trigger = {
			any_other_country = {
				original_tag = ITA
				NOT = {
					has_war_with = ROOT
				} {
					has_government = communism
				}
			}
		}
		random_country = {
			limit = {
				original_tag = ITA
				NOT = {
					has_government = communism
				}
			}
			country_event = {
				id = DOD_yugoslavia.501
				days = 10
			}
			hidden_effect = {
				save_global_event_target_as = yugoslavia_wedding_partner
			}
		}
	} {
		name = DOD_yugoslavia.50.c
		trigger = {
			any_other_country = {
				original_tag = GER
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_completed_focus = GER_revive_the_kaiserreich GER_the_monarchy_compromise
				}
			}
		}
		random_country = {
			limit = {
				original_tag = GER
				OR = {
					has_completed_focus = GER_revive_the_kaiserreich GER_the_monarchy_compromise
				}
			}
			country_event = {
				id = DOD_yugoslavia.501
				days = 10
			}
			hidden_effect = {
				save_global_event_target_as = yugoslavia_wedding_partner
			}
		}
	} {
		name = DOD_yugoslavia.50.d
		trigger = {
			any_other_country = {
				original_tag = HUN
				NOT = {
					has_war_with = ROOT
				}
				has_completed_focus = HUN_invite_the_habsburg_prince
			}
		}
		random_country = {
			limit = {
				original_tag = HUN
				has_completed_focus = HUN_invite_the_habsburg_prince
			}
			country_event = {
				id = DOD_yugoslavia.501
				days = 10
			}
			hidden_effect = {
				save_global_event_target_as = yugoslavia_wedding_partner
			}
		}
	} {
		name = DOD_yugoslavia.50.e
		trigger = {
			any_other_country = {
				original_tag = SPR
				NOT = {
					has_war_with = ROOT
				}
				has_completed_focus = SPA_settle_the_succession_question
			}
		}
		random_country = {
			limit = {
				original_tag = SPR
				has_completed_focus = SPA_settle_the_succession_question
			}
			country_event = {
				id = DOD_yugoslavia.501
				days = 10
			}
			hidden_effect = {
				save_global_event_target_as = yugoslavia_wedding_partner
			}
		}
	}
}
### Entity: Idea
Component: JAP_crumbling_military_cabinet_idea_5
Constructs: stability_factor, has_war, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_crumbling_military_cabinet_idea_5 = {
	picture = JAP_collapsing_government
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = fascism
			}
			has_war = no
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.25
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		conscription_factor = 0.1
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.24
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.24
	title = BBA_ethiopia_communist_events.24.t
	desc = BBA_ethiopia_communist_events.24.desc
	is_triggered_only = yes
	picture = GFX_report_event_soviet_tanks
	option = {
		name = BBA_ethiopia_communist_events.24.a
		ai_chance = {
			base = 10
		}
		SOV = {
			puppet = ETH
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_army_aviation
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_army_aviation
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = HON_airforce
	}
	x = 46
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = CAS1
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = HON_army_aviation
				technology = aa_cannon_1 aa_cannon_2
				bonus = 1
				ahead_reduction = 0.5
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = CAS_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 2
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: AST_conscription_level_all_adults_serve
Constructs: limit, has_idea, check_variable
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_conscription_level_all_adults_serve = {
	if = {
		limit = {
			NOT = {
				has_idea = all_adults_serve
			}
		}
		custom_trigger_tooltip = {
			tooltip = AST_conscription_level_allowed_tt
			check_variable = {
				AST_conscription_level_allowed = > 3
			}
		}
	}
}
### Entity: National Focus
Component: brazilian_focus
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus_tree = {
	id = brazilian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BRA
		}
	}
	default = no
	continuous_focus_position = {
		x = 0
		y = 1400
	}
	focus = {
		id = BRA_R56_the_voice_of_brazil
		icon = GFX_focus_bra_voice_of_brasil
		x = 16
		y = 0
		cost = 5
		ai_will_do = {
			factor = 20
		}
		completion_reward = {
			add_political_power = 25
			custom_effect_tooltip = generic_skip_one_line_tt
			unlock_decision_tooltip = war_propaganda_radio_industry
			hidden_effect = {
				set_party_name = {
					ideology = fascism
					long_name = Ação Integralista Brasileira
					name = AIB
				} {
					ideology = democratic
					long_name = União Democrática Nacional
					name = UDN
				} {
					ideology = communism
					long_name = Aliança Nacional Libertadora
					name = ANL
				} {
					ideology = neutrality
					long_name = Aliança Liberal
					name = AL
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
		}
	} {
		id = BRA_R56_national_security_law
		icon = GFX_focus_bra_national_security_law
		prerequisite = {
			focus = BRA_R56_the_voice_of_brazil
		}
		x = 0
		y = 1
		relative_position_id = BRA_R56_the_voice_of_brazil
		cost = 5
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_ideas = bra_national_security_law_idea
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
		}
	} {
		id = BRA_R56_institute_the_polaca
		icon = GFX_focus_BRA_the_polaca
		prerequisite = {
			focus = BRA_R56_national_security_law
		}
		x = 0
		y = 2
		relative_position_id = BRA_R56_the_voice_of_brazil
		cost = 10
		ai_will_do = {
			factor = 25
		}
		completion_reward = {
			add_political_power = 120
			country_event = {
				days = 1
				id = bra.2
			}
			custom_effect_tooltip = bra_aviso_tooltip
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
		}
	} {
		id = BRA_R56_restore_the_empire
		icon = GFX_focus_por_reclaim_crown_jewel
		prerequisite = {
			focus = BRA_R56_institute_the_polaca
		}
		mutually_exclusive = {
			focus = BRA_R56_embrace_populism
		} {
			focus = BRA_R56_strengthen_local_governments
		}
		available = {
			has_government = neutrality
		}
		x = 0
		y = 1
		relative_position_id = BRA_R56_institute_the_polaca
		cost = 14.3
		ai_will_do = {
			factor = 50
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				URG = {
		
# ... (truncated)
### Entity: Character
Component: EGY_abdel_hakim_amer
Source: game
File: common/characters/EGY.txt

Code:
EGY_abdel_hakim_amer = {
	name = Abdel Hakim Amer
	portraits = {
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Abdel_Hakim_Amer.dds
			small = GFX_idea_EGY_abdel_hakim_amer
		}
	}
	corps_commander = {
		traits = {
			trait_reckless
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 6987
	}
}
### Entity: Character
Component: SIA_vilas_osathanondh
Source: game
File: common/characters/SIA.txt

Code:
SIA_vilas_osathanondh = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_vilas_osathanondh
		allowed = {
			original_tag = SIA
		}
		traits = {
			popular_figurehead3
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_vilas_osathanondh
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_vilas_osathanondh_small
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_rally_the_arab_world
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_rally_the_arab_world
	icon = GFX_focus_IRQ_rally_the_arab_world
	prerequisite = {
		focus = IRQ_strengthen_the_golden_square
	}
	x = 6
	y = 2
	relative_position_id = IRQ_strengthen_the_golden_square
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_rally_the_arab_world_idea
	}
}
### Entity: Event
Component: ARG_political_events.100
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.100
	title = ARG_political_events.100.t
	desc = ARG_political_events.100.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.100.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = ARG_political_events.101
				days = 2
				random_days = 3
			}
		}
	} {
		name = ARG_political_events.100.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = ARG_political_events.102
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_clear_this_strategy
Constructs: limit, has_country_flag, check_variable, is_in_array, remove_from_array, clear_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_clear_this_strategy = {
	if = {
		limit = {
			check_variable = {
				EAI_MILITARY_strategy_id = _strategy_id
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_military_strategy_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_clear_this_strategy _strategy_id=[?_strategy_id] _strategy_prio=[?EAI_MILITARY_strategy_prio]
		} {
			limit = {
				is_in_array = {
					EAI_MILITARY_cancel_strategies = _strategy_id
				}
			}
			remove_from_array = {
				EAI_MILITARY_cancel_strategies = _strategy_id
			}
		}
		clear_variable = EAI_MILITARY_strategy_id EAI_MILITARY_strategy_prio
	}
}
### Entity: Character
Component: CMR_aa2
Source: game
File: common/characters/CMR.txt

Code:
CMR_aa2 = {
	advisor = {
		slot = high_command
		idea_token = CMR_aa2
		ledger = army
		allowed = {
			original_tag = CMR
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Decision
Component: ETH_anti_colonialism_category
Constructs: every_owned_state, add_equipment_to_stockpile, has_war, limit, has_government, has_country_flag, fire_only_once, industrial_capacity_factory
Source: game
File: common/decisions/ETH.txt

Code:
ETH_anti_colonialism_category = {
	ETH_support_resistance_decision = {
		icon = GFX_decision_generic_nationalism
		target_array = ETH.african_colonial_states_array
		target_root_trigger = {
			original_tag = ETH
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = ETH_resistance_support_progress_flag
			} {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = ETH_state_supporting_resistance_modifier
						scope = THIS.owner
					}
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			} {
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
		days_remove = 30
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = ETH_support_resistance_decision_cost
		modifier = {
			industrial_capacity_factory = -0.15
		}
		complete_effect = {
			set_country_flag = ETH_resistance_support_progress_flag
		}
		remove_effect = {
			clr_country_flag = ETH_resistance_support_progress_flag
			add_command_power = -25
			FROM = {
				add_compliance = -25
				add_resistance = 10
				add_dynamic_modifier = {
					modifier = ETH_state_supporting_resistance_modifier
					scope = THIS.owner
					days = 365
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 175
				AND = {
					has_war = no
					command_power = > 50
				}
			} {
				factor = 2
				has_government = communism
			}
		}
	}
	ETH_arm_resistance_decision = {
		icon = GFX_decision_generic_prepare_civil_war
		target_array = ETH.african_colonial_states_array
		target_root_trigger = {
			original_tag = ETH
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			} {
				has_country_flag = ETH_arm_resistance_flag
			}
		}
		visible = {
			FROM = {
				has_dynamic_modifier = {
					modifier = ETH_state_supporting_resistance_modifier
					scope = THIS.owner
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			}
		}
		days_remove = 7
		custom_cost_trigger = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		custom_cost_text = decision_cost_ie_1000
		modifier = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
			set_country_flag = ETH_ar
# ... (truncated)
### Entity: National Focus
Tree: cyp_focus
Component: CYP_democracy
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_democracy
	icon = GFX_goal_support_democracy
	cost = 1
	x = -3
	y = 1
	relative_position_id = CYP_establish_politics
	prerequisite = {
		focus = CYP_establish_politics
	}
	mutually_exclusive = {
		focus = CYP_communist CYP_neutral CYP_fascist
	}
	completion_reward = {

	}
}
### Entity: Modding Documentation
Construct: avg_offensive_combat_status
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### avg_offensive_combat_status
* description: average progress of offensive combats
### Entity: Decision
Component: POR_the_spanish_civil_war
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_the_spanish_civil_war = {
	icon = spr_civil_war_offensives
	allowed = {
		has_dlc = La Resistance
		tag = POR
	}
	visible = {
		SPR_scw_in_progress = yes
		OR = {
			has_completed_focus = POR_they_need_our_help POR_send_assistance POR_join_the_carlist_fight
		}
	}
}
### Entity: Order of Battle
Component: Övre Norrland Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Övre Norrland Militärområde
	location = 9186
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Modding Documentation
Construct: browser
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## browser
* Arguments: url
* Not available in release build

Show browser window
### Entity: Character
Component: PRC_leadership_comeback
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_leadership_comeback = {
	random = no
	sprite = 13
	army_org_factor = 0.025
}
### Entity: Event
Component: ss_recruitment_event.8
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, is_historical_focus_on, add_command_power, random_owned_controlled_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.8
	title = ss_recruitment_event.8.t
	desc = ss_recruitment_event.8.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		if = {
			limit = {
				NOT = {
					has_country_flag = SS_infantry_division
				}
			}
			SS_infantry_division = yes
		}
		custom_effect_tooltip = GER_division_lithuania_infantry_tt
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					64
				}
				create_unit = {
					division = name = "40. SS-Waffen-Grenadier-Division" division_template = "SS Waffen-Grenadier-Division" start_experience_factor = 0.1 start_equipment_factor = 0.01
					owner = GER
				}
			}
		}
	} {
		name = ss_recruitment_event.1.c
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				check_variable = {
					var = SS_anger
					value = 30
					compare = greater_than_or_equals
				}
			}
		}
		add_manpower = 500
		add_command_power = 10
		army_experience = 10
	}
}
### Entity: Order of Battle
Component: Guam Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Guam Garrison
	location = 12140
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Country History
Country: MLK
Component: MLK_technology
Constructs: set_technology
Source: game
File: history/countries/MLK - Maluku.txt

Code:
# Starting Technologies for MLK
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	basic_destroyer = 1
}
### Entity: Event
Component: wtt_news.1000
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.1000
	title = wtt_germany.1001.t
	desc = wtt_news.1000.desc
	picture = GFX_news_event_japanese_parade
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = wtt_news.1000.a
		trigger = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ASW_destroyer_B
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_ASW_role.txt

Code:
EAI_ASW_destroyer_B = {
	category = naval
	roles = {
		naval_escort
	}
	priority = {
		base = 0
		modifier = {
			add = 8000
			check_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_B_ASW_DD_DESIGN
			}
		}
	}
	BASIC_ASW_DESTROYER_B = {
		role_icon_index = 3
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					module = empty
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_depth_charge ship_sonar
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_torpedo_primacy
Constructs: has_dlc, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_torpedo_primacy = {
	has_dlc = No Compromise, No Surrender
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_rockets
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_electrical.txt

Code:
EAI_PR_STRATEGIES_rockets = {
	if = {
		limit = {
			EAI_SP_rockets_ballistic_missile_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_rockets
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:experimental_rockets
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:sp_rockets_rocket_bomber
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:sp_rockets_improved_rocket_bomber
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Component: GERK_panzer_armies
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_ger_shared.txt

Code:
focus = {
	id = GERK_panzer_armies
	text = GER_build_panzer_army
	icon = GFX_goal_ger_panzers
	relative_position_id = GERK_continue_motorization
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = GERK_continue_motorization
	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = GER_build_panzer_army
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: etax_army_firepower
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_army_defense
	}
	path = {
		leads_to_tech = etax_army_firepower_2
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1938
	category_army = {
		soft_attack = 0.05
	}
	folder = {
		name = etax_folder
		position = {
			x = -2
			y = 4
		}
	}
	categories = {
		r56_special_research_division land_doctrine infantry_tech cat_mobile_warfare cat_mass_assault cat_grand_battle_plan cat_superior_firepower
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			date = > 1938.1.1
		} {
			factor = 6
			date = > 1939.1.1
		} {
			factor = 7
			date = > 1940.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_free_speech
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_free_speech
	icon = GFX_focus_BRA_democratic_socialism
	x = 0
	y = 2
	relative_position_id = BRA_end_military_interference
	prerequisite = {
		focus = BRA_end_military_interference
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 100
		remove_ideas = BRA_separatism_idea
		custom_effect_tooltip = BRA_free_speech_tt
		show_ideas_tooltip = BRA_lindolfo_collor BRA_jose_americo_de_almeida BRA_armando_de_sales_oliveira BRA_anisio_teixeira
	}
}