Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: IRQ_MEC_01
Source: game
File: common/units/names_divisions/IRQ_names_divisions.txt

Code:
IRQ_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		IRQ
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		IRQ_INF_01
	}
	fallback_name = Iraqi al-Mushati al-%dr
	ordered = {
		1 = {
			Abu Ubaidah Ibn al-Jarrah
		}
		2 = {
			Iraqi al-Mushati al-%di
		}
		3 = {
			Iraqi al-Mushati al-%di
		}
		4 = {
			Iraqi al-Mushati al-%di
		}
		5 = {
			Muhammad ibn al Qasim
		}
		6 = {
			Iraqi al-Mushati al-%di
		}
		7 = {
			Iraqi al-Mushati al-%di
		}
		8 = {
			Iraqi al-Mushati al-%di
		}
		9 = {
			Iraqi al-Mushati al-%di
		}
		10 = {
			Iraqi al-Mushati al-%di
		}
		12 = {
			Iraqi al-Mushati al-%dr
		}
		13 = {
			Iraqi al-Mushati al-%dr
		}
		14 = {
			Iraqi al-Mushati al-%dr
		}
		15 = {
			Iraqi al-Mushati al-%dr
		}
		16 = {
			Iraqi al-Mushati al-%dr
		}
		17 = {
			Iraqi al-Mushati al-%dr
		}
		18 = {
			Iraqi al-Mushati al-%dr
		}
		19 = {
			Iraqi al-Mushati al-%dr
		}
		20 = {
			Iraqi al-Mushati al-%dr
		}
		51 = {
			Sariya al-Jabal
		}
	}
}
### Entity: Character
Component: JAP_shigeyoshi_inoue
Source: game
File: common/characters/JAP.txt

Code:
JAP_shigeyoshi_inoue = {
	name = JAP_shigeyoshi_inoue
	portraits = {
		army = {
			large = GFX_portrait_JAP_shigeyoshi_inoue
			small = GFX_portrait_JAP_shigeyoshi_inoue_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer aviation_enthusiast
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 3
		legacy_id = 0
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_MAR_aircraft_production_strategies
Constructs: limit, has_country_flag, has_deployed_air_force_size, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_MAR_aircraft_production_strategies = {
	if = {
		limit = {
			EAI_MAR_aircraft_production = yes
		}
		if = {
			limit = {
				has_deployed_air_force_size = {
					size = < 500
					type = maritime_patrol_plane
				}
			}
			if = {
				limit = {
					num_of_military_factories = > 300
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = {
								flag = EAI_MAR_aircraft_production_strategy
								value = > 5
							}
						}
					}
					set_country_flag = {
						flag = EAI_MAR_aircraft_production_strategy
						value = 6
					}
				}
			}
			else_if = {
				limit = {
					num_of_military_factories = > 250
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = {
								flag = EAI_MAR_aircraft_production_strategy
								value = > 4
							}
						}
					}
					set_country_flag = {
						flag = EAI_MAR_aircraft_production_strategy
						value = 5
					}
				}
			} {
				limit = {
					num_of_military_factories = > 200
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = {
								flag = EAI_MAR_aircraft_production_strategy
								value = > 3
							}
						}
					}
					set_country_flag = {
						flag = EAI_MAR_aircraft_production_strategy
						value = 4
					}
				}
			} {
				limit = {
					num_of_military_factories = > 150
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = {
								flag = EAI_MAR_aircraft_production_strategy
								value = > 2
							}
						}
					}
					set_country_flag = {
						flag = EAI_MAR_aircraft_production_strategy
						value = 3
					}
				}
			} {
				limit = {
					num_of_military_factories = > 50
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = {
								flag = EAI_MAR_aircraft_production_strategy
								value = > 1
							}
						}
					}
					set_country_flag = {
						flag = EAI_MAR_aircraft_production_strategy
						value = 2
					}
				}
			} {
				limit = {
					num_of_military_factories = > 25
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = EAI_MAR_aircraft_production_strategy
						}
					}
					set_country_flag = EAI_MAR_aircraft_production_strategy
				}
			} {
				limit = {
					has_country_flag = EAI_MAR_aircraft_production_strategy
				}
				clr_country_flag = EAI_MAR_aircraft_production_strategy
			}
		}
		else_if = {
			limit = {
				has_deployed_air_force_size = {
				
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_RESEARCH_check_for_empty_research_slots
Constructs: limit, has_country_flag, check_variable, is_researching_technology, add_to_temp_variable, set_country_flag, add_to_variable, clr_country_flag
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_check_for_empty_research_slots = {
	for_each_loop = {
		array = global.technology
		if = {
			limit = {
				check_variable = {
					i = > 0
				}
				is_researching_technology = var:v
			}
			add_to_temp_variable = {
				techs_being_researched = 1
			}
		}
	}
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PR_block_research
			}
			check_variable = {
				techs_being_researched = < amount_research_slots
			}
		}
		set_country_flag = EAI_unused_research_slots
		add_to_variable = {
			EAI_unused_research_slots_count = 1
		}
		if = {
			limit = {
				has_country_flag = EAI_research_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_unused_research_slots
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PR_block_research
			}
			check_variable = {
				EAI_unused_research_slots_count = > 3
			}
		}
		set_country_flag = EAI_unused_research_slots_extended
		if = {
			limit = {
				has_country_flag = EAI_research_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_unused_research_slots_extended
		}
	}
	else = {
		clr_country_flag = EAI_unused_research_slots
		clear_variable = EAI_unused_research_slots_count
	} {
		clr_country_flag = EAI_unused_research_slots_extended
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_north_africa_LIMITER
Constructs: limit, has_war_with, has_country_flag, is_historical_focus_on, is_ai, set_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_north_africa_LIMITER = {
	if = {
		limit = {
			OR = {
				tag = ITA ENG
			}
		}
		if = {
			limit = {
				is_historical_focus_on = yes
				OR = {
					AND = {
						has_war_with = ITA
						ITA = {
							is_ai = yes
						}
					} {
						has_war_with = ENG
						ENG = {
							is_ai = yes
						}
					}
				}
			}
			set_country_flag = EAI_MILITARY_north_africa_LIMITER_active
			set_temp_variable = {
				base_control_pct_allowed_ITA = 0.72
			} {
				target_start_year = 4
			} {
				target_end_year = 8
			} {
				_val_ = base_control_pct_allowed
			} {
				max_added_control_pct_allowed = _val_
			} {
				target_start_day = target_start_year
			} {
				target_end_day = target_end_year
			} {
				expected_length = target_end_day
			} {
				current_day = global.EAI_days_elapsed
			} {
				_val_ = current_day
			} {
				_min = 0
			} {
				_max = expected_length
			} {
				_scale = max_added_control_pct_allowed
			} {
				added_control_pct_allowed = _val_
			} {
				max_control_pct = base_control_pct_allowed
			} {
				_id = THIS.id
			}
			if = {
				limit = {
					tag = ITA
				}
				set_temp_variable = {
					base_control_pct_allowed = base_control_pct_allowed_ITA
				}
			} {
				limit = {
					tag = ENG
				}
				set_temp_variable = {
					_val_ = base_control_pct_allowed_ITA
				} {
					base_control_pct_allowed = _val_
				}
				EAI_MATH_complement = yes
			} {
				limit = {
					NOT = {
						check_variable = {
							our_control_pct_ = < max_control_pct
						}
					}
				}
				set_country_flag = EAI_MILITARY_north_africa_LIMITER
			}
			EAI_MATH_complement = yes
			multiply_temp_variable = {
				target_start_day = 365
			} {
				target_end_day = 365
			}
			subtract_from_temp_variable = {
				expected_length = target_start_day
			} {
				current_day = target_start_day
			}
			EAI_MATH_normalize = yes
			EAI_MATH_scale = yes
			add_to_temp_variable = {
				max_control_pct = added_control_pct_allowed
			}
			clear_temp_array = _our_side_ _their_side_ _states_
			for_each_loop = {
				array = enemies
				add_to_temp_array = {
					_targets = v
				}
			} {
				array = our_side_
				add_to_temp_array = {
					_our_side_ = v
				}
			} {
				array = their_side_
				add_to_temp_array = {
					_their_side_ = v
				}
			} {
				array = global.EAI_MAP_north_africa_theatre
				add_to_temp_array = {
					_states_ = v
				}
			}
			EAI_get_sides =
# ... (truncated)
### Entity: National Focus
Tree: ice_focus
Component: ICE_infrastructure_development
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, random_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_infrastructure_development
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ICE_heavy_industry ICE_advanced_technology
	}
	x = 2
	y = 1
	relative_position_id = ICE_heavy_industry
	cost = 10
	available = {
		100 = {
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
		}
		build_railway = {
			path = {
				12674 13268 13266 13267
			}
		}
	}
}
### Entity: Country History
Country: FLA
Component: FLA_technology
Constructs: set_technology
Source: game
File: history/countries/FLA - Flanders.txt

Code:
# Starting Technologies for FLA
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	gw_artillery = 1
	interwar_antitank = 1 1
	tech_trucks = 1
	motorised_infantry = 1
	basic_train = 1
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_support_the_free_market
Constructs: shared_focus, prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_support_the_free_market
	icon = GFX_goal_generic_positive_trade_relations
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_ideas = SPR_support_the_free_market free_trade
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = SPR_issue_political_amnesties
	}
	relative_position_id = SPR_issue_political_amnesties
	x = 0
	y = 1
	offset = {
		trigger = {
			has_country_flag = sided_with_the_republicans_spanish_civil_war_flag
		}
		x = -17
		y = 0
	}
}
### Entity: Order of Battle
Component: 1. Groupes de Force Publique
Constructs: division_template
Source: game
File: history/units/COG_1936.txt

Code:
division = {
	name = 1. Groupes de Force Publique
	location = 1950
	division_template = Force Publique
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Event
Component: ss_recruitment_event.4
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.4
	title = ss_recruitment_event.4.t
	desc = ss_recruitment_event.4.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_belgium_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "27. SS-Division Langemark" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					} {
						division = name = "28. SS-Division Wallonien" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_division_early
			}
			custom_effect_tooltip = GER_division_belgium_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "27. SS-Division Langemark" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					} {
						division = name = "28. SS-Division Wallonien" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GER_division_belgium_mot_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "27. SS-Division Langemark" division_template = "SS Motorisierte Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
						owner = GER
					} {
						division = name = "28. SS-Division Wallonien" division_template = "SS Motorisierte Division" start_experience_factor = 0.7 start_equipment_factor = 0.0
# ... (truncated)
### Entity: Modifier Reference
Construct: cic_construction_boost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cic_construction_boost

* Number with 1 decimal places
* **Categories**: country, war_production
### Entity: Character
Component: POR_domingos_oliveira
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_domingos_oliveira = {
	advisor = {
		slot = army_chief
		idea_token = POR_domingos_oliveira
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		traits = {
			army_chief_old_guard
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_domingos_oliveira
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: bba_news.0
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.0
	title = bba_news.0.t
	desc = bba_news.0.desc
	picture = GFX_news_event_generic_panzer_attack
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.0.a
	}
}
### Entity: Character
Component: POR_jose_filipe_de_barros_rodrigues
Source: game
File: common/characters/POR.txt

Code:
POR_jose_filipe_de_barros_rodrigues = {
	advisor = {
		slot = high_command
		idea_token = POR_jose_filipe_de_barros_rodrigues
		ledger = army army
		allowed = {
			original_tag = POR
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_jose_filipe_de_barros_rodrigues
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Scripted Trigger
Component: r56_AFG_purchase_french_mot_subisdy
Constructs: has_war_with
Source: game
File: common/scripted_triggers/r56_AFG_scripted_triggers.txt

Code:
r56_AFG_purchase_french_mot_subisdy = {
	NOT = {
		has_war_with = ROOT
	}
	original_tag = FRA
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_sup_dem
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_sup_dem
	icon = GFX_focus_ICE_republicanism
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_government = communism fascism
				DEN = {
					has_completed_focus = DEN_Icelandic_path_to_Socialism
				}
			}
		} {
			factor = 0.1
			DEN = {
				OR = {
					has_government = communism fascism
				}
			}
		}
	}
	prerequisite = {
		focus = ICE_look_away
	} {
		focus = ICE_look_out
	}
	mutually_exclusive = {
		focus = ICE_sup_com ICE_fas_rallies
	}
	bypass = {
		is_subject = no
	}
	x = 15
	y = 2
	completion_reward = {
		swap_ideas = {
			remove_idea = ICE_disloyal
			add_idea = ICE_disloyal_democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_cast_the_die
Constructs: division_template, prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_cast_the_die
	icon = GFX_focus_jap_cast_the_die
	prerequisite = {
		focus = JAP_approach_the_young_officers
	} {
		focus = JAP_exchange_the_exiles
	}
	x = 1
	y = 1
	relative_position_id = JAP_approach_the_young_officers
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP_small_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt cast_the_die_TT
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						id = 700
						ruling_only = yes
					}
				}
				remove_country_leader_trait = imperial_sanction
			}
		} {
			division_template = {
				name = Japanese People's Regiment
				division_names_group = JAP_INF_01
				is_locked = yes
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 1
						y = 0
					} {
						x = 2
						y = 0
					}
				}
			}
			532 = {
				create_unit = {
					division = name = "1. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "2. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "3. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "4. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "5. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				}
			}
			531 = {
				create_unit = {
					division = name = "6. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "7. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner = ROOT
				} {
					division = name = "8. Japanese People's Regiment" division_template = "Japanese People's Regiment" start_experience_factor = 0
					owner =
# ... (truncated)
### Entity: Character
Component: army_chief_morale_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_morale_2 = {
	sprite = 5
	out_of_supply_factor = -0.06
	experience_gain_army = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.39
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.39
	title = AAT_Sweden_flashpoints.39.t
	desc = AAT_Sweden_flashpoints.39.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.39.a
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_war_with = FROM
			} {
				factor = 0.25
				FROM = {
					is_in_faction = yes
				}
			}
		}
	} {
		name = AAT_Sweden_flashpoints.39.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 2
				FROM = {
					is_in_faction = yes
				}
			}
		}
		FROM = {
			set_country_flag = GER_want_communications SWE_gave_germany_humanitarian_access_flag
			country_event = {
				id = AAT_Sweden_flashpoints.40
				days = 30
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_partition_india_united
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_partition_india_united = {
	picture = RAJ_partition_india_united
	modifier = {
		compliance_growth = -0.015
		stability_weekly = -0.0025
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_get_rid_of_quisling
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, add_stability, completion_reward, has_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_get_rid_of_quisling
	icon = GFX_focus_NOR_get_rid_of_quisling
	prerequisite = {
		focus = NOR_quislings_coup
	}
	mutually_exclusive = {
		focus = NOR_quislings_regime
	}
	x = -1
	y = 1
	relative_position_id = NOR_quislings_coup
	cost = 5
	available = {
		if = {
			limit = {
				has_variable = NOR_cw_democratic_norway
			}
			var:NOR_cw_democratic_norway = {
				OR = {
					has_capitulated = yes
					exists = no
				}
			}
		}
		has_government = fascism
		fascism = > 0.5
		IF = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			is_in_faction_with = GER
		}
		ELSE = {
			any_country = {
				is_faction_leader = yes
				has_government = fascism
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_stability = -0.2
		add_war_support = -0.1
		remove_ideas = {
			NOR_contested_leadership_ns
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		promote_character = {
			character = NOR_josef_terboven
			ideology = nazism
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_protectionism
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_protectionism
	icon = GFX_goal_generic_business_bills
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_agricultural_pasturing IRE_establish_the_coorperate_state
	}
	relative_position_id = IRE_establish_the_coorperate_state
	mutually_exclusive = {
		focus = IRE_free_trade
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = IRE_protectionism
			category = industry
			uses = 2
			bonus = 1.5
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CHA
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}