Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordic_solidarity
Constructs: prerequisite, limit, completion_reward, is_in_faction, is_subject, add_ai_strategy, build_army, set_rule
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_nordic_solidarity
	icon = GFX_goal_northern_lights
	prerequisite = {
		focus = SWE_demand_danish_referendum SWE_march_across_the_belts
	}
	mutually_exclusive = {
		focus = SWE_swedish_french_ties SWE_ally_the_kaiserreich
	}
	relative_position_id = SWE_march_across_the_belts
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	bypass = {
		is_in_faction = yes
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_SWE_stockholm_accord
				name = scandinavian_league
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = scandinavian_league
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: ARG_marcelo_t_de_alvear
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_marcelo_t_de_alvear = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_marcelo_t_de_alvear
			}
			army = {
				small = GFX_portrait_ARG_marcelo_t_de_alvear_small
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_harsh_democrat
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_marcelo_t_de_alvear
			allowed = {
				original_tag = ARG
			}
			traits = {
				democratic_crusader
			}
			visible = {
				has_government = democratic
			}
			available = {
				has_government = democratic
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_marcelo_t_de_alvear
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Marcelo_T_de_Alvear
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_political_commissars
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_political_commissars
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = POL_go_left
	}
	x = 1
	y = 2
	relative_position_id = POL_go_left
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = political_commissars_focus
	}
}
### Entity: Order of Battle
Component: 82 Juntuán
Constructs: division_template
Source: game
File: history/units/XSM_1939.txt

Code:
division = {
	name = 82 Juntuán
	location = 3745
	division_template = Binary Infantry
}
### Entity: Game Rule
Component: allow_lend_lease
Constructs: allow_lend_lease
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_lend_lease = {
	name = RULE_ALLOW_LEND_LEASE
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_lend_lease
	option = {
		name = FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_LEND_LEASE_FREE_DESC
	} {
		name = SAME_IDEOLOGY
		text = RULE_OPTION_SAME_IDEOLOGY
		desc = RULE_ALLOW_LEND_LEASE_SAME_IDEOLOGY_DESC
	} {
		name = SAME_FACTION
		text = RULE_OPTION_SAME_FACTION
		desc = RULE_ALLOW_LEND_LEASE_SAME_FACTION_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_LEND_LEASE_BLOCKED_DESC
	}
	default = {
		name = LIMITED
		text = RULE_OPTION_LIMITED
		desc = RULE_ALLOW_LEND_LEASE_LIMITED_DESC
	}
}
### Entity: Idea
Component: POL_ford_free
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/poland.txt

Code:
POL_ford_free = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	visible = {
		has_country_flag = POL_ford_motors
		has_completed_focus = POL_adaptive_designs
	}
	picture = ford_motor_company
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.15
		}
		mechanized_equipment = {
			build_cost_ic = -0.15
		}
	}
}
### Entity: Modifier Reference
Construct: equipment_production_min_factories_archetype
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `equipment_production_min_factories_archetype`
Forces the AI to allocate this many factories to production of equipment belonging to this specific archetype. This can be used if you want to be more selective than *equipment_production_min_factories*. Use with caution since it doesn't take into account how many factories are actually available.
```
ai_strategy = {
	type = equipment_production_min_factories
	id = motorized_equipment # This will include trucks but not armored cars
	value = 3  # The AI will put at least 3 factories on producing equipment using the 'motorized_equipment' archetype
}
```
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/infantry_width
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/infantry_width = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_infantry_width_20w = yes
							NOT = {
								EAI_infantry_width_20w = yes
								EAI_infantry_width_26w = yes
								EAI_infantry_width_40w = yes
								EAI_infantry_width_10w = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_infantry_width_26w = yes
							NOT = {
								EAI_infantry_width_20w = yes
								EAI_infantry_width_26w = yes
								EAI_infantry_width_40w = yes
								EAI_infantry_width_10w = yes
							}
						}
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_infantry_width_40w = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_infantry_width_10w = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variab
# ... (truncated)
### Entity: Event
Component: nsb_news.304
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.304
	title = nsb_news.304.t
	desc = nsb_news.304.d
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.304.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.304.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: limit, remove_ideas, every_country, has_idea, remove_effect, remove_opinion_modifier, every_other_country, has_non_aggression_pact_with
Source: game
File: common/decisions/r56_generic_decisions.txt

Code:
foreign_politics = {
	r56_abandon_the_balkan_pact = {
		icon = generic_break_treaty
		allowed = {
			OR = {
				original_tag = GRE TUR ROM YUG
			}
		}
		available = {
			has_idea = r56_YUG_balkan_pact
		}
		visible = {
			has_idea = r56_YUG_balkan_pact
		}
		cost = 25
		modifier = {
			political_power_factor = -0.05
		}
		days_remove = 30
		ai_will_do = {
			factor = 0
		}
		remove_effect = {
			every_country = {
				limit = {
					has_idea = r56_YUG_balkan_pact
				}
				remove_opinion_modifier = {
					target = BUL
					modifier = BFTB_balkan_pact_enemy
				}
				every_other_country = {
					limit = {
						has_idea = r56_YUG_balkan_pact
					}
					remove_opinion_modifier = {
						target = PREV
						modifier = BFTB_balkan_pact_ally
					}
					diplomatic_relation = {
						country = PREV
						relation = non_aggression_pact
						active = no
					}
				}
				remove_ideas = r56_YUG_balkan_pact
			}
			hidden_effect = {
				if = {
					limit = {
						ROM = {
							has_idea = r56_YUG_balkan_pact
						}
						YUG = {
							has_idea = r56_YUG_balkan_pact
						}
					}
					YUG = {
						diplomatic_relation = {
							country = ROM
							relation = non_aggression_pact
							active = no
						}
					}
				}
			}
		}
	}
	r56_abandon_the_little_entente = {
		icon = generic_break_treaty
		allowed = {
			OR = {
				original_tag = CZE ROM YUG
			}
		}
		available = {
			has_idea = r56_YUG_little_entente
		}
		visible = {
			has_idea = r56_YUG_little_entente
		}
		cost = 25
		modifier = {
			political_power_factor = -0.05
		}
		days_remove = 30
		ai_will_do = {
			factor = 0
		}
		remove_effect = {
			every_country = {
				limit = {
					has_idea = r56_YUG_little_entente
				}
				remove_opinion_modifier = {
					target = HUN
					modifier = YUG_little_entente_enemy
				}
				every_other_country = {
					limit = {
						has_idea = r56_YUG_little_entente
					}
					remove_opinion_modifier = {
						target = PREV
						modifier = YUG_little_entente_ally
					}
					if = {
						limit = {
							has_non_aggression_pact_with = PREV
						}
						diplomatic_relation = {
							country = PREV
							relation = non_aggression_pact
							active = no
						}
					}
				}
				remove_ideas = r56_YUG_little_entente
			}
			hidden_effect = {
				if = {
					limit = {
						ROM = {
							has_idea = r56_YUG_little_entente
						}
						YUG = {
							has_idea = r56_YUG_
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_balanced_3
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_balanced_3
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = CZE_balanced_2
	}
	x = 0
	y = 2
	relative_position_id = CZE_balanced_1
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 9
		} {
			controls_state = 73
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		9 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		73 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_bolster_domestic_construction
			bonus = 0.25
			uses = 1
			category = construction_tech
		}
	}
}
### Entity: State History
Component: 386
Constructs: add_core_of
Source: game
File: history/states/386-Washington.txt

Code:
state = {
	id = 386
	name = STATE_386
	manpower = 1563395
	state_category = large_town
	history = {
		owner = USA
		add_core_of = USA
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			dockyard = 1
			air_base = 5
			7315 = {
				naval_base = 3
			}
		}
		victory_points = {
			1690 1
		} {
			7315 10
		}
		1939.1.1 = {
			buildings = {
				7315 = {
					air_facility = 1
				}
			}
		}
	}
	provinces = {
		1320 1690 4296 4398 4747 7255 7315 7386 7414 7442 10155 10157 10198 10242 10271 10327 10687 10690 10693 12155 12214 12673
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: mar_focus
Component: MAR_mari_el_unification
Constructs: shared_focus, prerequisite, add_stability, completion_reward, add_political_power, allow_branch, has_dlc, has_idea
Source: game
File: common/national_focus/r56_mari_el_union_shared.txt

Code:
shared_focus = {
	id = MAR_mari_el_unification
	icon = GFX_goal_morale_bonus
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		has_dlc = No Step Back
		OR = {
			original_tag = MEL CHU TAT UDM BSK
		}
	}
	x = 60
	y = 0
	ai_will_do = {
		factor = 50
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_idel_ural_tt
			OR = {
				has_cosmetic_tag = idel_ural IDEL_URAL
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Balance of Power
Component: AFG_power_balance
Constructs: has_completed_focus, stability_factor, has_war, limit, war_support_factor, has_government, has_country_flag, industrial_capacity_factory
Source: game
File: common/bop/AFG.txt

Code:
AFG_power_balance = {
	initial_value = 0.1
	left_side = AFG_government_side
	right_side = AFG_tribal_side
	decision_category = AFG_balance_of_power_category
	range = {
		id = AFG_balance_range
		min = -0.1
		max = 0.1
		modifier = {

		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = AFG_tribal_side
		icon = GFX_bop_r56_AFG_tribal_autonomy
		range = {
			id = AFG_low_tribal_influence
			min = 0.1
			max = 0.3
			modifier = {
				political_power_factor = -0.05
				stability_factor = 0.05
				war_support_factor = -0.05
				conscription_factor = 0.05
				industrial_capacity_factory = -0.03
			}
			on_activate = {
				if = {
					limit = {
						NOT = {
							has_completed_focus = AFG_power_to_the_king AFG_handle_the_king
						}
					}
					effect_tooltip = {
						unlock_national_focus = AFG_power_to_the_king
					}
				} {
					limit = {
						has_country_leader = {
							character = AFG_amanullah_khan
							ruling_only = yes
						}
					}
					effect_tooltip = {
						unlock_decision_tooltip = AFG_approach_haji_mirzali_khan
					}
				}
			}
			on_deactivate = {

			}
		} {
			id = AFG_medium_tribal_influence
			min = 0.3
			max = 0.6
			modifier = {
				political_power_factor = -0.1
				stability_factor = 0.1
				war_support_factor = -0.05
				experience_gain_army_factor = -0.15
				conscription_factor = 0.1
				industrial_capacity_factory = -0.05
				army_core_attack_factor = 0.05
				army_core_defence_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AFG_high_tribal_influence
			min = 0.6
			max = 0.9
			modifier = {
				political_power_factor = -0.15
				stability_factor = 0.15
				war_support_factor = -0.1
				experience_gain_army_factor = -0.25
				conscription_factor = 0.1
				industrial_capacity_factory = -0.05
				army_core_attack_factor = 0.075
				army_core_defence_factor = 0.075
				resistance_growth_on_our_occupied_states = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AFG_total_tribal_influence
			min = 0.9
			max = 1
			modifier = {
				political_power_factor = -0.2
				stability_factor = 0.2
				war_support_factor = -0.1
				experience_gain_army_factor = -0.35
				conscription_factor = 0.15
				industrial_capacity_factory = -0.1
				army_core_attack_factor = 0.1
				army_core_defence_factor = 0.1
				resistance_growth_on_our_occupied_states = 0.2
			}
			
# ... (truncated)
### Entity: Event
Component: news.238
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.238
	title = news.238.t
	desc = news.238.d
	picture = GFX_news_event_ast_troops_landing
	major = yes
	is_triggered_only = yes
	option = {
		name = news.238.a
		trigger = {
			NOT = {
				TAG = ENG AST JAP
			}
		}
	} {
		name = news.238.b
		trigger = {
			TAG = ENG
		}
	} {
		name = news.238.c
		trigger = {
			TAG = AST
		}
	} {
		name = news.238.e
		trigger = {
			TAG = JAP
		}
	}
}
### Entity: Idea
Component: QUE_masters_at_home
Constructs: political_power_gain, fascism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_masters_at_home = {
	allowed_civil_war = {
		always = no
	}
	picture = ast_volunteer_defence_corps
	modifier = {
		political_power_gain = 0.05
		fascism_drift = 0.05
	}
}
### Entity: Order of Battle
Component: 30a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 30a Brigada Legionario
	location = 1090
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_dissolve_the_ODPA
Constructs: prerequisite, limit, remove_ideas, add_opinion_modifier, completion_reward, has_idea, every_country_with_original_tag
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_dissolve_the_ODPA
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = TUR_provide_refuge_to_the_victims_of_fascism
	}
	x = -2
	y = 1
	relative_position_id = TUR_provide_refuge_to_the_victims_of_fascism
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		NOT = {
			has_idea = TUR_debt_council TUR_tpda
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_debt_council
			}
			remove_ideas = TUR_debt_council
		}
		else_if = {
			limit = {
				has_idea = TUR_tpda
			}
			remove_ideas = TUR_tpda
		}
		every_country_with_original_tag = {
			original_tag_to_check = ENG
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_unreliable_debt_ditchers
			}
		} {
			original_tag_to_check = FRA
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_unreliable_debt_ditchers
			}
		} {
			original_tag_to_check = ITA
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_unreliable_debt_ditchers
			}
		} {
			original_tag_to_check = USA
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_unreliable_debt_ditchers
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_add_replacing_advisor_effects
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_replacing_advisor_effects = {
	if = {
		limit = {
			check_variable = {
				GER_ascending_advisor = 1
			}
		}
		GER_add_todt_effects = yes
	}
	else_if = {
		limit = {
			check_variable = {
				GER_ascending_advisor = 2
			}
		}
		GER_add_speer_effects = yes
	} {
		limit = {
			check_variable = {
				GER_ascending_advisor = 3
			}
		}
		GER_add_goring_effects = yes
	} {
		limit = {
			check_variable = {
				GER_ascending_advisor = 4
			}
		}
		GER_add_himmler_effects = yes
	} {
		limit = {
			check_variable = {
				GER_ascending_advisor = 5
			}
		}
		GER_add_goebbels_effects = yes
	} {
		limit = {
			check_variable = {
				GER_ascending_advisor = 6
			}
		}
		GER_add_hess_effects = yes
	} {
		limit = {
			check_variable = {
				GER_ascending_advisor = 7
			}
		}
		GER_add_bormann_effects = yes
	}
	else = {
		log = Something bad happened trying to add advisor [?GER_ascending_advisor] effects.
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_not_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_not_industry
	icon = GFX_focus_generic_low_cost_housing
	available = {
		OR = {
			has_full_control_of_state = 1058 1051 335
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = INS_developing_java
	}
	mutually_exclusive = {
		focus = INS_all_cards_into_industry
	}
	x = -2
	y = 1
	relative_position_id = INS_developing_java
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 1058 1051 335
			}
			1058 = {
				add_extra_state_shared_building_slots = 3
			}
			1051 = {
				add_extra_state_shared_building_slots = 3
			}
			335 = {
				add_extra_state_shared_building_slots = 3
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_full_control_of_state = 1058
				}
				has_full_control_of_state = 1051 335
			}
			1051 = {
				add_extra_state_shared_building_slots = 4
			}
			335 = {
				add_extra_state_shared_building_slots = 4
			}
		} {
			limit = {
				has_full_control_of_state = 1058 335
				NOT = {
					has_full_control_of_state = 1051
				}
			}
			1058 = {
				add_extra_state_shared_building_slots = 4
			}
			335 = {
				add_extra_state_shared_building_slots = 4
			}
		} {
			limit = {
				has_full_control_of_state = 1058 1051
				NOT = {
					has_full_control_of_state = 335
				}
			}
			1058 = {
				add_extra_state_shared_building_slots = 4
			}
			1051 = {
				add_extra_state_shared_building_slots = 4
			}
		} {
			limit = {
				has_full_control_of_state = 1058
				NOT = {
					has_full_control_of_state = 1051
				} {
					has_full_control_of_state = 335
				}
			}
			1058 = {
				add_extra_state_shared_building_slots = 6
			}
		} {
			limit = {
				NOT = {
					has_full_control_of_state = 1058
				} {
					has_full_control_of_state = 335
				}
				has_full_control_of_state = 1051
			}
			1051 = {
				add_extra_state_shared_building_slots = 6
			}
		} {
			limit = {
				NOT = {
					has_full_control_of_state = 1058
				} {
					has_full_control_of_state = 1051
				}
				has_full_control_of_state = 335
			}
			335 = {
				add_extra_state_shared_building_slots = 6
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_join_comintern
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_join_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = AUS_align_with_ussr
	} {
		focus = AUS_a_new_beginning
	}
	mutually_exclusive = {
		focus = AUS_danubian_socialist_communes
	}
	x = -1
	y = 1
	relative_position_id = AUS_a_new_beginning
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction = no
		is_subject = no
		SOU = {
			exists = yes
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
		}
	}
	bypass = {
		is_in_faction_with = SOU
	}
	available_if_capitulated = no
	completion_reward = {
		SOU = {
			country_event = {
				id = AUS_political_events.40
				hours = 24
			}
		}
	}
}