Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: head_of_the_fbi
Source: game
File: common/country_leader/r56_traits.txt

Code:
head_of_the_fbi = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	party_popularity_stability_factor = 0.1
	political_advisor_cost_factor = 0.1
	drift_defence_factor = 0.25
	foreign_subversive_activites = -0.1
	communism_acceptance = -25
}
### Entity: Idea
Component: DEN_Disarmed_Military_factory
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_Disarmed_Military_factory = {
	name = r56_army_disorginization
	allowed = {
		original_tag = DEN
	}
	removal_cost = -1
	picture = BUL_army_restrictions
	modifier = {
		production_speed_arms_factory_factor = -0.2
		production_speed_industrial_complex_factor = 0.2
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = -0.2
		production_speed_bunker_factor = -0.5
		production_speed_coastal_bunker_factor = -0.5
		mobilization_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
	}
}
### Entity: Technology
Component: main_battle_tank_chassis
Constructs: enable_equipments, enable_subunits, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		modern_tank_chassis_1 modern_tank_destroyer_chassis_1 modern_tank_artillery_chassis_1 modern_tank_aa_chassis_1
	}
	enable_subunits = {
		modern_armor
	}
	research_cost = 2.5
	start_year = 1945
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = @1945
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1946.1.1
		} {
			factor = 2
			date = > 1947.1.1
		} {
			factor = 2
			date = > 1948.1.1
		} {
			factor = 6
			tag = ENG
			date = > 1944.9.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_medium_armor mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_expand_civilian_manufacturers
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_expand_civilian_manufacturers
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = GEN_improve_state_infrastructure
	}
	x = 0
	y = 1
	relative_position_id = GEN_improve_state_infrastructure
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 3
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		has_tech = construction1
		num_of_controlled_states = > 0
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CZE_vitkovice_mining_and_metallurgical_company_2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vitkovice_mining_and_metallurgical_company_2 = {
	picture = generic_exploit_mines
	name = CZE_vitkovice_mining_and_metallurgical_company
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.05
		production_lack_of_resource_penalty_factor = -0.05
		production_speed_fuel_silo_factor = 0.05
	}
	research_bonus = {
		excavation_tech = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: Idea
Component: EAI_DD_1/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Idea
Component: BUL_guardians_of_the_balkans
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_guardians_of_the_balkans = {
	picture = YUG_federal_defense_council
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
		production_speed_bunker_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
		production_speed_radar_station_factor = 0.2
		production_speed_naval_base_factor = 0.2
		production_speed_air_base_factor = 0.2
	}
}
### Entity: Character
Component: USB_jules_iserentant
Source: game
File: common/characters/USB.txt

Code:
USB_jules_iserentant = {
	advisor = {
		slot = air_chief
		idea_token = USB_jules_iserentant
		allowed = {
			original_tag = USB
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Country History
Country: MEN
Component: MEN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MEN - Mengkukuo.txt

Code:
# Politics & Parties for MEN
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 50
	neutrality = 50
}
### Entity: Character
Component: army_chief_defensive_2
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_defensive_2 = {
	sprite = 9
	army_defence_factor = 0.1
	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: National Focus
Tree: man_focus
Component: MAN_tsr_beiyang_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_beiyang_university
	icon = GFX_focus_generic_university_2
	prerequisite = {
		focus = MAN_tsr_the_new_beiyang_government
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_the_new_beiyang_government
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: COG_pot
Source: game
File: common/ideas/congo.txt

Code:
COG_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: mandate_palestine.504
Constructs: is_triggered_only, add_stability, add_manpower, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.504
	title = mandate_palestine.504.t
	desc = mandate_palestine.504.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_haifa_oil
	option = {
		name = mandate_palestine.504.a
		454 = {
			add_manpower = -6
		}
		add_stability = -0.1
		hidden_effect = {
			country_event = {
				id = mandate_palestine.505
				hours = 6
				random_hours = 6
			}
		}
		custom_effect_tooltip = MPL_it_begins
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_march_through_greece
Constructs: prerequisite, has_war_with, completion_reward, has_army_manpower, is_subject, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_march_through_greece
	icon = GFX_goal_generic_attack_greece
	prerequisite = {
		focus = ALB_take_care_of_the_kingdom_of_yugoslavia
	}
	x = -1
	y = 1
	relative_position_id = ALB_take_care_of_the_kingdom_of_yugoslavia
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			has_army_manpower = {
				size = > 199999
			}
			802 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		GRE = {
			country_exists = GRE
			is_subject = no
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = GRE
			}
			has_war_with = GRE
		}
	}
	will_lead_to_war_with = GRE
	completion_reward = {
		add_state_claim = 185
		create_wargoal = {
			type = annex_everything
			target = GRE
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: ITA_mario_castoldi
Source: game
File: common/characters/ITA.txt

Code:
ITA_mario_castoldi = {
	name = ITA_mario_castoldi
	portraits = {
		army = {
			large = GFX_portrait_ITA_mario_castoldi
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_air_force_reform
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_air_force_reform
	icon = GFX_goal_ARG_coa_air_force
	x = 26
	y = 0
	cost = 5
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ARG_air_force_reform
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: QAT_ncs
Source: game
File: common/ideas/qatar.txt

Code:
QAT_ncs = {
	ledger = navy
	picture = generic_navy_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SOV_iron_curtain_idea
Constructs: removal_cost, puppet_cost_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_iron_curtain_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = saf_history_of_segregation_2
	modifier = {
		subjects_autonomy_gain = -0.5
		production_speed_bunker_factor = 0.25
		generate_wargoal_tension = -0.2
		puppet_cost_factor = -0.1
	}
}
### Entity: Character
Component: ELS_benito_ubico
Source: game
File: common/characters/ELS.txt

Code:
ELS_benito_ubico = {
	name = Benito Ubico
	portraits = {
		civilian = {
			large = GFX_portrait_Benito_Ubico
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1954.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_support_southern_heimwehr
Constructs: prerequisite, limit, completion_reward, has_civil_war, add_power_balance_value, check_variable, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_support_southern_heimwehr
	icon = GFX_goal_AUS_heimwehr
	relative_position_id = AUS_appoint_inquart
	x = -3
	y = 1
	prerequisite = {
		focus = AUS_appoint_inquart
	}
	mutually_exclusive = {
		focus = AUS_integrate_heimwehr
	}
	bypass = {
		has_civil_war = yes
	}
	cost = 8
	completion_reward = {
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = 0.2
			tooltip_side = AUS_heimwehr_side
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_heimwehr_after_civilwar_tt
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 2
			}
			custom_effect_tooltip = AUS_state_nazi_up_kaernten
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_steiermark_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_steiermark_frame = 2
			}
			custom_effect_tooltip = AUS_state_nazi_up_steiermark
			r56_bundeslaender_calculate_divisions = yes
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 1
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_up_kaernten
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_up_kaernten
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_steiermark_frame = 1
				}
			}
			set_variable = {
				r56_bundeslaender_steiermark_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_up_steiermark
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_steiermark_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_steiermark_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_up_steiermark
			r56_bundeslaender_calculate_divisions = yes
		}
		else = {
			AUS_bundeslaender_nazis_up_random = yes
		} {
			AUS_bundeslaender_nazis_up_random = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/update_focuses
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/update_focuses = {
	EAI_FOCUS_UPDATE/AIR/fighter = yes
	EAI_FOCUS_UPDATE/AIR/heavy_fighter = yes
	EAI_FOCUS_UPDATE/AIR/ground_bomber = yes
	EAI_FOCUS_UPDATE/AIR/strategic_bomber = yes
	EAI_FOCUS_UPDATE/AIR/naval_bomber = yes
	EAI_FOCUS_UPDATE/AIR/maritime_patrol = yes
	EAI_FOCUS_UPDATE/AIR/air_doctrine = yes
}
### Entity: Event
Component: lithuania.91
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.91
	title = lithuania.91.t
	desc = lithuania.91.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.91.a
		add_stability = 0.1
		add_political_power = 80
		LIT = {
			transfer_state = 784
		}
	}
}
### Entity: Character
Component: PER_reza_shah_cavalry_officer
Source: game
File: common/country_leader/r56_traits.txt

Code:
PER_reza_shah_cavalry_officer = {
	random = no
	cavalry_attack_factor = 0.1
	cavalry_defence_factor = 0.1
	custom_modifier_tooltip = PER_reza_shah_cav_officer_tt
	hidden_modifier = {
		high_command_cost_factor = -0.15
		air_chief_cost_factor = -0.15
		army_chief_cost_factor = -0.15
		navy_chief_cost_factor = -0.15
		theorist_cost_factor = -0.15
	}
}
### Entity: Trigger Reference
Construct: has_war_support
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_war_support
* description: check value of war_support 0-1: Example has_war_support < 0.6
* (Auto generated using the trigger with same name)
### Entity: Event
Component: peru.54
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.54
	title = peru.54.t
	desc = peru.54.d
	picture = GFX_report_event_PRU_quechua_people
	is_triggered_only = yes
	option = {
		name = peru.54.a
		PRU = {
			country_event = {
				days = 35
				id = peru.55
			}
		}
	} {
		name = peru.54.b
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Achievement
Component: the_juannines
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, is_fully_controlled_by, is_core_of
Source: game
File: common/achievements.txt

Code:
the_juannines = {
	id = 260
	possible = {
		tag = PHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = the_juannines_tt
			all_of_scopes = {
				array = global.starting_SPR_european_core_states
				is_fully_controlled_by = PHI
				is_core_of = PHI
			}
		}
	}
}
### Entity: Character
Component: KUR_nccr
Source: game
File: common/characters/KUR.txt

Code:
KUR_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = KUR_nccr
		allowed = {
			original_tag = KUR
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Event
Component: BBA_italy_democratic_events.01
Constructs: is_triggered_only, ai_chance, limit, has_ideology, remove_country_leader_role, set_party_name
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_democratic_events.01
	title = BBA_italy_democratic_events.01.t
	desc = BBA_italy_democratic_events.01.desc
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	option = {
		name = BBA_italy_democratic_events.01.a
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			if = {
				limit = {
					ITA_comitato_di_liberazione_nazionale = {
						has_ideology = marxism
					}
				}
				remove_country_leader_role = {
					character = ITA_comitato_di_liberazione_nazionale
					ideology = marxism
				}
			} {
				limit = {
					ITA_comitato_di_liberazione_nazionale = {
						has_ideology = socialism
					}
				}
				remove_country_leader_role = {
					character = ITA_comitato_di_liberazione_nazionale
					ideology = socialism
				}
			}
		}
		promote_character = ITA_ferruccio_parri
	} {
		name = BBA_italy_democratic_events.01.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = ITA_comitato_di_liberazione_nazionale
				ideology = marxism
			}
		}
		promote_character = ITA_ivanoe_bonomi
		set_party_name = {
			ideology = democratic
			name = ITA_partito_democratico_del_lavoro
			long_name = ITA_partito_democratico_del_lavoro_long
		}
	}
}
### Entity: Character
Component: DEN_knud_bach_3
Constructs: has_completed_focus, has_dlc, is_country_leader, has_country_leader
Source: game
File: common/characters/DEN.txt

Code:
DEN_knud_bach_3 = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_portrait_DEN_knud_bach
				small = GFX_portrait_DEN_knud_bach_small
			}
		}
		country_leader = {
			ideology = oligarchism
			traits = {
				DEN_rightwing_populist
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_knud_bach
			cost = 50
			allowed = {
				original_tag = DEN
			}
			available = {
				is_country_leader = no
			}
			visible = {
				OR = {
					AND = {
						has_country_leader = {
							ruling_only = yes
							character = DEN_frits_clausen
						}
						has_completed_focus = DEN_ask_for_support
					} {
						has_country_leader = {
							ruling_only = yes
							character = DEN_cay_lembcke
						}
						has_completed_focus = DEN_seize_power
					}
				}
			}
			traits = {
				landbrugsminister
			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 0
					DEN_historical_ai = yes
				}
			}
			on_add = {
				owner = {
					DEN_advisor_medium_BOP_increase_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_medium_BOP_decrease_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_portrait_Europe_Generic_1
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_found_the_nation
Constructs: limit, completion_reward, set_technology, add_political_power, has_tech, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_found_the_nation
	icon = GFX_goal_SLO_slovak_freedom
	x = 9
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		if = {
			limit = {
				NOT = {
					has_tech = basic_machine_tools
				}
			}
			set_technology = {
				basic_machine_tools = 1
			} {
				improved_machine_tools = 1
			} {
				dispersed_industry = 1
			} {
				construction1 = 1
			} {
				support_weapons = 1
			} {
				electronic_mechanical_engineering = 1
			}
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: MEL
Component: MEL_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/MEL - Mari El.txt

Code:
# Misc for MEL
capital = 833
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: State History
Component: 956
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/956-Qamishli.txt

Code:
state = {
	id = 956
	name = Al-Hasakah
	resources = {
		oil = 3
	}
	history = {
		owner = OSY
		victory_points = {
			1549 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = KUR OSY SYR
		add_claim_by = SYR OSY
	}
	provinces = {
		1549 1578 10882 901
	}
	manpower = 456000
	buildings_max_level_factor = 1.0
	state_category = town
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_party_involvement
Constructs: prerequisite, has_government, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_party_involvement
	icon = GFX_goal_generic_communist_pride
	prerequisite = {
		focus = ARM_socialist_governmental_autonomy
	}
	relative_position_id = ARM_socialist_governmental_autonomy
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		swap_ideas = {
			add_idea = ARM_fading_national_identity_communist_2
			remove_idea = ARM_fading_national_identity_communist
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: GER_striking_the_sleeping_bear
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_striking_the_sleeping_bear = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MEX_politicised_army_2
	modifier = {
		war_support_factor = 0.05
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}