Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHL_news_events.4
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.4
	title = CHL_news_events.4.t
	desc = CHL_news_events.4.d
	picture = GFX_news_event_eng_decolonization
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.4.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.4.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: Character
Component: TAN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/TAN.txt

Code:
TAN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TAN_fascist_guy
		allowed = {
			original_tag = TAN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Unit Template
Component: SAX_INF_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		37 = {
			%d. Infanterie-Division
		}
		38 = {
			%d. Infanterie-Division
		}
		39 = {
			%d. Infanterie-Division
		}
		40 = {
			%d. Infanterie-Division
		}
		41 = {
			%d. Infanterie-Division
		}
		42 = {
			%d. Infanterie-Division
		}
		43 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		47 = {
			%d. Infanterie-Division
		}
		48 = {
			%d. Infanterie-Division
		}
		49 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ARewrite.html

Doc:
Example

```
{{Rewrite}}
```

Will display this:

|
This article or section does not follow the wiki's style guidelines and may need to be rewritten in part or entirely.
Please help us improve this article. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Rewrite&oldid=1449"
### Entity: Country History
Country: VNZ
Component: VNZ_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, is_ai
Source: game
File: history/countries/VNZ - Venice.txt

Code:
# Misc for VNZ
capital = 160
set_research_slots = 4
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		early_bombs = 1
		aircraft_construction = 1
		engines_1 = 1
		engines_2 = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		basic_small_airframe = 1
		basic_medium_airframe = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
			CAS1 = 1
			flying_boat = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
		VNZ = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
	else = {
		set_technology = {
			gwtank = 1
			basic_light_tank = 1
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_subsidize_bauxite
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_cosmetic_tag, has_subject, has_dynamic_modifier, is_ai
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_subsidize_bauxite
	icon = GFX_focus_generic_aluminum
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
		INS = {
			has_completed_focus = INS_the_bangka_project
		}
	}
	bypass = {
		INS = {
			has_completed_focus = INS_the_bangka_project
			NOT = {
				has_dynamic_modifier = {
					modifier = INS_bangka_bauxite_export
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_reduce_land_ownership_taxes
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_reduce_land_ownership_taxes
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 3
			INS = {
				is_ai = no
			}
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = INS_bangka_bauxite_export_tt
			add_to_variable = {
				var = INS_bangka_bauxite_export_consumer_goods_factor
				value = -0.05
				tooltip = consumer_goods_factor_tt
			}
			1047 = {
				add_resource = {
					type = aluminium
					amount = 20
				} {
					type = tungsten
					amount = 6
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				if = {
					limit = {
						is_subject_of = HOL
					}
					add_autonomy_score = {
						value = -50
						localization = INSHOL_subsidize_bauxite
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			custom_effect_tooltip = 
# ... (truncated)
### Entity: Modifier Reference
Construct: mountaineers_special_forces_contribution_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## mountaineers_special_forces_contribution_factor

* Number with 0 decimal places
* **Categories**: army
### Entity: National Focus
Tree: egy_focus
Component: EGY_stretch_out_the_hand
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, random_hours
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_stretch_out_the_hand
	icon = GFX_goal_ISR_stretch_hand
	relative_position_id = EGY_a_humiliation
	text = ISR_stretch_out_the_hand
	x = -1
	y = 1
	cost = 5
	mutually_exclusive = {
		focus = EGY_three_nos
	}
	available = {
		NOT = {
			ISR = {
				has_completed_focus = ISR_stretch_out_the_hand
			}
			has_country_flag = ISR_negotiations_collapsed
		}
	}
	prerequisite = {
		focus = EGY_a_humiliation
	}
	completion_reward = {
		ISR = {
			country_event = {
				id = israel.84
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: GRE_small_investment
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_small_investment = {
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = GRE
		}
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Idea
Component: LIT_presidential_powers_1
Constructs: political_power_gain, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_presidential_powers_1 = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		political_power_gain = 0.05
		war_support_factor = 0.15
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_assemble_a_regency_council
Constructs: prerequisite, has_country_flag, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_assemble_a_regency_council
	icon = GFX_focus_usa_voter_registration_act
	x = 8
	y = 0
	prerequisite = {

	}
	mutually_exclusive = {
		focus = COG_kasa_vubus_first_cabinet COG_the_lion_roars
	}
	relative_position_id = COG_the_lion_roars
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 5
	ai_will_do = {
		base = 2
	}
	bypass = {

	}
	available = {
		is_subject = no
		communism = < 0.4
		democratic = < 0.4
		NOT = {
			has_country_flag = COG_monarchism_didnt_work_out_flag
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt COG_assemble_a_regency_council_2_tt generic_skip_one_line_tt COG_assemble_a_regency_council_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.44
				days = 35
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Character
Component: GRN_aksel_svane
Source: game
File: common/characters/GRN.txt

Code:
GRN_aksel_svane = {
	name = GRN_aksel_svane
	portraits = {
		civilian = {
			large = gfx/leaders/GRN/r56_portrait_GRN_Aksel_Svane.dds
		}
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1
		traits = {
			likes_usa lawyer
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = GRN_aksel_svane
		allowed = {
			original_tag = GRN
		}
		traits = {
			lawyer
		}
		ai_will_do = {
			factor = 4
		}
	}
}
### Entity: Trigger Reference
Construct: has_enemy_naval_control
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_enemy_naval_control

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

Checks if any enemy has enough naval dominance to assert control in certain strategic region.
### Entity: Event
Component: baltic.7
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Baltic.txt

Code:
country_event = {
	id = baltic.7
	title = baltic.7.t
	desc = baltic.7.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = baltic.7.a
		ai_chance = {
			factor = 90
		}
		POL = {
			add_to_faction = ROOT
			ROOT = {
				add_ai_strategy = {
					type = alliance
					id = POL
					value = 200
				}
			}
			country_event = {
				id = poland.10
				days = 1
			}
		}
	} {
		name = baltic.7.b
		ai_chance = {
			factor = 10
		}
		effect_tooltip = {
			POL = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
		POL = {
			country_event = {
				id = poland.11
				days = 1
			}
		}
	}
}
### Entity: Technology
Component: molotov_cocktails_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_all_infantry = {
		hard_attack = 0.25
		ap_attack = 1
	}
}
### Entity: National Focus
Component: wuw_HUN_undermine_the_admiral
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_undermine_the_admiral
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = wuw_HUN_continue_the_regency
	}
	mutually_exclusive = {
		focus = wuw_HUN_strengthen_horthys_reign
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_continue_the_regency
	cost = 5
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_end_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_strengthen_horthys_reign
			}
		}
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_undermine_the_admiral
		}
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = HUN_miklos_horthy
		}
	}
	bypass = {
		has_government = fascism
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_stability = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		HUN_miklos_horthy = {
			swap_country_leader_traits = {
				remove = HUN_the_regent
				add = HUN_the_regent_undermined
				ideology = oligarchism
			}
		}
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Technology
Component: concentrated_industry3
Constructs: industrial_capacity_factory, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.15
	industrial_capacity_dockyard = 0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = concentrated_industry4
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = 4
			y = 6
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1939.1.1
		}
	}
	categories = {
		industry concentrated_industry_category
	}
	ai_research_weights = {
		offensive = -1.0
	}
}
### Entity: Modding Documentation
Construct: total_constructed_naval_headquarter
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_naval_headquarter
* description: Total constructions of naval_headquarter
### Entity: National Focus
Tree: arg_focus
Component: ARG_rallying_the_workers
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_rallying_the_workers
	text = SWE_rallying_the_workers
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = ARG_political_commissars ARG_ussr_four_year_plan
	}
	relative_position_id = ARG_political_commissars
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_workers_rallying
			days = 98
		}
	}
}
### Entity: Idea
Component: AST_R56_civil_constructional_corps_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_civil_constructional_corps_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		production_speed_buildings_factor = 0.15
		stability_factor = -0.05
	}
}
### Entity: Idea
Component: KMT_communism_banned
Constructs: has_government, removal_cost, encryption_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_communism_banned = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	modifier = {
		encryption_factor = 0.3
		attrition = -0.1
	}
}
### Entity: Event
Component: germany.20
Constructs: ai_chance, has_government, has_war_with, add_opinion_modifier, fire_only_once, set_country_flag, has_war_with_major, is_subject
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.20
	title = germany.20.t
	desc = germany.20.d
	picture = GFX_report_event_vienna_award_hungary
	fire_only_once = yes
	immediate = {
		set_country_flag = GER_second_vienna_award_flag
	}
	trigger = {
		date = > 1940.7.15
		original_tag = GER
		GER = {
			has_government = fascism
			has_war_with_major = yes
			is_subject = no
			has_capitulated = no
		}
		HUN = {
			exists = yes
			is_subject = no
			has_capitulated = no
			is_friend_or_potential_friend_of_GER = yes
			OR = {
				has_government = neutrality fascism
			}
		}
		ROM = {
			exists = yes
			is_subject = no
			has_capitulated = no
			NOT = {
				has_war_with = GER HUN
			}
			controls_state = 76 77 83 84
		}
	}
	mean_time_to_happen = {
		days = 30
		modifier = {
			factor = 0.1
			GER = {
				is_in_faction_with = ROM HUN
			}
		}
	}
	option = {
		name = germany.20.a
		ai_chance = {
			base = 80
		}
		add_named_threat = {
			threat = 2
			name = GER_second_vienna_award_HUN_north
		}
		HUN = {
			set_country_flag = GER_second_vienna_award_HUN_north
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_vienna_award_HUN_north
			}
		}
		ROM = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_vienna_award_ROM_north
			}
			country_event = {
				id = romania.2
				hours = 6
			}
		}
	} {
		trigger = {
			ROM = {
				controls_state = 77 83 84 82
			}
		}
		name = germany.20.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_named_threat = {
			threat = 3
			name = GER_second_vienna_award_HUN_all
		}
		HUN = {
			set_country_flag = GER_second_vienna_award_HUN_all
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_vienna_award_HUN_all
			}
		}
		ROM = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_vienna_award_ROM_all
			}
			country_event = {
				id = romania.3
				hours = 6
			}
		}
	} {
		name = germany.20.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		ROM = {
			country_event = {
				id = romania.4
				hours = 6
			}
		}
		HUN = {
			set_country_flag = GER_second_vienna_award_noland
			add_opinion_modifier = {
				target = GER
				modifier = GER_second_vienna_award_noland
			}
			country_event = {
				id = hungary.1
				hours = 6
			}
		}
	}
}
### Entity: Country Definition
Component: TBE_third_bulgarian_empire_neutrality
Source: game
File: common/countries/cosmetic.txt

Code:
TBE_third_bulgarian_empire_neutrality = {
	color = {
		rgb = {
			138 249 195
		}
	}
	color_ui = {
		rgb = {
			138 249 195
		}
	}
}
### Entity: Character
Component: royal_airforce
Source: game
File: common/country_leader/r56_traits.txt

Code:
royal_airforce = {
	random = no
	sprite = 9
	enemy_army_bonus_air_superiority_factor = -0.1
	naval_strike_attack_factor = 0.1
	air_night_penalty = -0.05
	experience_gain_air = 0.09
	political_power_factor = -0.05
	command_cap_increase = 20
}
### Entity: National Focus
Tree: cog_focus
Component: COG_fortify_cities
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_fortify_cities
	icon = GFX_goal_generic_fortify_city
	x = 39
	y = 4
	prerequisite = {
		focus = COG_fortify_congo_mouth
	}
	available = {
		controls_state = 718 295
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		718 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = 1950
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		295 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = 191
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: NWF
Component: NWF_technology
Constructs: set_technology
Source: game
File: history/countries/NWF - North Western Frontier States.txt

Code:
# Starting Technologies for NWF
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: ast_focus
Component: AST_protect_overseas_commerce
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_protect_overseas_commerce
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = AST_cockatoo_island_shipyards AST_kangaroo_point_shipyards
	}
	mutually_exclusive = {
		focus = AST_fly_the_jolly_roger
	}
	x = 0
	y = 1
	relative_position_id = AST_cockatoo_island_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_mastery_bonus = {
			name = AST_protect_overseas_commerce
			bonus = 0.1
			days = 120
			track = screens
		}
		add_doctrine_cost_reduction = {
			name = AST_protect_overseas_commerce
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_restrained_paramilitary_organizations
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_restrained_paramilitary_organizations
	prerequisite = {
		focus = BUL_the_tsars_regime BUL_democratic_principles
	}
	icon = GFX_goal_demand_sudetenland
	relative_position_id = BUL_the_tsars_regime
	x = -4
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_ban_far_right_organizations
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.1
		add_ideas = BUL_paramilitary_organizations
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
		BUL_nsm_low_popularity_increase_effect = yes
		custom_effect_tooltip = BUL_restrained_paramilitary_organizations_tt
	}
}