Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: SWE_neither_death_nor_dishonor
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_neither_death_nor_dishonor = {
	icon = GFX_idea_SWE_neither_death_nor_dishonor
	army_core_defence_factor = SWE_nordic_defense_council_military_core_defense_factor
	army_core_attack_factor = SWE_nordic_defense_council_military_core_attack_factor
	industrial_capacity_factory = SWE_nordic_defense_council_factory_capacity_factor
	industrial_capacity_dockyard = SWE_nordic_defense_council_dockyard_capacity_factor
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_experimental_paradoppings
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_experimental_paradoppings
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = BUL_CAS_effort BUL_bomber_focus
	}
	relative_position_id = BUL_CAS_effort
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 5
		army_experience = 5
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_paratroops_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: CHU
Component: CHU_technology
Constructs: set_technology
Source: game
File: history/countries/CHU - Chuvashia.txt

Code:
# Starting Technologies for CHU
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Modifier Reference
Component: PHI_declare_military_emergency
Constructs: send_volunteers_tension
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_declare_military_emergency = {
	enable = {
		always = yes
	}
	icon = GFX_idea_bul_zveno
	join_faction_tension = PHI_declare_military_emergency_join_faction_tension
	justify_war_goal_time = PHI_declare_military_emergency_justify_war_goal_time
	guarantee_tension = PHI_declare_military_emergency_guarantee_tension
	send_volunteers_tension = PHI_declare_military_emergency_send_volunteers_tension
	lend_lease_tension = PHI_declare_military_emergency_lend_lease_tension
}
### Entity: Idea
Component: idea_SIA_civilian_wing_unrest
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_wing_unrest = {
	picture = SIA_civillian_rebellious
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		war_support_factor = -0.1
		production_speed_industrial_complex_factor = -0.2
		industrial_capacity_factory = -0.15
		consumer_goods_factor = 0.1
	}
}
### Entity: Idea
Component: mobile_warfare_academy_spirit
Constructs: has_military_academy, has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
mobile_warfare_academy_spirit = {
	ledger = army
	available = {
		AND = {
			has_military_academy = yes
			has_doctrine = new_mobile_warfare
		}
	}
	modifier = {
		custom_modifier_tooltip = mobile_warfare_academy_spirit_tt
		trait_panzer_leader_xp_gain_factor = 0.2
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = new_mobile_warfare
		}
	}
}
### Entity: Unit Template
Component: CAN_TRIBES
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_TRIBES = {
	name = NAME_THEME_TRIBES
	for_countries = {
		CAN
	}
	type = ship
	prefix = HMCS 
	unique = {
		Algonquin Anishinaabe Athabaskan Assiniboine Burrard Cayuga Chipewyan Chehalis Comox Cowichan Cree Haida Huron Innu Iroquois Kootenay Kwakiutl Lekwungen Lillooet Micmac Mohawk Nipissing Nlakapamuk Nootka Nuxálk Ojibwa Okanagan Oneida Onondaga Ottawa Penelakut Potawatomi Sechelt Seneca Shuswap Sinixt Sioux Snuneymuxw Stahlo Tlingit Tuscarora Wakashan Wyandot
	}
}
### Entity: Idea
Component: NRU_commander_ridge_phosphate_2
Constructs: stability_factor
Source: game
File: common/ideas/nauru.txt

Code:
NRU_commander_ridge_phosphate_2 = {
	name = NRU_commander_ridge_phosphate_2
	picture = hol_reliance_on_the_gold_standard
	allowed = {
		original_tag = NRU
		controls_state = 725
	}
	modifier = {
		embargo_threshold_factor = 0.5
		consumer_goods_factor = -0.2
		stability_factor = -0.1
	}
}
### Entity: Character
Component: GER_alfred_rosenberg
Source: game
File: common/characters/GER.txt

Code:
GER_alfred_rosenberg = {
	name = GER_alfred_rosenberg
	portraits = {
		civilian = {
			large = GFX_portrait_GER_alfred_rosenberg
			small = GFX_portrait_GER_alfred_rosenberg_small
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_garrison
Constructs: has_war_with, is_in_faction_with, has_capitulated
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_garrison = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_in_faction_with = FRA
		FRA = {
			has_capitulated = yes
		}
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = 50
	}
}
### Entity: Country History
Country: FRA
Component: FRA_technology
Constructs: set_technology
Source: game
File: history/countries/FRA - France.txt

Code:
# Starting Technologies for FRA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	basic_fortification_tech = 1
}
### Entity: Decision
Component: GER_abwehr_cat
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, limit, remove_ideas, add_stability, fire_only_once, is_hired_as_advisor
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_abwehr_cat = {
	GER_assassinate_lutze = {
		icon = GFX_decision_generic_arrest
		cost = 15
		days_remove = 50
		visible = {
			GER_viktor_lutze = {
				is_hired_as_advisor = yes
			}
		}
		remove_effect = {
			add_stability = -0.075
			add_popularity = {
				ideology = fascism
				popularity = -0.01
			}
			deactivate_advisor = GER_viktor_lutze
			remove_advisor_role = {
				character = GER_viktor_lutze
				slot = high_command
			}
			add_manpower = -1
			delete_unit_template_and_units = {
				division_template = SA
				disband = no
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	GER_destroy_sa = {
		state_target = yes
		target_array = GER.core_states
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = GER_sa_state_modifier
					scope = FROM
				}
			}
		}
		on_map_mode = map_and_decisions_view
		icon = GFX_decision_revolt
		custom_cost_trigger = {
			has_manpower = > 999
			command_power = > 24
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		complete_effect = {
			hidden_effect = {
				add_manpower = -1000
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = -1000
				}
				add_command_power = -25
			}
		}
		custom_cost_text = decision_cost_Manpower1000_Guns_1000_cp_25
		available = {
			NOT = {
				GER_viktor_lutze = {
					is_hired_as_advisor = yes
				}
			}
			IF = {
				limit = {
					is_ai = no
					FROM = {
						is_demilitarized_zone = no
					}
				}
				divisions_in_state = {
					size = > 5
					state = FROM
				}
			}
		}
		days_remove = 50
		remove_effect = {
			FROM = {
				add_manpower = -1000
			} {
				remove_dynamic_modifier = {
					modifier = GER_sa_state_modifier
					scope = FROM
				}
			}
			add_stability = 0.01
			add_popularity = {
				ideology = fascism
				popularity = -0.02
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	GER_destroy_antifa = {
		state_target = yes
		target_array = GER.core_states
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = GER_antifa_state_modifier
					scope = FROM
				}
			}
		}
		on_map_mode = map_and_decisions_view
		icon = GFX_decision_revolt
		custom_cost_trigger = {
			has_manpower = > 999
			command_power = > 24
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		complete_effect = {
			hidden_effect = {
				add_manpower = -1000
				add_equipment_to_stockpile = {
					type = infantry_equipm
# ... (truncated)
### Entity: Achievement
Component: its_all_coming_together
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
its_all_coming_together = {
	id = 254
	possible = {
		tag = CHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = its_all_coming_together_tt
			CHI = {
				all_of_scopes = {
					array = global.PRC_starting_PRC_core_states
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: alternate_political_dockworker_strike_demands_met
Constructs: removal_cost
Source: game
File: common/ideas/_event.txt

Code:
alternate_political_dockworker_strike_demands_met = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_just_a_fisherman
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_country_flag, completion_reward, has_equipment, random_owned_controlled_state, is_coastal
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_just_a_fisherman
	icon = GFX_focus_INS_just_a_fisherman
	available = {
		has_country_flag = {
			flag = INS_revolution_has_started
		}
	}
	bypass_if_unavailable = yes
	prerequisite = {
		focus = INS_the_declaration_of_independence
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 0.3
		modifier = {
			add = 2.7
			has_equipment = {
				convoy = < 100
			}
		}
	}
	x = 4
	y = 1
	relative_position_id = INS_the_declaration_of_independence
	cost = 10
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				impassable = no
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = convoy
			amount = 250
		}
		custom_effect_tooltip = INS_activate_naval_raid_tt
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_peacetime_economics
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_peacetime_economics
	icon = GFX_goal_generic_trade
	ai_will_do = {
		factor = 15
	}
	relative_position_id = INS_unity_in_diversity_r56
	x = -1
	y = 1
	mutually_exclusive = {
		focus = INS_strike_japan
	}
	prerequisite = {
		focus = INS_unity_in_diversity_r56
	}
	cost = 10
	completion_reward = {
		add_political_power = 50
		swap_ideas = {
			remove_idea = INS_political_idea_4
			add_idea = INS_political_idea_5
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: likes_germany
Source: game
File: common/country_leader/00_traits.txt

Code:
likes_germany = {
	random = no
	ai_strategy = {
		type = alliance
		id = GER
		value = 300
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_steal_the_pearl_of_the_east
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, has_army_manpower, is_subject, has_war_with_major, is_ally_with
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_steal_the_pearl_of_the_east
	icon = GFX_goal_vietnam_strike_malaysia
	cost = 5
	prerequisite = {
		focus = PHI_spread_the_revolution
	}
	relative_position_id = PHI_spread_the_revolution
	x = -1
	y = 1
	ai_will_do = {
		base = 0
		modifier = {
			add = 35
			has_army_manpower = {
				size = > 199999
			}
			915 = {
				owner = {
					OR = {
						is_subject = no
						has_war_with_major = yes
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		MAL = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		MAL = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			target = MAL
			type = liberate_wargoal
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_marauder_bombers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_marauder_bombers
	icon = GFX_focus_SWE_marauder_bombers
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_domestic_designs SWE_foreign_designs
	}
	relative_position_id = SWE_foreign_designs
	mutually_exclusive = {
		focus = SWE_formation_flying
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = SWE_marauder_bombers_idea
	}
}
### Entity: Idea
Component: ISR_president_weizmann
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_president_weizmann = {
	picture = ISR_president_weizmann
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	traits = {
		ISR_veteran_zionist
	}
}
### Entity: AI Strategy
Component: JAP_super_heavy_tanks
Constructs: has_war, has_government, is_major, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_super_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_super_heavy_tank
	}
	priority = {
		factor = 20
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_super_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = super_heavy_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_super_heavy_four_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = armor_skirts
				special_type_slot_3 = secondary_turret_hmg
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_super_heavy_cannon tank_super_heavy_four_man_tank_turret tank_bogie_suspension tank_interleaved_suspension tank_welded_armor tank_cast_armor tank_petrol_electric_engine tank_radio_3 tank_radio_2 tank_radio_1 armor_skirts secondary_turret_hmg sloped_armor
		}
	}
}
### Entity: Order of Battle
Component: 1st London Motorised Division
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 1st London Motorised Division
	location = 6103
	division_template = Motorised Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_border_with_france
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_capitulated, add_building_construction, has_start_date
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_border_with_france
	icon = GFX_focus_SWI_fortify_border_with_france
	x = 3
	y = 1
	relative_position_id = SWI_reaffirm_spiritual_defense
	prerequisite = {
		focus = SWI_reaffirm_spiritual_defense
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			FRA = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {

	}
	search_filters = {

	}
	bypass = {
		FRA = {
			has_capitulated = yes
		}
	}
	completion_reward = {
		FRA = {
			custom_effect_tooltip = SWI_add_forts_bordering
		}
		hidden_effect = {
			every_owned_state = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border_country = FRA
					}
				}
			}
		}
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			SWI_update_neighbor_opinion_balance = yes
			hidden_effect = {
				SWI_find_biggest_fascist_neighbor = yes
			}
			FRA = {
				SWI_fortify_border_with_country_opinion_fallout = yes
			}
		}
	}
}
### Entity: Name List
Component: GAL
Source: game
File: common/names/00_names.txt

Code:
GAL = {
	male = {
		names = {
			Jakub Kacper Filip Szymon Jan Antoni Michał Wojciech Mateusz Bartosz Tomasz Grzegorz Zbigniew Piotr Maksymilian Paweł Łukasz Marcin Igor Leszek
		}
		surnames = {
			Nowak Kowalski Wiśniewski Kamiński Lewandowski Zieliński Szymański Dąbrowski Kozłowski Jankowski Kwiatkowski Wojciechowski Piotrowski Grabowski Aleksandrowicz Koter
		}
	}
	female = {
		names = {
			Zofia Wiktoria Natalia Renata Elżbieta
		}
		surnames = {
			Nowakowska Kowalska Wiśniewska Kamińska Lewandowska Zielińska Szymańska Dąbrowska Kozłowska Jankowska Kwiatkowska Wojciechowska Piotrowska Grabowska
		}
	}
	surnames = {
		Kowalczyk Wójcik Woźniak Mazur Krawczyk Kaczmarek
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_military_cooperation
Constructs: prerequisite, completion_reward, is_subject, add_command_power
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_military_cooperation
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = HOA_securing_the_adjective_future
	}
	x = 1
	y = 1
	relative_position_id = HOA_securing_the_adjective_future
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_command_power = 50
		army_experience = 100
	}
}
### Entity: Event
Component: PER_imperial_events.40
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.40
	title = PER_imperial_events.40.t
	desc = PER_imperial_events.40.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.40.a
		ai_chance = {
			base = 90
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PER_fawzia_faud
		set_country_flag = PER_fawzia_married
	} {
		name = PER_imperial_events.40.b
		ai_chance = {
			base = 5
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PER_teymourtash
		set_country_flag = PER_teymourtash_married
	} {
		name = PER_imperial_events.40.c
		ai_chance = {
			base = 5
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PER_irandokht
		set_country_flag = PER_irandokht_married
	}
}
### Entity: Character
Component: naw_partisan_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
naw_partisan_leader = {
	sprite = 5
	random = no
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.1
	intel_network_gain = 0.1
}
### Entity: Event
Component: bftb_bulgarian_claims.3
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.3
	title = bftb_bulgarian_claims.3.t
	desc = bftb_bulgarian_claims.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgarian_claims.3.a
		add_opinion_modifier = {
			target = GER
			modifier = BUL_bulgarian_claims_not_recognized
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_enforce_the_calles_law
Constructs: prerequisite, add_war_support, completion_reward, is_historical_focus_on, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_enforce_the_calles_law
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = MEX_focus_control_the_army
	}
	mutually_exclusive = {
		focus = MEX_focus_repeal_the_calles_law
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_control_the_army
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		NOT = {
			has_country_leader = {
				character = MEX_salvador_abascal
				ruling_only = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MEX_CHURCH_AUTHORITY
	}
	completion_reward = {
		add_war_support = 0.05
		MEX_decrease_church_power = yes
	}
}
### Entity: Unit Template
Component: KOR_SS_HISTORICAL
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		KOR
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ROKS 
	fallback_name = Submarine %d
	unique = {
		Dolgorae 051 Dolgorae 052 Dolgorae 053 Dosan Ahn Changho Ahn Mu Yi Dong-nyeong Lee Bong-chang Son Won Il Jeong Ji An Jung-geun Kim Jwa-jin Yun Bong-gil Yu Gwan-sun Hong Beom-do Lee Beom-seok Shin Dol-seok Jang Bogo Yi Cheon Choe Museon Park Wi Lee Jongmoo Jung Woon Lee Sun-sin Na Dae-yong Yi Eokgi
	}
}
### Entity: Idea
Component: EAI_HARD/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_escort_effort
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_escort_effort
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = EST_build_paldiski_port
	}
	relative_position_id = EST_build_paldiski_port
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = escort_effort_focus
	}
}