Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_purchase_german_planes
Constructs: prerequisite, limit, has_government, has_country_flag, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_purchase_german_planes
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = SWI_fortify_border_with_france
	}
	x = 7
	y = 1
	relative_position_id = SWI_fortify_border_with_france
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			SWI_any_democratic_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
		has_country_flag = SWI_viable_fascist_in_europe
	}
	bypass = {
		NOT = {
			has_country_flag = SWI_viable_fascist_in_europe
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			hidden_effect = {
				SWI_find_biggest_fascist_neighbor = yes
			}
			custom_effect_tooltip = SWI_purchase_fascist_planes_unlock_TT
			var:SWI_biggest_fascist = {
				SWI_get_fighters_from_this_country = yes
				SWI_get_cas_from_this_country = yes
			} {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_bought_equipment_from_us
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						original_tag = var:SWI_biggest_fascist
					} {
						has_government = fascism
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_bought_equipment_from_the_enemy
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					GER
				}
			} {
				cic = 500
				equipment_type = small_plane_cas_airframe
				seller_tags = {
					GER
				}
			}
		}
		else = {
			GER = {
				SWI_get_fighters_from_this_country = yes
				SWI_get_cas_from_this_country = yes
			}
			FRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_bought_equipment_from_the_enemy
				}
			}
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_special_forces
Constructs: prerequisite, completion_reward, set_country_flag, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = DNZ_equipment_effort
	}
	relative_position_id = DNZ_equipment_effort
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_HARD/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: INS_revolutionary_division
Source: game
File: common/units/names_divisions/HOL_INS_names_divisions.txt

Code:
INS_revolutionary_division = {
	name = Tentara Republik Indonesia
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry motorized
	}
	fallback_name = Divisi %s TKR
	ordered = {
		1 = {
			Divisi Siliwangi
		}
		2 = {
			Divisi Pangeran Diponegoro
		}
		3 = {
			Divisi Panembahan Senopati
		}
		4 = {
			Divisi Soenan Goenoeng Djati
		}
		5 = {
			Divisi %s TKR
		}
		6 = {
			Divisi Ronggolawe
		}
		7 = {
			Divisi Narotama
		}
		8 = {
			Divisi Oentoeng Soeropati
		}
		9 = {
			Divisi %s TKR
		}
		10 = {
			Divisi Banteng
		}
		11 = {
			Divisi Gadjah
		}
		12 = {
			Divisi Garoeda
		}
		13 = {
			Divisi %s TKR
		}
		14 = {
			Divisi Tapanoeli
		}
		15 = {
			Divisi Sumatera Selatan
		}
		16 = {
			Divisi %s TKR
		}
		17 = {
			Divisi 17 Agustus
		}
		18 = {
			Divisi Djawa Timoer
		}
		19 = {
			Divisi Sumatera Timoer
		}
		20 = {
			Divisi Gadjah Poetih
		}
		21 = {
			Divisi %s TKR
		}
		22 = {
			Divisi %s TKR
		}
		23 = {
			Divisi %s TKR
		}
		24 = {
			Divisi %s TKR
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_crown_and_the_world
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_crown_and_the_world
	icon = GFX_focus_RAJ_the_crown_and_the_world
	prerequisite = {
		focus = RAJ_peacock_throne_for_the_modern_age
	}
	x = 1
	y = 1
	relative_position_id = RAJ_peacock_throne_for_the_modern_age
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			idea_RAJ_the_crown_and_the_world
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_MOTORIZED_upgrade_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_MOTORIZED_upgrade_focus = {
	num_of_military_factories = > 80
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ALimited_exports.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Limited exports.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Ideas (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Limited_exports.png"
### Entity: Event
Component: mongol_genden.21
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.21
	title = mongol_genden.21.t
	desc = mongol_genden.21.d
	picture = GFX_report_event_gre_cabinet_meeting
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.21.a
		set_country_flag = MON_genden_rescue_route_kharkov
	}
}
### Entity: Event
Component: axis_minors_vichy_france.11
Constructs: is_triggered_only
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.11
	title = axis_minors_vichy_france.11.t
	desc = axis_minors_vichy_france.11.desc
	picture = GFX_report_event_french_liberation
	is_triggered_only = yes
	option = {
		name = axis_minors_vichy_france.11.a
	}
}
### Entity: Event
Component: cityfall.101
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.101
	title = cityfall.101.t
	desc = cityfall.101.desc
	picture = [GetFallofViennaImage]
	major = yes
	is_triggered_only = yes
	immediate = {
		4 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.88.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.88.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Character
Component: SER_ai2
Source: game
File: common/characters/SER.txt

Code:
SER_ai2 = {
	advisor = {
		slot = high_command
		idea_token = SER_ai2
		ledger = army
		allowed = {
			original_tag = SER
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Character
Component: URG_a_martin_de_la_flores
Source: game
File: common/characters/URG.txt

Code:
URG_a_martin_de_la_flores = {
	advisor = {
		slot = air_chief
		idea_token = URG_a_martin_de_la_flores
		allowed = {
			original_tag = URG
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.232
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.232
	title = denmark_expansion_event.232.t
	desc = denmark_expansion_event.232.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.232.a
		DEN_norwegian_territory_wargoals = yes
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_protecting_the_pearl
Constructs: prerequisite, completion_reward, add_tech_bonus, bb_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_protecting_the_pearl
	icon = GFX_goal_generic_navy_battleship
	cost = 10
	prerequisite = {
		focus = VIN_build_the_nha_trang_dockyards
	}
	mutually_exclusive = {
		focus = VIN_the_tiger_of_the_seas
	}
	completion_reward = {
		add_tech_bonus = {
			name = bb_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 68
	y = 1
}
### Entity: Idea
Component: EAI_DD_1/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Idea
Component: AFG_unyielding_resolve
Constructs: war_support_factor, has_government, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_unyielding_resolve = {
	picture = SWE_varnplikt
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		war_support_factor = 0.05
		fascism_drift = 0.03
		org_loss_at_low_org_factor = -0.1
		dig_in_speed_factor = 0.05
	}
}
### Entity: Character
Component: ITA_junio_valerio_borghese
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_junio_valerio_borghese = {
	name = ITA_junio_valerio_borghese
	portraits = {
		navy = {
			small = GFX_portrait_ITA_junio_valerio_borghese_small
			large = GFX_portrait_ITA_junio_valerio_borghese
		}
	}
	navy_leader = {
		traits = {
			cuts_corners seawolf silent_hunter
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = 0
		visible = {
			has_completed_focus = ITA_decima_flottiglia_mas
		}
	}
}
### Entity: AI Strategy
Component: SWE_bofors_at_production
Constructs: has_completed_focus, has_tech
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_bofors_at_production = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		num_of_military_factories = > 5
		has_completed_focus = SWE_bofors_anti_tank_gun
		has_tech = interwar_antitank
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = anti_tank
		value = 1
	} {
		type = equipment_market_for_sale_factor
		id = anti_tank
		value = 100
	}
}
### Entity: Character
Component: IA_olga_taratuta
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/IA.txt

Code:
IA_olga_taratuta = {
	name = IA_olga_taratuta
	portraits = {
		army = {
			small = GFX_portrait_IA_olga_taratuta_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IA_olga_taratuta
		allowed = {
			OR = {
				original_tag = UKR AUS
			}
		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = AUS_a_safe_harbor_for_dissidents
			}
		}
		visible = {
			always = yes
		}
		traits = {
			black_cross_anarchist
		}
	}
}
### Entity: Idea
Component: CZE_guardian_of_central_europe_idea
Constructs: removal_cost, guarantee_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_guardian_of_central_europe_idea = {
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		generate_wargoal_tension = -0.5
		request_lease_tension = -0.5
		guarantee_cost = -0.5
		justify_war_goal_time = -0.25
		faction_trade_opinion_factor = 0.25
	}
}
### Entity: Idea
Component: CHL_an_empire_in_the_pacific_idea
Constructs: removal_cost, equipment_bonus, naval_speed
Source: game
File: common/ideas/chile.txt

Code:
CHL_an_empire_in_the_pacific_idea = {
	picture = generic_sea_focused_navy
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	equipment_bonus = {
		screen_ship = {
			naval_speed = 0.1
			naval_range = 0.25
		}
		carrier = {
			naval_speed = 0.1
			naval_range = 0.25
		}
		capital_ship = {
			naval_speed = 0.1
			naval_range = 0.25
		}
		submarine = {
			naval_speed = 0.1
			naval_range = 0.25
		}
	}
}
### Entity: Event
Component: bftb_greece.15
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_idea, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.15
	title = bftb_greece.15.t
	desc = bftb_greece.15.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.15.a
		ai_chance = {
			factor = 70
			modifier = {
				add = 30
				original_tag = ENG
				FRA = {
					has_completed_focus = FRA_go_with_britain
				}
			} {
				add = 30
				original_tag = GRE
				NOT = {
					has_idea = GRE_eee_in_government
				}
			}
		}
		custom_effect_tooltip = GRE_french_kurdistan_option_tt
		hidden_effect = {
			ROOT_voted_aye_in_megali_convention_effect = yes
			set_country_flag = GRE_deciding_on_kurdistan
		}
	} {
		name = bftb_greece.15.b
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				original_tag = FRA
			} {
				add = 60
				original_tag = ENG
				ENG = {
					has_completed_focus = ENG_the_kings_party
				}
			} {
				add = 40
				original_tag = ITA
				ITA = {
					has_government = fascism
				}
			}
		}
		hidden_effect = {
			ROOT_voted_nay_in_megali_convention_effect = yes
			set_country_flag = GRE_deciding_on_kurdistan
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_pursue_our_own_agenda
Constructs: completion_reward, is_in_faction, is_faction_leader, has_army_manpower, has_war_support, set_rule
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_pursue_our_own_agenda
	icon = GFX_goal_generic_neutrality_focus
	x = -5
	y = 0
	relative_position_id = AFG_alternative_partnerships
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
		has_army_manpower = {
			size = > 120000
		}
		has_war_support = > 0.4
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		ETH_add_random_civ_factory_effect = yes
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.82
Constructs: is_triggered_only, ai_chance, add_ideas, add_war_support
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.82
	title = SEA_japan_foreign_policy.82.t
	desc = SEA_japan_foreign_policy.82.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.82.a
		ai_chance = {
			base = 95
		}
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt POL_JAP_pact_tt generic_skip_one_line_tt
		add_ideas = JAP_POL_anti_soviet_pact
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.83
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				add_ideas = JAP_POL_anti_soviet_pact
			}
		}
	} {
		name = SEA_japan_foreign_policy.82.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.84
				hours = 12
			}
		}
	}
}
### Entity: Music Config
Component: eastern_front/darkisthenight
Constructs: has_war
Source: game
File: music/eastern_front.txt

Code:
music = {
	song = darkisthenight
	chance = {
		factor = 1
		modifier = {
			TAG = SOV
			factor = 3
		} {
			has_war = yes
			factor = 2
		}
	}
}
### Entity: Event
Component: news.189
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.189
	title = news.189.t
	desc = news.189.d
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.189.a
		trigger = {
			tag = TUR
		}
	} {
		name = news.189.b
		trigger = {
			tag = ITA
		}
	} {
		name = news.189.c
		trigger = {
			NOT = {
				OR = {
					tag = ITA TUR
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_grand_army_purge
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, retire_character, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_grand_army_purge
	icon = GFX_focus_IRQ_attempted_assasination_of_sidqi
	x = -1
	y = 1
	relative_position_id = JAP_establish_the_gunbatsu
	prerequisite = {
		focus = JAP_establish_the_gunbatsu
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = JAP_grand_army_purge_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = JAP_grand_army_purge
				}
			}
			effect_tooltip = {
				retire_character = JAP_hideki_tojo JAP_fushimi_hiroyasu JAP_shunroku_hata JAP_hisaichi_terauchi JAP_kanin_kotohito JAP_nashimoto_morimasa
			}
		}
		add_timed_idea = {
			idea = JAP_double_leaf_society_idea
			days = 365
		}
		hidden_effect = {
			retire_character = JAP_hideki_tojo JAP_fushimi_hiroyasu JAP_shunroku_hata JAP_hisaichi_terauchi JAP_kanin_kotohito JAP_nashimoto_morimasa JAP_hatazo_adachi JAP_tsuneyoshi_takeda JAP_naruhiko_higashikuni JAP_seishiro_itagaki JAP_yasuhiko_asaka
		}
	}
}
### Entity: Order of Battle
Component: 1st Ningxia Special Forces Regiment
Constructs: division_template
Source: game
File: history/units/NXM_1936_sea.txt

Code:
division = {
	name = 1st Ningxia Special Forces Regiment
	location = 5025
	division_template = Juntuán Reformed
	start_equipment_factor = 0.2
}
### Entity: Idea
Component: r56_CAN_polymer_corporation
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_polymer_corporation = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = CAN
	}
	available = {
		has_completed_focus = r56_CAN_establish_the_polymer_corporation
	}
	research_bonus = {
		synth_resources = 0.155
	}
	traits = {
		refinery_concern
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_peaceful_POR = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Event
Component: kmt.242
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.242
	title = kmt.235.t
	desc = kmt.235.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = kmt.235.a
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_the_jura
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_the_jura
	icon = GFX_goal_fortify_the_westwall
	x = -1
	y = 1
	relative_position_id = SWI_expedite_mobilization
	prerequisite = {
		focus = SWI_expedite_mobilization
	}
	mutually_exclusive = {
		focus = SWI_rig_infrastructure_to_blow
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	search_filters = {

	}
	completion_reward = {
		845 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Character
Component: JUNO_the_legacy_of_1881
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_the_legacy_of_1881 = {
	random = no
	sprite = 13
	army_attack_factor = 0.05
	army_defence_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: HUN_assault_gun_focus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/hungary.txt

Code:
HUN_assault_gun_focus = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = generic_armor
	allowed_civil_war = {

	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_joint_equipment_designs
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, is_in_faction_with, is_subject_of, add_to_tech_sharing_group
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_joint_equipment_designs
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = CZE_stabilize_the_protectorate CZE_work_with_germany
	}
	cost = 5
	relative_position_id = CZE_work_with_germany
	x = 1
	y = 2
	offset = {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_coalition_building
		}
	} {
		x = -2
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_complete_capitulation
			NOT = {
				has_completed_focus = CZE_coalition_building
			}
		}
	}
	available = {
		OR = {
			is_in_faction_with = GER
			is_subject_of = GER
		}
	}
	completion_reward = {
		add_to_tech_sharing_group = CZE_german_czechoslovak_equipment_design_group
		GER = {
			add_to_tech_sharing_group = CZE_german_czechoslovak_equipment_design_group
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_joint_equipment_designs
			bonus = 0.5
			uses = 1
			category = cat_medium_armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = CZE_joint_equipment_designs
				bonus = 0.5
				uses = 1
				technology = engine_tech_1 engine_tech_2 engine_tech_3 engine_tech_4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}