Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_ask_for_soviet_lend_lease
Constructs: prerequisite, has_war, limit, add_ideas, has_war_with, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_ask_for_soviet_lend_lease
	icon = GFX_focus_SOV_the_road_of_life
	prerequisite = {
		focus = PRC_invite_otto_braun
	} {
		focus = PRC_seek_support_from_ussr
	}
	x = 0
	y = 1
	relative_position_id = PRC_seek_support_from_ussr
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		PRC_neighboring_SOV = yes
		SOV = {
			exists = yes
			is_subject = no
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
			}
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			all_allied_country = {
				NOT = {
					has_war_with = SOV
				}
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				is_subject = yes
				has_civil_war = yes
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
			}
		}
		if = {
			limit = {
				ROOT = {
					is_in_faction = yes
				}
			}
			any_allied_country = {
				has_war_with = SOV
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_SOV_lend_lease_idea_1
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_SOV_lend_lease_strategy = yes
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_the_army_position
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_dynamic_modifier, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_the_army_position
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = SWI_total_defense
	}
	x = 0
	y = 1
	relative_position_id = SWI_total_defense
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		845 = {
			add_dynamic_modifier = {
				modifier = SWI_frontier_defense
				scope = SWI
			}
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
				}
				level = 3
				instant_build = yes
			}
		}
		3 = {
			add_dynamic_modifier = {
				modifier = SWI_frontier_defense
				scope = SWI
			}
			add_building_construction = {
				type = bunker
				province = 11623
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 663
				level = 3
				instant_build = yes
			}
		}
		151 = {
			add_building_construction = {
				type = bunker
				province = 661
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 3660
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 658
				level = 2
				instant_build = yes
			}
		}
		846 = {
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
				}
				level = 2
				instant_build = yes
			}
		}
		847 = {
			add_building_construction = {
				type = bunker
				province = 3612
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 9587
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 636
				level = 2
				instant_build = yes
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Event
Component: news.272
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.272
	title = news.272.t
	desc = news.272.desc
	picture = GFX_news_event_indian_famine
	major = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = news.272.a
		trigger = {
			TAG = RAJ
		}
	} {
		name = news.272.b
		trigger = {
			NOT = {
				tag = RAJ
			} {
				tag = ENG
			}
		}
	} {
		name = news.272.c
		trigger = {
			tag = ENG
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_leone_di_san_marco_party
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_leone_di_san_marco_party
	icon = GFX_focus_hol_united_netherlands
	mutually_exclusive = {
		focus = VNZ_venitian_fascism
	}
	prerequisite = {
		focus = VNZ_political_effort
	}
	relative_position_id = VNZ_political_effort
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: BEL_georges_vereecken
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/flanders.txt

Code:
BEL_georges_vereecken = {
	allowed = {
		original_tag = FLA
	}
	available = {
		has_government = communism
	}
	traits = {
		prince_of_terror
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = internationalism_focus
				date = > 1939.1.1
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_science_funding
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_science_funding
	icon = GFX_focus_research
	cost = 8
	x = 0
	y = 1
	relative_position_id = LUX_renegotiate_trade_agreements
	prerequisite = {
		focus = LUX_renegotiate_trade_agreements
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: iar
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/romania.txt

Code:
iar = {
	picture = generic_air_manufacturer_2
	cost = 150
	allowed = {
		original_tag = ROM
		NOT = {
			has_dlc = Death or Dishonor
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: ARG_political_events.120
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, set_party_name, set_politics, add_country_leader_role, set_country_flag
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.120
	title = ARG_political_events.120.t
	desc = ARG_political_events.120.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ARG_political_events.120.a
		ai_chance = {
			base = 0
		}
		set_party_name = {
			ideology = fascism
			long_name = ARG_gen_nazism_party_long
			name = ARG_gen_nazism_party
		}
		set_politics = {
			ruling_party = fascism
			last_election = 1934.3.26
			election_frequency = 48
			elections_allowed = no
		}
		add_country_leader_role = {
			character = ARG_senor_hitler
			country_leader = {
				expire = 1965.1.1
				ideology = nazism
				traits = {
					dictator incognito
				}
			}
			promote_leader = yes
		}
		set_country_flag = ARG_worst_timeline_flag
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			GER = {
				GER_adolf_hitler = {
					retire = yes
				}
			}
		}
	} {
		name = ARG_political_events.120.b
		ai_chance = {
			base = 100
		}
		add_stability = 0.2
	}
}
### Entity: Country History
Country: SSI
Component: SSI_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/SSI - Siak.txt

Code:
# Misc for SSI
capital = 1049
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: Technology
Component: advanced_computing_machine
Constructs: research_speed_factor, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	research_speed_factor = 0.08
	path = {
		leads_to_tech = advanced_encryption
		research_cost_coeff = 1
	} {
		leads_to_tech = advanced_decryption
		research_cost_coeff = 1
	}
	research_cost = 2.5
	start_year = 1942
	folder = {
		name = electronics_folder
		position = {
			x = @computing
			y = 14
		}
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 3
			date = > 1942.1.6
		} {
			factor = 3
			date = > 1943.1.1
		}
	}
	categories = {
		electronics encryption_tech decryption_tech computing_tech
	}
	special_project_specialization = {
		specialization_nuclear
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_army_modernisation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_army_modernisation
	icon = GFX_goal_small_infantry
	prerequisite = {
		focus = IRQ_elte_tank_forces IRQ_special_forces_r56
	}
	relative_position_id = IRQ_special_forces_r56
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_army_modernisation
			bonus = 1
			uses = 2
			category = infantry_weapons support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_technological_cooperation
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_in_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_technological_cooperation
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CHI_sea_cooperation_with_the_nationalists
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_cooperation_with_the_nationalists
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					CHI = {
						is_in_tech_sharing_group = CHI_technological_cooperation_tech_group
					}
				}
			}
			CHI = {
				add_to_tech_sharing_group = CHI_technological_cooperation_tech_group
			}
		}
		add_to_tech_sharing_group = CHI_technological_cooperation_tech_group
	}
}
### Entity: Idea
Component: MEN_fuel_for_the_war_machine_idea_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_fuel_for_the_war_machine_idea_2 = {
	removal_cost = -1
	name = MEN_fuel_for_the_war_machine_idea
	picture = immigration_jap
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = -0.15
		local_resources_factor = 0.1
		trade_laws_cost_factor = -0.5
		autonomy_gain_trade_factor = -0.15
		trade_opinion_factor = 0.05
		min_export = 0.05
		license_production_speed = 0.1
	}
	targeted_modifier = {
		tag = JAP
		extra_trade_to_target_factor = 0.5
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3ALillebror.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
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### Entity: AI Strategy
Component: PAR_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PAR_historical_strategy_plan.txt

Code:
PAR_historical_plan = {
	name = Paraguay Historical Plan
	desc = 
	allowed = {
		original_tag = PAR
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = PAR_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = PAR_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = PAR_AI_BEHAVIOR
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		GUAY_the_tag_economic_miracle GUAY_exploit_mineral_wealth GUAY_national_academy_of_sciences GUAY_national_academy_of_sciences_2 PAR_ensure_army_loyalty PAR_radicalize_the_police PAR_nazify_the_army PAR_accept_american_loans PAR_agricultural_technical_assistence PAR_brazilian_road_finance GUAY_land_reforms GUAY_workers_rights PAR_fedrerista_land_reforms PAR_ban_vouchers PAR_central_bank_of_paraguay PAR_military_pensions PAR_chaco_war_decoration PAR_allow_women_workers PAR_a_great_charter PAR_pull_back_troops_from_the_chaco PAR_suspend_elections PAR_get_rid_of_colonel_peredes PAR_ban_the_liberal_party PAR_align_with_the_guion_rojo PAR_discipline_hierarchy_and_order PAR_invite_japanese_settlers PAR_order_italian_planes PAR_urbanization PAR_the_permanent_leader PAR_cult_of_personality
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {
		communist_revolutionary = 40
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_government, fire_only_once, has_dlc, is_historical_focus_on, has_country_leader, has_character, is_hired_as_advisor, complete_effect
Source: game
File: common/decisions/SLO.txt

Code:
political_actions = {
	SLO_revenge_of_the_radical_wing = {
		priority = 11
		icon = GFX_decision_generic_political_address
		allowed = {
			original_tag = SLO
			has_dlc = Peace For Our Time
		}
		fire_only_once = yes
		cost = 25
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 10
				is_historical_focus_on = no
				date = > 1941.1.1
			} {
				factor = 10
				is_historical_focus_on = no
				date = > 1944.1.1
			} {
				factor = 10
				casualties_k = > 75
				date = > 1942.1.1
			} {
				factor = 25
				casualties_k = > 99
				date = > 1944.1.1
			}
		}
		visible = {
			has_government = fascism
			NOT = {
				has_country_leader = {
					character = SLO_vojtech_tuka
					ruling_only = yes
				}
			}
		}
		available = {
			fascism = > 0.9
			has_character = SLO_vojtech_tuka
			SLO_vojtech_tuka = {
				is_hired_as_advisor = yes
			}
		}
		complete_effect = {
			set_country_flag = SLO_revenge_of_the_radical_wing_flag
			SLO_vojtech_tuka = {
				promote_character = yes
			}
			show_unit_leaders_tooltip = SLO_vojtech_tuka
		}
	}
}
### Entity: Idea
Component: arg_the_will_of_the_people
Constructs: removal_cost, is_subject, is_puppet, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_the_will_of_the_people = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		fascism_drift = -0.02
		communism_drift = -0.02
	}
}
### Entity: State History
Component: 241
Constructs: add_core_of
Source: game
File: history/states/241-Pochep.txt

Code:
state = {
	id = 241
	name = STATE_241
	manpower = 943422
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			9288 10
		}
		buildings = {
			infrastructure = 3
			air_base = 3
		}
		add_core_of = SOV BLR
	}
	provinces = {
		289 6233 6344 6354 9247 9288 9342 9371 9396 11230 11271 11355 11383
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: SIA_united_front_against_socialism_r56
Constructs: has_country_leader, removal_cost, neutrality_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_united_front_against_socialism_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_shield_against_communism
	modifier = {
		party_popularity_stability_factor = -0.15
		neutrality_drift = 0.02
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_learn_from_lkhumbe_affair
Constructs: prerequisite, limit, completion_reward, add_offsite_building, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_learn_from_lkhumbe_affair
	icon = GFX_goal_generic_underground_factories
	x = -2
	y = 1
	relative_position_id = MON_prepare_leftist_takeover
	cost = 5.0
	prerequisite = {
		focus = MON_prepare_leftist_takeover
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
		if = {
			limit = {
				has_active_mission = MON_choibalsan_plot
			}
			add_days_mission_timeout = {
				mission = MON_choibalsan_plot
				days = -30
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_cockerill
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_idea, swap_ideas
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_cockerill
	icon = GFX_focus_BEL_cockerill
	prerequisite = {
		focus = BEL_social_partners
	} {
		focus = BEL_revive_coal_mining
	}
	relative_position_id = BEL_social_partners
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	cost = 10
	available = {
		34 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {
		34 = {
			NOT = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		34 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_cockerill_tt generic_skip_one_line_tt BEL_modify_economic_downturn_dynamic_modifier_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = BEL_cockerill_industrial
			}
			swap_ideas = {
				remove_idea = BEL_cockerill_industrial
				add_idea = BEL_cockerill_industrial_improved
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = BEL_cockerill_industrial
					add_idea = BEL_cockerill_industrial_improved
				}
			}
		}
		add_to_variable = {
			BEL_economic_downturn_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
		country_event = {
			id = ww_BEL_event_misc.3
			hours = 0
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_incochinese_neutrality
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, is_in_faction, is_subject
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_incochinese_neutrality
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	prerequisite = {
		focus = VIN_the_vnqdd_in_power
	}
	mutually_exclusive = {
		focus = VIN_help_the_kuomintang
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		add_political_power = 200
		add_stability = 0.1
		add_ideas = POL_Neutral_Foreign_Policy
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	x = 31
	y = 1
}
### Entity: Idea
Component: BRA_fnm_manufacturer
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_fnm_manufacturer = {
	picture = BRA_fnm
	allowed = {
		has_dlc = Trial of Allegiance
		tag = BRA
	}
	research_bonus = {
		motorized_equipment = 0.2
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_persian_gulf_fleet
Constructs: prerequisite, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_persian_gulf_fleet
	icon = GFX_focus_PER_persian_gulf_fleet
	prerequisite = {
		focus = PER_officers_to_italy PER_construct_naval_bases
	}
	x = 1
	y = 1
	relative_position_id = PER_officers_to_italy
	mutually_exclusive = {
		focus = PER_bolster_the_caspian
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_mastery_bonus = {
			name = PER_sea_specialization
			bonus = 0.2
			days = 180
			track = capital_ships
		} {
			name = PER_sea_specialization
			bonus = 0.2
			days = 180
			track = screens
		}
		add_doctrine_cost_reduction = {
			name = PER_sea_specialization
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Character
Component: CZE_ludwig_czech
Constructs: has_completed_focus, has_government, research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_ludwig_czech = {
	name = CZE_ludwig_czech
	portraits = {
		army = {
			small = GFX_portrait_CZE_ludwig_czech_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_ludwig_czech
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_closer_ties_with_the_moderate_germany_parties
			NOT = {
				has_government = fascism
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_appeal_to_the_castle CZE_increase_funding_from_moscow CZE_negotiations_with_the_autonomous_bloc
				}
			}
		}
		research_bonus = {
			hospital_tech = 0.25
		}
		traits = {
			CZE_minister_of_public_health CZE_benes_lackey
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ASteel.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
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The following pages link to File:Steel.png:

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Production (file link) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Steel.png"
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_20
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_20 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 20
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 20
		value = 25000
	}
}
### Entity: Unit Leader
Component: blue_water_expert
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
blue_water_expert = {
	type = navy
	gain_xp = {
		is_fighting_in_terrain = water_deep_ocean
	}
	cost = 1000
	modifier = {
		water_deep_ocean = {
			attack = 0.1
			movement = 0.1
			defence = 0.1
		}
	}
	slot = high_command
	specialist_advisor_trait = navy_fleet_logistics_1
	expert_advisor_trait = navy_fleet_logistics_2
	genius_advisor_trait = navy_fleet_logistics_3
	ai_will_do = {
		factor = 0
	}
	trait_type = basic_terrain_trait
	gui_row = 2
}