Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: NIU
Component: NIU_technology
Constructs: set_technology
Source: game
File: history/countries/NIU - Niue.txt

Code:
# Starting Technologies for NIU
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	gw_artillery = 1
	tech_support = 1
	mtg_transport = 1
}
### Entity: Idea
Component: damage_to_naval_base_high
Constructs: removal_cost, refit_speed
Source: game
File: common/ideas/zzz_generic.txt

Code:
damage_to_naval_base_high = {
	allowed = {
		always = no
	}
	picture = POL_disjointed_industry
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		refit_speed = -0.25
		repair_speed_factor = -0.25
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_scale
Constructs: limit
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_scale = {
	if = {
		limit = {
			EAI_MATH_TRIGGER_scale = yes
		}
	}
}
### Entity: Country History
Country: SZK
Component: SZK_technology
Constructs: set_technology
Source: game
File: history/countries/SZK - Szeklerland.txt

Code:
# Starting Technologies for SZK
set_technology = {
	etax_doctrine = 1
	camo = 1
	gw_artillery = 1
	infantry_weapons = 1
}
### Entity: Event
Component: soviet.17
Constructs: is_triggered_only, add_building_construction
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.17
	title = soviet.17.t
	desc = soviet.17.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = soviet.17.a
		209 = {
			add_building_construction = {
				type = bunker
				province = 11202
				level = 5
			} {
				type = bunker
				province = 6324
				level = 5
			} {
				type = bunker
				province = 11392
				level = 5
			}
		}
		210 = {
			add_building_construction = {
				type = bunker
				province = 6242
				level = 5
			}
		}
		207 = {
			add_building_construction = {
				type = bunker
				province = 6249
				level = 5
			} {
				type = bunker
				province = 9241
				level = 5
			} {
				type = bunker
				province = 3331
				level = 5
			}
		}
		206 = {
			add_building_construction = {
				type = bunker
				province = 9289
				level = 5
			}
		}
		202 = {
			add_building_construction = {
				type = bunker
				province = 9568
				level = 5
			} {
				type = bunker
				province = 3543
				level = 5
			} {
				type = bunker
				province = 504
				level = 5
			} {
				type = bunker
				province = 6497
				level = 5
			}
		}
		203 = {
			add_building_construction = {
				type = bunker
				province = 9451
				level = 5
			} {
				type = bunker
				province = 11409
				level = 5
			}
		}
		192 = {
			add_building_construction = {
				type = bunker
				province = 3757
				level = 5
			} {
				type = bunker
				province = 9714
				level = 5
			} {
				type = bunker
				province = 741
				level = 5
			} {
				type = bunker
				province = 11670
				level = 5
			}
		}
	}
}
### Entity: Decision
Component: AFG_foreign_aircraft_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_war_with, fire_only_once, add_political_power, has_opinion, has_political_power
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_foreign_aircraft_category = {
	AFG_purchase_german_aircraft = {
		icon = GFX_decision_SWE_set_air_budget
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_import_planes
			NOT = {
				has_war_with = GER
			}
			GER = {
				has_opinion = {
					target = ROOT
					value = > 29
				}
			}
		}
		fire_only_once = yes
		targets = {
			GER
		}
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_import_planes
			NOT = {
				has_war_with = GER
			}
		}
		days_remove = 60
		custom_cost_trigger = {
			command_power = > 9
			has_political_power = > 9
		}
		custom_cost_text = decision_cost_CP_10_pp_10
		modifier = {
			consumer_goods_factor = 0.15
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -10
				add_political_power = -10
			}
		}
		remove_effect = {
			air_experience = 15
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_cas_airframe_1
					amount = 12
					producer = GER
				}
				add_tech_bonus = {
					name = medium_air_research
					bonus = 1
					uses = 1
					ahead_reduction = 0.5
					category = medium_air
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = CAS_equipment_1
					producer = GER
					amount = 12
				}
				add_tech_bonus = {
					name = fighter_bonus
					bonus = 1
					uses = 1
					ahead_reduction = 0.5
					category = light_fighter
				}
			}
		}
		ai_will_do = {
			base = 1
		}
	}
	AFG_purchase_british_aircraft = {
		icon = GFX_decision_SWE_set_air_budget
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_import_planes
			NOT = {
				has_war_with = ENG
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 29
				}
			}
		}
		fire_only_once = yes
		targets = {
			ENG
		}
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_import_planes
			NOT = {
				has_war_with = ENG
			}
		}
		days_remove = 60
		custom_cost_trigger = {
			command_power = > 9
			has_political_power = > 9
		}
		custom_cost_text = decision_cost_CP_10_pp_10
		modifier = {
			consumer_goods_factor = 0.15
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -10
				add_political_power = -10
			}
		}
		remove_effect = {
			air_experience = 15
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				hidden_effect = {
					create_equip
# ... (truncated)
### Entity: National Focus
Tree: lie_focus
Component: LIE_domestic_armour
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_domestic_armour
	icon = GFX_goal_LIE_tank
	prerequisite = {
		focus = LIE_field_piece_research
	} {
		focus = LIE_national_motorization
	}
	x = 1
	y = 1
	relative_position_id = LIE_field_piece_research
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = LIE_field_piece_research
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: Idea
Component: IRQ_rally_the_arab_world_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_rally_the_arab_world_idea = {
	allowed = {
		original_tag = IRQ
	}
	removal_cost = -1
	picture = MEX_revolutionary_army
	modifier = {
		war_support_factor = 0.1
		army_core_defence_factor = 0.1
		weekly_manpower = 500
	}
}
### Entity: Order of Battle
Component: XLVIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLVIII Brigada Internacionales
	location = 9703
	division_template = Brigada Internacionales
}
### Entity: Event
Component: axis_minors_bulgaria.46
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.46
	title = axis_minors_bulgaria.46.t
	desc = axis_minors_bulgaria.46.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.46.a
		BUL = {
			transfer_state = 77
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_start_central_industrial_region
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_start_central_industrial_region
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CUB_fill_the_railways_gaps CUB_central_region_strategy
	}
	x = 2
	y = 1
	relative_position_id = CUB_fill_the_railways_gaps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				88
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 831
Constructs: add_core_of
Source: game
File: history/states/831-Udachny.txt

Code:
state = {
	id = 831
	name = STATE_876
	history = {
		owner = SOV
		victory_points = {
			6085 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAK
	}
	provinces = {
		1722 2853 3184 6085 13060
	}
	manpower = 12182
	buildings_max_level_factor = 1
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: State History
Component: 1004
Constructs: limit, add_core_of, add_to_array, has_dlc, set_demilitarized_zone
Source: game
File: history/states/1004-Paraiba.txt

Code:
state = {
	id = 1004
	name = STATE_1004
	manpower = 1075245
	state_category = town
	history = {
		owner = BRA
		buildings = {
			infrastructure = 1
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 2227
		}
		victory_points = {
			2227 3
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Trial of Allegiance
				}
			}
			set_demilitarized_zone = yes
		}
	}
	provinces = {
		2227 10989 7561
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: CHI_update_claimed_and_core_states
Constructs: limit, every_state, is_core_of, is_claimed_by, is_in_array, add_to_array, set_state_flag
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_update_claimed_and_core_states = {
	CHI = {
		every_state = {
			limit = {
				OR = {
					is_core_of = CHI
					is_claimed_by = CHI
				}
				NOT = {
					is_in_array = {
						array = CHI.core_and_claimed_states
						value = THIS
					}
				}
			}
			add_to_array = {
				CHI.core_and_claimed_states = THIS
			}
			set_state_flag = CHI_has_claimed_this_state_flag
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_Destroyer_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_ASW_Destroyer_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG USA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = ENG USA
		}
	}
}
### Entity: Military Industrial Organization
Component: FIN_valtion_panssaritehdas_organization
Constructs: has_completed_focus, has_dlc, remove_trait, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/FIN_organization.txt

Code:
FIN_valtion_panssaritehdas_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_FIN_valtion_panssaritehdas
	allowed = {
		original_tag = FIN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_light_tank_department
		x = 0.1
	} {
		text = mio_header_medium_tank_department
		x = 4
	} {
		text = mio_header_production_department
		x = 8.5
	}
	remove_trait = {
		generic_mio_trait_heavy_tank_specialization
	}
	override_trait = {
		token = generic_mio_trait_light_tank_specialization
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_adaptable_chassis
		mutually_exclusive = {
			generic_mio_trait_medium_tank_specialization
		}
	} {
		token = generic_mio_trait_medium_tank_specialization
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_adaptable_chassis
		mutually_exclusive = {
			generic_mio_trait_light_tank_specialization
		}
	}
	add_trait = {
		token = FIN_mio_trait_salvaged_and_retooled
		name = FIN_mio_trait_salvaged_and_retooled
		icon = GFX_generic_mio_department_icon_tank_general_materials
		special_trait_background = yes
		position = {
			x = 8
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = FIN_salvaged_and_retooled
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_resource_need_factor = -0.1
		}
	} {
		token = FIN_mio_trait_wartsila_engine_production
		name = FIN_mio_trait_wartsila_engine_production
		icon = GFX_generic_mio_department_icon_tank_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_adaptable_chassis
		any_parent = {
			generic_mio_trait_adaptable_chassis
		}
		available = {
			owner = {
				has_completed_focus = FIN_wartsila_engine_production
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = FIN_mio_trait_modernization_program
		name = FIN_mio_trait_modernization_program
		icon = GFX_generic_mio_department_icon_tank_general_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = FIN_modernize_the_industry
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_THIS_is_valid_target_of_ROOT
Constructs: limit, has_war_with, has_country_flag, is_coastal, has_navy_size
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_THIS_is_valid_target_of_ROOT = {
	NOT = {
		EAI_PREV_on_same_side_with_THIS = yes
		has_country_flag = EAI_stop_invasions_@ROOT
	}
	any_of_scopes = {
		array = controlled_states
		is_coastal = yes
	}
	ROOT = {
		OR = {
			has_navy_size = {
				size = > 50
			}
			alliance_naval_strength_ratio = > 1
			PREV = {
				EAI_INVASION_invasion_strategies = yes
			}
		}
	}
	if = {
		limit = {
			has_war_with = ROOT
		}
		OR = {
			alliance_strength_ratio = < 0.8
			strength_ratio = {
				tag = ROOT
				ratio = < 1.0
			}
			EAI_INVASION_invasion_strategies = yes
			naval_strength_comparison = {
				other = ROOT
				ratio = < 2.0
				sub_unit_def_weights = {
					carrier = 1
					battleship = 1
					battle_cruiser = 1
					destroyer = 1
					light_cruiser = 1
					heavy_cruiser = 1
				}
			}
		}
	} {
		limit = {
			NOT = {
				EAI_INVASION_invasion_strategies = yes
			}
		}
		NOT = {
			EAI_INVASION_block_invasion_strategies = yes
		}
	}
	OR = {
		has_war_with = ROOT
		EAI_INVASION_invasion_strategies = yes
	}
}
### Entity: Event
Component: libya.10
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.10
	title = libya.10.t
	desc = libya.10.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = libya.10.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_660
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_660 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 660
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 660
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0P
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0P = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^25 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0P
		value = -2000
	}
}
### Entity: Character
Component: JAP_shumei_okawa
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_shumei_okawa = {
	name = JAP_shumei_okawa
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_shumei_okawa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_shumei_okawa
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_okadas_military_purge_speech
			}
		}
		available = {
			has_completed_focus = JAP_promote_pan_asianism
		}
		traits = {
			JAP_pan_asianist_writer
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Character
Component: XSM_ma_dunjing
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_dunjing = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_dunjing
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_4
				small = GFX_kr_portrait_asia_generic_land_4_small
			}
		}
		corps_commander = {
			traits = {
				trait_vigorous
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_dunjing
		portraits = {
			army = {
				large = GFX_kr_portrait_asia_generic_land_4
				small = GFX_kr_portrait_asia_generic_land_4_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = XSM_ma_dunjing
			allowed = {
				original_tag = GSM
			}
			visible = {

			}
			available = {
				has_country_leader = {
					ruling_only = yes
					character = XSM_ma_buqing
				}
			}
			traits = {
				staunch_loyalist
			}
		} {
			slot = high_command
			idea_token = XSM_ma_dunjing2
			allowed = {
				original_tag = GSM
			}
			traits = {
				army_regrouping_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				trait_vigorous
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Character
Component: ITA_serafino_mazzolini
Source: game
File: common/characters/ITA.txt

Code:
ITA_serafino_mazzolini = {
	name = ITA_serafino_mazzolini
	portraits = {
		army = {
			small = GFX_portrait_ITA_serafino_mazzolini_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_serafino_mazzolini
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_really_fascist = yes
		}
		traits = {
			ideological_crusader
		}
		on_add = {

		}
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_osaka_army_arsenal_artillery_organization
Constructs: has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_osaka_army_arsenal_artillery_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_osaka_army_arsenal
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_military_arsenal_trait
		name = JAP_mio_trait_military_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_big_guns
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_army_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Event
Component: CHL_political_events.40
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.40
	title = CHL_political_events.40.t
	desc = CHL_political_events.40.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.40.a
		ai_chance = {
			base = 100
		}
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_infrastructure_development
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_infrastructure_development
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ARG_end_of_economic_depresion
	}
	x = 34
	y = 1
	cost = 10
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: KMT_harpo_3
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_3 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 70
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.3
		political_power_cost = 0.03
		research_speed_factor = 0.025
		min_export = 0.075
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.5
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_infr_2
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_infr_2
	icon = GFX_goal_generic_construct_infrastructure
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_new_industry
	} {
		focus = ICE_domestic_ind
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			100 = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	x = 2
	y = 2
	completion_reward = {
		100 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		1043 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_3/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}