Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_a_libyan_revolt
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_legitimacy, is_government_in_exile, has_opinion, is_core_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_a_libyan_revolt
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = ETH_joint_swedish-ethiopian_intelligence_program ETH_anti-tank_guns
	}
	x = 0
	y = 1
	relative_position_id = ETH_joint_swedish-ethiopian_intelligence_program
	cost = 10
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_legitimacy = > 70
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 69
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		ITA = {
			every_owned_state = {
				limit = {
					is_core_of = LBA
				}
				add_compliance = -25
				add_resistance = 10
				add_dynamic_modifier = {
					modifier = ETH_state_supporting_resistance_modifier
					scope = THIS.owner
					days = 365
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_secure_hexi_corridor
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, every_other_country, is_subject_of, create_wargoal
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_secure_hexi_corridor
	icon = GFX_goal_PRC_attack_ma_clique
	x = -1
	y = 1
	relative_position_id = MON_divide_spheres_of_influence
	cost = 5
	prerequisite = {
		focus = MON_divide_spheres_of_influence
	}
	available = {
		is_faction_leader = yes
		is_in_faction_with = PRC
		any_state = {
			OR = {
				state = 756 616 755 283 754 604 753 1075
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					OR = {
						state = 756 616 755 283 754 604 753 1075
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					original_tag = PRC
				} {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 756 616 755 283 754 604 753 1075
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
			PRC = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
		add_named_threat = {
			threat = 0.5
			name = MON_securing_hexi_corridor
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: MLI
Component: MLI_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/MLI - Mali.txt

Code:
# Misc for MLI
capital = 556
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Resistance
Component: sabotage_air_base
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_air_base = {
	available = {
		non_damaged_building_level = {
			building = air_base
			level = > 0
		}
	}
	weight = {
		base = 1
	}
	effect = {
		damage_building = {
			type = air_base
			damage = 0.25
		}
	}
	alert_text = building_is_sabotaged
}
### Entity: AI Strategy
Component: SWI_historical_placate_FRA
Constructs: has_government, has_war_with, is_historical_focus_on, has_opinion, has_capitulated, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWI_historical_placate_FRA = {
	allowed = {
		SWI_bba = yes
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
		OR = {
			NOT = {
				country_exists = FRA
			}
			has_war_with = FRA
			FRA = {
				OR = {
					NOT = {
						has_government = fascism
					}
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
					AND = {
						is_in_faction = yes
						is_faction_leader = no
					}
					SWI_is_country_to_balance = no
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = FRA
		target = improve_relation
		value = 200
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_develop_oil_fields
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_develop_oil_fields
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = PER_rapid_industrialization
	}
	x = 3
	y = 1
	relative_position_id = PER_rapid_industrialization
	cost = 10
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		421 = {
			add_resource = {
				type = oil
				amount = 25
			}
		}
		413 = {
			add_resource = {
				type = oil
				amount = 15
			}
		}
		412 = {
			add_resource = {
				type = oil
				amount = 18
			}
		}
	}
}
### Entity: Idea
Component: MEKACR
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEKACR = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_norge_linjen
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, build_railway, build_only_on_allied, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_norge_linjen
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = SWE_fortification_studies
	}
	relative_position_id = SWE_fortification_studies
	x = -1
	y = 1
	cost = 10
	available = {
		141 = {
			is_owned_and_controlled_by = ROOT
		}
		140 = {
			is_owned_and_controlled_by = ROOT
		}
		968 = {
			is_owned_and_controlled_by = ROOT
		}
		38 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		build_railway = {
			level = 2
			build_only_on_allied = yes
			path = {
				9209 6084 11044 3141 11114 6195 3070 9182 3005 9148 113 6129 11049
			}
			start_province = 9209
			target_province = 11049
		} {
			level = 1
			build_only_on_allied = yes
			path = {
				11114 6028 69
			}
			start_province = 11114
			target_province = 69
		}
		140 = {
			add_building_construction = {
				type = supply_node
				level = 1
				instant_build = yes
				province = 11114
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
		968 = {
			add_building_construction = {
				type = supply_node
				level = 1
				instant_build = yes
				province = 11049
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Character
Component: cypriot_kemalist
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
cypriot_kemalist = {
	neutrality_drift = 0.05
	stability_factor = -0.075
	drift_defence_factor = 0.25
}
### Entity: Event
Component: germany.106
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, is_in_faction, is_in_faction_with, add_named_threat
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.106
	title = germany.106.t
	desc = {
		text = germany.106.d_second_vienna_accepted_all
		trigger = {
			ROM = {
				has_country_flag = second_vienna_accepted_all
			}
		}
	} {
		text = germany.106.d_second_vienna_accepted_north
		trigger = {
			ROM = {
				has_country_flag = second_vienna_accepted_north
			}
		}
	} {
		text = germany.106.d_no_vienna
		trigger = {
			ROM = {
				NOT = {
					has_country_flag = second_vienna_accepted_all
				} {
					has_country_flag = second_vienna_accepted_north
				}
			}
		}
	}
	picture = GFX_report_event_vienna_award_hungary
	is_triggered_only = yes
	option = {
		name = germany.106.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 0
				BUL = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = GER
					}
				}
			}
		}
		add_named_threat = {
			threat = 2
			name = germany.106_threat
		}
		BUL = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_treaty_of_craiova_GER
			}
			every_other_country = {
				limit = {
					is_faction_leader = yes
					NOT = {
						tag = GER
					}
				}
				reverse_add_opinion_modifier = {
					target = BUL
					modifier = GER_treaty_of_craiova_other
				}
			}
		}
		ROM = {
			country_event = {
				id = romania.5
				hours = 3
			}
		}
	} {
		name = germany.106.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				NOT = {
					BUL = {
						is_in_faction = yes
						NOT = {
							is_in_faction_with = GER
						}
					}
				}
			}
		}
		BUL = {
			add_opinion_modifier = {
				target = GER
				modifier = GER_treaty_of_craiova_noland
			}
			country_event = {
				id = bulgaria.5
				hours = 4
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lcp_resurgence
Constructs: has_completed_focus, prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_lcp_resurgence
	icon = GFX_focus_generic_soviet_politics
	relative_position_id = LIT_announce_upcoming_elections
	x = 18
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_announce_upcoming_elections
	}
	mutually_exclusive = {
		focus = LIT_voldemarininkai_coup
	} {
		focus = LIT_force_parties_to_reregister
	} {
		focus = LIT_solicit_ratikiss_support
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		hidden_trigger = {
			NOT = {
				has_completed_focus = LIT_voldemarininkai_coup
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = LIT_lcp_resurgence_idea
			days = 1250
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_safeguard_cabinda
Constructs: prerequisite, has_war, limit, random_country, owns_state, completion_reward, has_subject, is_in_faction_with
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_safeguard_cabinda
	icon = GFX_focus_generic_annex_country_2
	x = 3
	y = 1
	prerequisite = {
		focus = COG_congo_and_the_war_in_europe
	}
	relative_position_id = COG_congo_and_the_war_in_europe
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cost = 10
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		}
		796 = {
			OWNER = {
				has_war = no
				NOT = {
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
				}
				controls_state = 796
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = COG_occupy_cabinda_tt generic_skip_one_line_tt
		random_country = {
			limit = {
				owns_state = 796
			}
			country_event = {
				id = ww_congo.26
				days = 1
				random_days = 2
			}
		}
		796 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
	}
}
### Entity: Idea
Component: idea_PAR_women_in_the_industry
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_women_in_the_industry = {
	picture = ARG_women_in_industry
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_join_allies
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated, is_faction_leader, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_join_allies
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = ROM_demand_a_western_guarantee
	}
	x = 0
	y = 4
	relative_position_id = ROM_renew_the_romanian_polish_alliance
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				ENG = {
					has_capitulated = yes
				}
				FRA = {
					has_capitulated = yes
				}
			}
		}
	}
	available = {
		ENG = {
			is_faction_leader = yes
			has_government = democratic
		}
		is_in_faction = no
		NOT = {
			has_war_with = ENG
		} {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = ROM
			}
		}
		is_subject = no
	}
	bypass = {
		is_in_faction_with = ENG
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
}
### Entity: Event
Component: war_justification.219
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.219
	title = war_justification.219.t
	desc = war_justification.219.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = war_justification.219.a
	}
}
### Entity: Idea
Component: UZB_aa2
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: LAO
Component: LAO_characters
Constructs: recruit_character
Source: game
File: history/countries/LAO - Laos.txt

Code:
# Leaders & Characters for LAO
recruit_character = LAO_sisavang_vong LAO_kou_voravong LAO_souphanouvong
### Entity: National Focus
Tree: prc_focus
Component: PRC_emergency_prodction_protocols
Constructs: prerequisite, has_war, add_stability, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_emergency_prodction_protocols
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = PRC_assume_leadership
	}
	mutually_exclusive = {
		focus = PRC_emergency_supply_protocols
	}
	x = 3
	y = 1
	relative_position_id = PRC_assume_leadership
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = -0.05
		add_timed_idea = {
			idea = PRC_emergency_prodction_protocols_idea
			days = PRC_emergency_protocol_idea_days
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_sea_to_sea
Constructs: prerequisite, completion_reward, add_claim_by
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_sea_to_sea
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = POL_baltic_ultimatums
	} {
		focus = POL_the_old_borders
	}
	x = -1
	y = 1
	relative_position_id = POL_baltic_ultimatums
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		207 = {
			add_claim_by = ROOT
		}
		242 = {
			add_claim_by = ROOT
		}
		206 = {
			add_claim_by = ROOT
		}
		241 = {
			add_claim_by = ROOT
		}
		243 = {
			add_claim_by = ROOT
		}
		204 = {
			add_claim_by = ROOT
		}
		194 = {
			add_claim_by = ROOT
		}
		201 = {
			add_claim_by = ROOT
		}
		199 = {
			add_claim_by = ROOT
		}
		198 = {
			add_claim_by = ROOT
		}
		202 = {
			add_claim_by = ROOT
		}
		203 = {
			add_claim_by = ROOT
		}
		193 = {
			add_claim_by = ROOT
		}
		259 = {
			add_claim_by = ROOT
		}
		137 = {
			add_claim_by = ROOT
		}
		196 = {
			add_claim_by = ROOT
		}
		197 = {
			add_claim_by = ROOT
		}
		192 = {
			add_claim_by = ROOT
		}
		834 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Idea
Component: CZE_naval_deal2_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_naval_deal2_idea = {
	picture = generic_the_london_naval_treaty
	allowed = {

	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		political_power_cost = -0.05
	}
}
### Entity: Modifier Reference
Component: CHI_corruption_in_the_administration
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_corruption_in_the_administration = {
	icon = GFX_idea_ARG_political_corruption_modifier
	political_power_gain = CHI_corruption_pp_gain
	consumer_goods_factor = CHI_corruption_consumer_goods
	production_speed_buildings_factor = CHI_corruption_construction_speed
	cic_construction_boost_factor = CHI_corruption_cic_construction_boost_factor
	industry_free_repair_factor = CHI_corruption_free_repair_factor
	production_speed_arms_factory_factor = CHI_corruption_production_speed_arms_factory_factor
	conversion_cost_civ_to_mil_factor = CHI_corruption_conversion_cost_civ_to_mil_factor
	economy_cost_factor = CHI_corruption_economy_cost_factor
}
### Entity: National Focus
Tree: mon_focus
Component: MON_support_the_rebels
Constructs: prerequisite, limit, has_war_with, add_war_support, has_country_flag, completion_reward, is_subject, has_global_flag
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_the_rebels
	icon = GFX_goal_SOV_trot_destalinization
	x = -1
	y = 1
	relative_position_id = MON_ensure_mvd_loyalty
	cost = 7
	prerequisite = {
		focus = MON_ensure_mvd_loyalty
	}
	mutually_exclusive = {
		focus = MON_contest_the_insurgents
	}
	available = {
		is_subject = no
		any_other_country = {
			original_tag = SOV
			NOT = {
				has_war_with = ROOT
			}
		} {
			has_country_flag = SOV_breakaway_country_flag
		}
		SOV = {
			has_global_flag = SOV_soviet_civil_war
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = MON_will_join_the_war_against_ussr_tt
		every_other_country = {
			limit = {
				has_country_flag = SOV_breakaway_country_flag
				OR = {
					has_war_with = SOV SOS
				}
			}
			every_other_country = {
				limit = {
					original_tag = SOV
				}
				country_event = {
					id = mongol_foreign_influence.6
					days = 1
				}
				ROOT = {
					add_to_war = {
						targeted_alliance = PREV.PREV
						enemy = PREV
						hostility_reason = asked_to_join
					}
				}
			}
		}
		MON_soviet_high_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: 19 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 19 Renmin Jundui
	location = 12331
	division_template = Erjinzhi Juntuán
}
### Entity: Event
Component: kmt.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.3
	title = kmt.3.t
	desc = kmt.3.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
		}
		name = kmt.3.a
		puppet = SHX
	} {
		ai_chance = {
			base = 70
		}
		name = kmt.3.b
		SHX = {
			country_event = {
				id = kmt.5
				days = 1
			}
		}
	}
}
### Entity: Operation
Component: resistance_support_arms_depots
Source: game
File: common/operation_phases/lar_resistance_support.txt

Code:
resistance_support_arms_depots = {
	name = resistance_support_arms_depots
	desc = resistance_support_arms_depots_desc
	outcome = resistance_support_arms_depots_outcome
	picture = GFX_phase_resistance_support_arms_depots
	icon = GFX_phase_resistance_support_arms_depots_small
	equipment = {
		support_equipment = 300
		infantry_equipment = 2000
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/super_heavy_armor.txt

Code:
sub_units = {
	super_heavy_armor = {
		abbreviation = STK
		sprite = heavy_armor
		map_icon_category = armored
		priority = 2520
		ai_priority = 2520
		active = yes
		type = {
			support armor
		}
		group = support
		categories = {
			category_tanks category_support_battalions category_divisional_support_battalions category_front_line category_all_armor category_army
		}
		regimental = no
		combat_width = 0
		need = {
			super_heavy_tank_chassis = 20
		}
		manpower = 500
		max_organisation = 10
		default_morale = 0.3
		max_strength = 2
		training_time = 180
		weight = 1.0
		supply_consumption = 0.4
		suppression = 2.5
		forest = {
			attack = -0.25
			movement = -0.3
		}
		hills = {
			attack = -0.15
			defence = -0.15
		}
		mountain = {
			attack = -0.2
			defence = -0.2
		}
		urban = {
			attack = -0.3
			defence = -0.3
		}
		jungle = {
			attack = -0.35
			defence = -0.35
			movement = -0.3
		}
		marsh = {
			attack = -0.3
			defence = -0.3
			movement = -0.3
		}
		fort = {
			attack = 0.1
			defence = 0.05
		}
		river = {
			attack = -0.25
			defence = -0.25
			movement = -0.3
		}
		amphibious = {
			attack = -0.6
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_scottish_steel_sector
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, is_controlled_by, is_core_of, cancel_if_invalid
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_scottish_steel_sector
	icon = GFX_focus_generic_steel
	relative_position_id = CEL_integrate_areas
	prerequisite = {
		focus = CEL_integrate_areas
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = -3
		y = 0
		trigger = {
			tag = BRI
		}
	}
	allow_branch = {
		NOT = {
			original_tag = SCO
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		121 = {
			is_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				133
			}
			limit = {
				free_building_slots = {
					building = steel_mill
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				136
			}
			limit = {
				free_building_slots = {
					building = steel_mill
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SWE_the_great
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_the_great = {
	max_training = 0.15
	experience_gain_army_unit_factor = 0.15
	experience_loss_factor = -0.25
	conscription = 0.02
	non_core_manpower = 0.02
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AFort.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
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Template talk
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Help talk
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Category talk
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Beta talk
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