Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_assign_country
Constructs: limit, has_country_flag, check_variable, has_priority_, is_in_array, add_to_array, set_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_assign_country = {
	EAI_MILITARY_strategy_priorities = yes
	if = {
		limit = {
			check_variable = {
				has_priority_ = 1
			}
		}
		EAI_MILITARY_assign_strategy = yes
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_assign_country
		} {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | _operation_id=[?_operation_id]
		} {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | _leader_id=[?_leader_id]
		} {
			limit = {
				NOT = {
					is_in_array = {
						global.EAI_MILITARY_INVASION_active_countries = THIS.id
					}
				}
			}
			add_to_array = {
				global.EAI_MILITARY_INVASION_active_countries = THIS.id
			}
		}
		set_variable = {
			EAI_MILITARY_INVASION_leader = _leader_id
		} {
			EAI_MILITARY_INVASION_operation_id = _operation_id
		} {
			EAI_MILITARY_INVASION_target_control_pct = _target_control_pct_
		}
		for_each_loop = {
			array = _states_
			add_to_array = {
				EAI_MILITARY_INVASION_states = v
			}
		} {
			array = _staging_areas_
			add_to_array = {
				EAI_MILITARY_INVASION_staging_areas = v
			}
		} {
			array = _air_regions_
			add_to_array = {
				EAI_MILITARY_INVASION_air_regions = v
			}
		} {
			array = _sea_regions_
			add_to_array = {
				EAI_MILITARY_INVASION_air_regions = v
			}
		} {
			array = _sea_regions_
			add_to_array = {
				EAI_MILITARY_INVASION_sea_regions = v
			}
		} {
			array = _objectives_
			add_to_array = {
				EAI_MILITARY_INVASION_objectives = v
			}
		} {
			array = _our_side_
			add_to_array = {
				EAI_MILITARY_INVASION_allied_countries = v
			}
		} {
			array = _their_side_
			add_to_array = {
				EAI_MILITARY_INVASION_target_countries = v
			}
		}
		set_temp_variable = {
			tmp = @EAI_MILITARY_INVASION_planning_phase_days
		} {
			tmp = @EAI_MILITARY_INVASION_planning_phase_days
		} {
			tmp = @EAI_MILITARY_INVASION_planning_phase_days
		} {
			tmp = @EAI_MILITARY_INVASION_planning_phase_days
		} {
			tmp = @EAI_MILITARY_INVASION_planning_phase_days
		} {
			tmp = @EAI_MILITARY_INVASION_synchronize_days
		}
		meta_effect = {
			text = {
				set_country_flag = {
					flag = EAI_MILITARY_INVASION_planning_phase
					value = 1
					d
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_viron_kansa
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, is_subject_of, has_capitulated, is_claimed_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_viron_kansa
	icon = GFX_focus_FIN_viron_kansa
	prerequisite = {
		focus = FIN_national_unity
	}
	x = -1
	y = 2
	relative_position_id = FIN_national_unity
	cost = 10
	bypass = {
		EST = {
			OR = {
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
				has_capitulated = yes
				exists = no
				all_core_state = {
					OR = {
						is_claimed_by = ROOT
						is_owned_by = ROOT
						controller = {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		OR = {
			has_government = fascism
			threat = > 0.7
		} {
			has_war = no
			surrender_progress = < 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		EST = {
			country_event = {
				id = AAT_finland_diplomacy.01
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt FIN_viron_kansa_positive_outcome_tt if_they_refuse_tt
		event_option_tooltip = AAT_finland_diplomacy.04.b
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_reluctant_submission
Constructs: has_completed_focus, limit, completion_reward, is_in_faction_with, allow_branch, has_game_rule, random_days
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_reluctant_submission
	icon = GFX_focus_generic_surrender
	x = 15
	y = 0
	relative_position_id = SIA_the_army_of_siam
	mutually_exclusive = {
		focus = SIA_standing_our_ground
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_reluctant_submission_trigger
			always = no
		}
	}
	bypass = {
		is_in_faction_with = JAP
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_standing_our_ground
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			country_event = {
				id = siam.35
				days = 30
				random_days = 30
			}
		}
		custom_effect_tooltip = SIA_reluctant_submission_tt
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Character
Component: NZL_a_e_davy
Source: game
File: common/characters/NZL.txt

Code:
NZL_a_e_davy = {
	name = NZL_a_e_davy
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_a_e_davy
		allowed = {
			original_tag = NZL
		}
		traits = {
			ideological_crusader
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_modernizing_the_coast_guard
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_modernizing_the_coast_guard
	icon = GFX_focus_ICE_modernizing_the_coast_guard
	prerequisite = {
		focus = ICE_an_airbase_in_the_sea ICE_a_naval_hub_in_the_atlantic
	}
	x = 2
	y = 1
	relative_position_id = ICE_an_airbase_in_the_sea
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_modernizing_the_coast_guard
			bonus = 0.2
			uses = 1
			category = infantry_weapons
		}
		add_doctrine_cost_reduction = {
			name = ICE_modernizing_the_coast_guard
			cost_reduction = 0.2
			uses = 1
			category = land_doctrine
		}
		army_experience = 25
		navy_experience = 10
	}
}
### Entity: Event
Component: NSB_poland_monarchist_events.5
Constructs: is_triggered_only, ai_chance, limit, is_major, has_army_size, is_in_faction_with, is_in_faction, check_variable
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_monarchist_events.5
	title = NSB_poland_monarchist_events.5.t
	desc = NSB_poland_monarchist_events.5.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = NSB_poland_monarchist_events.5.a
		ai_chance = {
			base = 30
			modifier = {
				add = -25
				FROM = {
					has_army_size = {
						size = < 40
					}
				}
			} {
				add = 100
				FROM = {
					has_army_size = {
						size = > 39
					}
				}
			} {
				add = 20
				is_in_faction_with = FROM
			} {
				factor = 0.1
				is_in_faction = yes
			} {
				factor = 0.5
				check_variable = {
					monarchist_support = > 50
				}
			}
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_personal_union
			}
		}
		hidden_effect = {
			POL_set_attempted_royal_takeover_flag = yes
			set_country_flag = POL_banned_monarchy_flag
			if = {
				limit = {
					original_tag = ROM
				}
				set_cosmetic_tag = ROM_polish_loyalists
			}
			else_if = {
				limit = {
					original_tag = LIT
				}
				set_cosmetic_tag = LIT_KINGDOM
			} {
				limit = {
					original_tag = CZE
				}
				CZE_karl_albrecht = {
					add_country_leader_role = {
						country_leader = {
							ideology = despotism
							traits = {

							}
							expire = 1965.1.1.1
							id = -1
						}
						promote_leader = yes
					}
				}
			}
			news_event = {
				id = nsb_news.7
			}
		}
	} {
		name = NSB_poland_monarchist_events.5.b
		ai_chance = {
			base = 10
			modifier = {
				FROM = {
					has_army_size = {
						size = > 39
					}
				}
				factor = 0.5
			} {
				add = 20
				FROM = {
					has_army_size = {
						size = < 30
					}
				}
			} {
				factor = 2
				is_in_faction = yes
				NOT = {
					is_in_faction_with = FROM
				}
			} {
				any_other_country = {
					has_guaranteed = PREV
				}
				factor = 5
			} {
				any_other_country = {
					is_major = yes
					has_guaranteed = LIT
				}
				factor = 5
			} {
				factor = 10
				check_variable = {
					monarchist_support = < 40
				}
			}
		}
		hidden_effect = {
			set_country_flag = POL_banned_monarchy_flag
			POL_set_attempted_royal_takeover_flag = yes
		}
		POL_monarchist_civil_war_effect = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_production
Constructs: has_country_flag, check_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_light_armor_production = {
	has_country_flag = EAI_larm_template_upgrade
	check_variable = {
		EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
	}
	has_design_based_on = light_tank_chassis
}
### Entity: Military Industrial Organization
Component: AUS_osterreichische_saurerwerke_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, add_trait, build_cost_ic, maximum_speed, remove_trait
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_osterreichische_saurerwerke_organization = {
	name = AUS_osterreichische_saurerwerke_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_AUS_saurer
	allowed = {
		original_tag = AUS
		has_dlc = Arms Against Tyranny Gotterdammerung La Resistance
	}
	available = {
		owner = {
			has_completed_focus = AUS_saurerwerke
		}
	}
	visible = {
		owner = {
			NOT = {
				has_completed_focus = AUS_graf_und_stift_focus
			}
		}
	}
	equipment_type = {
		motorized_equipment mechanized_equipment armored_car_equipment
	}
	initial_trait = {
		name = AUS_saurerwerke_initial_mio_trait_attack_focused_organization
		equipment_bonus = {
			soft_attack = 0.03
			breakthrough = 0.03
		}
	}
	tree_header_text = {
		text = mio_header_motorized
		x = 1
	} {
		text = mio_header_armored_cars
		x = 4
	} {
		text = mio_header_mechanized
		x = 7
	}
	override_trait = {
		token = generic_mio_trait_composite_cargo_bed
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_steel_cargo_bed
		limit_to_equipment_type = {
			motorized_equipment
		}
	} {
		token = generic_mio_trait_all_wheel_drive
		limit_to_equipment_type = {
			motorized_equipment armored_car_equipment
		}
	} {
		token = generic_mio_trait_attached_wood_gas_generator
		limit_to_equipment_type = {
			motorized_equipment armored_car_equipment
		}
	} {
		token = generic_mio_trait_high_powered_engine
		limit_to_equipment_type = {
			motorized_equipment armored_car_equipment
		}
	} {
		token = generic_mio_trait_armored_pulpit_mount
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
	} {
		token = generic_mio_trait_heavy_machinegun_mount
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_armored_pulpit_mount
		mutually_exclusive = {
			generic_mio_trait_mounted_light_anti_tank_gun
		}
	} {
		token = generic_mio_trait_mounted_light_anti_tank_gun
		position = {
			x = 3
			y = 0
		}
		mutually_exclusive = {
			generic_mio_trait_heavy_machinegun_mount
		}
	}
	add_trait = {
		token = AUS_mio_trait_improved_armaments
		name = AUS_mio_trait_improved_armaments
		icon = GFX_generic_mio_department_icon_armored_car_offense
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
		all_parents = {
			generic_mio_trait_
# ... (truncated)
### Entity: Event
Component: GOE_RAJ_loyalist.06
Constructs: is_triggered_only, ai_chance, is_historical_focus_on, add_to_variable, add_tech_bonus
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.06
	title = GOE_RAJ_loyalist.06.t
	desc = GOE_RAJ_loyalist.06.desc
	picture = GFX_report_event_indian_soldiers
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.06.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				is_historical_focus_on = yes
			}
		}
		custom_effect_tooltip = RAJ_modify_south_east_asia_command_dm_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_south_east_asia_command_dm_max_dig_in_factor = 0.1
			tooltip = max_dig_in_factor_tt
		} {
			RAJ_south_east_asia_command_dm_recon_factor_while_entrenched = 0.2
			tooltip = recon_factor_while_entrenched_tt
		} {
			RAJ_south_east_asia_command_dm_army_core_defence_factor = 0.1
			tooltip = army_core_defence_factor_tt
		} {
			RAJ_south_east_asia_command_dm_army_core_attack_factor = 0.1
			tooltip = army_core_attack_factor_tt
		}
		army_experience = 50
		add_tech_bonus = {
			name = RAJ_south_east_asia_command
			bonus = 0.7
			uses = 2
			category = cat_fortification mio_cat_artillery
		}
	} {
		name = GOE_RAJ_loyalist.06.b
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = RAJ_modify_south_east_asia_command_dm_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_south_east_asia_command_dm_army_attack_speed_factor = 0.1
			tooltip = army_attack_speed_factor_tt
		} {
			RAJ_south_east_asia_command_dm_breakthrough_factor = 0.05
			tooltip = breakthrough_factor_tt
		} {
			RAJ_south_east_asia_command_dm_coordination_bonus = 0.02
			tooltip = coordination_bonus_tt
		} {
			RAJ_south_east_asia_command_dm_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		}
		army_experience = 50
		add_tech_bonus = {
			name = RAJ_south_east_asia_command
			bonus = 0.7
			uses = 2
			category = armor support_tech
		}
	} {
		name = GOE_RAJ_loyalist.06.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		custom_effect_tooltip = RAJ_modify_south_east_asia_command_dm_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			RAJ_south_east_asia_command_dm_air_mission_efficiency = 0.1
			tooltip = air_mission_efficiency_tt
		} {
			RAJ_south_east_asia_command_dm_navy_anti_air_attack_factor = 0.1
			tooltip = navy_anti_air_attack_factor_tt
		} {
			RAJ_south_east_asia_command_dm_air_ace_generation_chance_factor 
# ... (truncated)
### Entity: Decision
Component: BUL_internal_factions
Constructs: has_completed_focus, division_template, limit, random_country, remove_ideas, political_power_gain, has_government, add_war_support
Source: game
File: common/decisions/BUL.txt

Code:
BUL_internal_factions = {
	BUL_a_royal_visit = {
		priority = 50
		icon = eng_ally_imperialist_coup
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				has_stability = < 0.5
			} {
				factor = 10
				has_stability = < 0.3
			} {
				factor = 10
				has_stability = < 0.2
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_country_flag = BUL_internal_affairs_ongoing_flag
			}
			has_completed_focus = BUL_power_to_the_tsar
		}
		days_remove = 7
		days_re_enable = 120
		visible = {
			NOT = {
				has_completed_focus = BUL_oppose_the_royal_dictatorship
			} {
				has_country_flag = BUL_tsar_boris_is_dead_flag
			}
			has_country_flag = BUL_factions_unlocked_flag
			has_country_leader = {
				character = BUL_boris_iii
				ruling_only = yes
			}
		}
		cost = BUL_faction_interaction_cost_standard
		complete_effect = {
			set_country_flag = BUL_internal_affairs_ongoing_flag
		}
		modifier = {
			political_power_gain = -0.5
		}
		remove_effect = {
			hidden_effect = {
				random_list = {
					70 = {

					}
					20 = {
						set_country_flag = BUL_a_royal_visit_extra_success_flag
					}
					10 = {
						set_country_flag = BUL_a_royal_visit_failure_flag
					}
				}
			}
			country_event = {
				id = bftb_bulgaria_tsar_boris.1
			}
			clr_country_flag = BUL_internal_affairs_ongoing_flag
		}
	}
	BUL_cooperation_zveno_speech = {
		priority = 42
		icon = GFX_decision_bul_speech_zveno
		ai_will_do = {
			base = 4
			modifier = {
				factor = 0.1
				has_country_flag = BUL_zveno_joint_act_flag
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_country_flag = BUL_internal_affairs_ongoing_flag
			} {
				has_country_flag = BUL_zveno_bolstered_flag
			}
		}
		days_remove = BUL_faction_days_remove_very_low
		days_re_enable = BUL_faction_days_reenable_low
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					has_country_flag = BUL_zveno_destroyed_flag BUL_zveno_coup_flag
				}
			}
		}
		cancel_effect = {
			clr_country_flag = BUL_internal_affairs_ongoing_flag
		}
		visible = {
			has_completed_focus = BUL_cooperate_with_the_zveno
			has_country_flag = BUL_factions_unlocked_flag
			NOT = {
				has_country_flag = BUL_zveno_bolstered_flag
			} {
				has_country_flag = BUL_disposed_of_zveno_generals_flag
			} {
				has_country_flag = BUL_zveno_integrated_flag
			} {
				has_country_flag = BUL_zveno_des
# ... (truncated)
### Entity: National Focus
Tree: sov_focus
Component: SOV_impose_national_unions_old
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_impose_national_unions_old
	text = SOV_impose_national_unions
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = SOV_follow_corportism_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_follow_corportism_old
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_baltic_foothold
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_baltic_foothold
	icon = GFX_focus_generic_forest_brothers
	prerequisite = {
		focus = SWE_joint_panzer_development
	}
	relative_position_id = SWE_joint_panzer_development
	x = 0
	y = 1
	cost = 10
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		any_state = {
			custom_trigger_tooltip = {
				tooltip = SWE_is_in_the_baltic_states_tt
				region = 37
				NOT = {
					state = 188
				}
			} {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = SWE_is_in_the_baltic_states_tt
						region = 37
						NOT = {
							state = 188
						}
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = SWE_baltic_foothold_tt
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					region = 37
					NOT = {
						state = 188
					}
				}
				has_government = communism
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Shared Focus
Component: GUAY_the_tag_economic_miracle
Constructs: shared_focus, completion_reward, add_timed_idea
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_the_tag_economic_miracle
	icon = GFX_focus_spa_the_spanish_miracle
	x = 5
	y = 0
	relative_position_id = GUAY_land_reforms
	available_if_capitulated = no
	available = {
		num_of_factories = > 13
	}
	cost = 10
	ai_will_do = {
		factor = 80
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_GUAY_the_tag_economic_miracle
			days = 720
		}
	}
}
### Entity: Decision
Component: AST_vichy_out_of_africa_cat
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_vichy_out_of_africa_cat = {
	priority = 90
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_country_flag = AST_vichy_pact_flag
		NOT = {
			has_completed_focus = AST_undeniably_ours
		}
	}
}
### Entity: Military Industrial Organization
Component: ROM_iar_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_iar_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_ROM_iar
	allowed = {
		tag = ROM
	}
	available = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			FROM = {
				has_completed_focus = ROM_invest_in_the_iar
			}
		}
	}
	add_trait = {
		token = generic_mio_trait_heavily_armed_aircraft
		name = generic_mio_trait_heavily_armed_aircraft
		icon = GFX_generic_mio_department_icon_plane_fighter_combat
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_advanced_aerodynamics
		visible = {
			has_dlc = Death or Dishonor
		}
		available = {
			FROM = {
				has_completed_focus = ROM_invest_in_the_iar
			}
		}
		equipment_bonus = {
			air_attack = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Idea
Component: CZE_trade_agreement_HUN_YUG
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_HUN_YUG = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = HUN
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = YUG
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_doctrine_bonus_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_doctrine_bonus_2
	icon = GFX_focus_FIN_motti_tactics
	prerequisite = {
		focus = CZE_mechanization
	} {
		focus = CZE_armour_bonus_ii
	}
	x = 2
	y = 3
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}