Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.22
Constructs: is_triggered_only, ai_chance, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.22
	title = denmark_overlord_events.22.t
	desc = denmark_overlord_events.22.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.12.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			} {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		DEN_socialdemokratiet_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.12.b
		ai_chance = {
			base = 1
		}
		DEN_venstre_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.12.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_rearming_ai = yes
			}
		}
		DEN_konservative_takes_over = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	}
}
### Entity: Character
Component: SIA_fascist_agitator
Constructs: political_power_gain, war_support_factor, fascism_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_fascist_agitator = {
	sprite = 13
	random = no
	fascism_drift = 0.1
	fascism_acceptance = 50
	political_power_gain = 0.05
	war_support_factor = 0.05
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reject_cosmopolitanism_old
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_reject_cosmopolitanism_old
	text = SOV_reject_cosmopolitanism
	icon = GFX_goal_generic_uprising
	prerequisite = {
		focus = SOV_follow_corportism_old
	}
	x = -2
	y = 1
	relative_position_id = SOV_follow_corportism_old
	cost = 5
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Scripted Trigger
Component: EAI_bomb_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_bomb_MODULE_FOCUS = {
	OR = {
		EAI_CAS_military_focus = yes
		EAI_TAC_military_focus = yes
		EAI_STR_military_focus = yes
	}
}
### Entity: Shared Focus
Tree: per_focus
Component: PER_UNIFIED_glory_of_cyrus
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, allow_branch, add_country_leader_trait, every_state
Source: game
File: common/national_focus/r56_persian_empire_shared.txt

Code:
shared_focus = {
	id = PER_UNIFIED_glory_of_cyrus
	text = PER_glory_of_cyrus
	icon = GFX_focus_PER_glory_of_cyrus
	prerequisite = {
		focus = PER_UNIFIED_ethnic_collaboration
	}
	x = 2
	y = 1
	relative_position_id = PER_UNIFIED_ethnic_collaboration
	cost = 5
	allow_branch = {

	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_country_leader_trait = {
			trait = PER_glory_of_cyrus_trait
		}
		every_state = {
			limit = {
				is_core_of = AFG
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: king_of_galicia_and_lodomeria
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_galicia_and_lodomeria = {
	random = no
	sprite = 13
	political_power_factor = 0.1
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.10
Constructs: is_triggered_only, ai_chance, limit, has_cosmetic_tag, set_nationality, set_character_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.10
	title = BBA_ethiopia_fascist_events.10.t
	desc = BBA_ethiopia_fascist_events.10.desc
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.10.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_cosmetic_tag = jimma
			}
			custom_effect_tooltip = captured_ethiopian_commanders_jimma_tt
		}
		ELSE = {
			custom_effect_tooltip = captured_ethiopian_commanders_tt
		}
		hidden_effect = {
			var:ETH_haile_selassie_country = {
				ETH_seyoum_mengesha = {
					set_nationality = ROOT
					set_character_flag = ETH_imprisoned_flag
				}
				ETH_ayalew_birru = {
					set_nationality = ROOT
					set_character_flag = ETH_imprisoned_flag
				}
				ETH_ras_kassa = {
					set_nationality = ROOT
					set_character_flag = ETH_imprisoned_flag
				}
			}
			IF = {
				limit = {
					has_cosmetic_tag = jimma
				}
				var:ETH_haile_selassie_country = {
					ETH_balcho_safo = {
						set_nationality = ROOT
						set_character_flag = ETH_imprisoned_flag
					}
					ETH_tadesse_birru = {
						set_nationality = ROOT
						set_character_flag = ETH_imprisoned_flag
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_TRNS_aircraft_production_strategy_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_TRNS_aircraft_production_strategy_3 = {
	enable = {
		num_of_military_factories = > 200
		has_country_flag = EAI_TRNS_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_military_factories = > 190
				has_country_flag = EAI_TRNS_aircraft_production_strategy
				NOT = {
					has_country_flag = EAI_block_aircraft_production_strategy
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = air_transport
		value = 1
	}
}
### Entity: Idea
Component: POL_eastern_conscription_idea
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_eastern_conscription_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_reserve_divisions
	modifier = {
		training_time_army_factor = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_ENG_focus_on_fighters
Constructs: has_deployed_air_force_size
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_focus_on_fighters = {
	allowed = {
		tag = ENG
	}
	enable = {
		EAI_FTR_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 3000
			type = fighter
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_FTR_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 3500
					type = fighter
				}
			}
		}
	}
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 100
	}
}
### Entity: Idea
Component: EAI_DD_2/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_devalue_the_peso
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_devalue_the_peso
	dynamic = yes
	icon = GFX_focus_CHL_devalue_the_peso_export
	relative_position_id = CHL_contract_efe
	x = -5
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_contract_efe CHL_we_must_dig_deeper
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.05
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHL_introduce_the_franc
				}
			}
			add_timed_idea = {
				idea = CHL_devalue_the_peso_idea
				days = 365
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = CHL_devalue_the_franc_idea
				days = 365
			}
		}
	}
}
### Entity: Event
Component: tfv_new_zealand.92
Constructs: is_triggered_only, ai_chance, clr_country_flag, is_demanding_flag
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.92
	title = tfv_new_zealand.92.t
	desc = tfv_new_zealand.92.desc
	picture = GFX_report_event_ast_transfer_singapore
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.92.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = is_demanding_flag
		}
	}
}
### Entity: AI Strategy
Component: USA_heavy_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_heavy_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_heavy_tank_artillery
	}
	priority = {
		factor = 500
	}
	heavy_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine extra_ammo_storage
		}
	}
	heavy_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery5
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = t
# ... (truncated)
### Entity: Idea
Component: LIT_invested_in_farms
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_invested_in_farms = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.03
		conscription_factor = -0.25
		industrial_capacity_factory = -0.05
	}
}
### Entity: State History
Component: 1050
Constructs: add_core_of, set_resistance, set_compliance
Source: game
File: history/states/1050-Ajteh.txt

Code:
state = {
	id = 1050
	name = STATE_1050
	resources = {
		rubber = 3
	}
	history = {
		owner = INS
		add_core_of = ATJ
		start_resistance = yes
		set_resistance = 75
		set_compliance = 2
		buildings = {
			infrastructure = 1
			13398 = {
				naval_base = 1
			}
		}
		victory_points = {
			13398 1
		}
	}
	provinces = {
		1648 13399 10509 12488 7658 13398 13401 13396
	}
	manpower = 1138242
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_airbase_eritea
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_airbase_eritea
	prerequisite = {
		focus = ETH_modern_airforce
	}
	icon = GFX_goal_generic_air_production
	x = 22
	y = 1
	cost = 10
	completion_reward = {
		550 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Component: ah_neutrality_focus
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, is_in_faction_with, has_idea
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = ah_liberty_ethos
	}
	mutually_exclusive = {
		focus = ah_interventionism_focus
	}
	x = 0
	y = 1
	relative_position_id = ah_liberty_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			tag = AUS
		} {
			factor = 0
			tag = SAU
			is_in_faction_with = SOV
			SOV = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
		add_political_power = 150
	}
}
### Entity: Order of Battle
Component: air_wing_613
Source: game
File: history/units/CHI_1936_air_legacy.txt

Code:
air_wings = {
	613 = {
		fighter_equipment_0 = {
			owner = CHI
			amount = 70
		}
		tac_bomber_equipment_0 = {
			owner = CHI
			amount = 15
		}
	}
}
### Entity: Order of Battle
Component: Anti-Nacistas Div 3
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising_counter.txt

Code:
division = {
	name = Anti-Nacistas Div 3
	location = 5118
	division_template = Anti-Nacistas Brigades
	start_equipment_factor = 0.99
	start_experience_factor = 0.01
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_birthplace_of_democracy
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_birthplace_of_democracy
	icon = GFX_goal_support_democracy
	available = {
		has_government = democratic
	}
	prerequisite = {
		focus = GRE_remembering_the_anatolian_catastrophe
	}
	x = 2
	y = 1
	relative_position_id = GRE_remembering_the_anatolian_catastrophe
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = GRE_political_instability_republican
			}
			swap_ideas = {
				remove_idea = GRE_political_instability_republican
				add_idea = GRE_political_instability_republican_2
			}
		}
	}
}
### Entity: Technology
Component: armored_train
Constructs: has_war, enable_equipments, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	enable_equipments = {
		train_equipment_3
	}
	allow_branch = {
		has_dlc = No Step Back
	}
	path = {
		leads_to_tech = railway_gun
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = support_folder
		position = {
			x = 2
			y = 3
		}
	}
	categories = {
		train_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			has_war = yes
			factor = 20
		} {
			tag = GER
			factor = 5
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			date = > 1939.1.1
		} {
			factor = 1.2
			date = > 1940.1.1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_accept_constituion_old
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_accept_constituion_old
	text = SOV_accept_constituion
	icon = GFX_focus_GRE_monarchist_fervour
	prerequisite = {
		focus = SOV_orthadox_resurgance_old SOV_white_exiles_old
	}
	relative_position_id = SOV_orthadox_resurgance_old
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_country_leader_trait = controversial_figurehead
	}
}
### Entity: Event
Component: gre_news.2
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
news_event = {
	id = gre_news.2
	title = gre_news.2.t
	desc = gre_news.2.d
	picture = GFX_news_event_greek_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = gre_news.2.a
		trigger = {
			NOT = {
				tag = GRE
			}
		}
	} {
		name = gre_news.2.b
		trigger = {
			tag = GRE
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_follow_maos_lead
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_follow_maos_lead
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = TIB_found_the_secret_police TIB_expand_the_tdyl
	}
	relative_position_id = TIB_found_the_secret_police
	mutually_exclusive = {
		focus = TIB_invite_soviet_advisors
	}
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		PRC = {
			exists = yes
			has_capitulated = no
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_ideas = TIB_followers_of_mao
		add_opinion_modifier = {
			target = PRC
			modifier = medium_increase
		}
		PRC = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_rural_schooling
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, complete_tooltip, add_research_slot
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_rural_schooling
	icon = GFX_focus_CHI_students_to_the_countryside
	prerequisite = {
		focus = CHI_sea_free_hospitals
	}
	x = 0
	y = 5
	relative_position_id = CHI_sea_welfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		amount_research_slots = < 5
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_restore_order
Constructs: prerequisite, completion_reward, has_civil_war, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_restore_order
	icon = GFX_goal_generic_construction2
	x = -3
	y = 1
	relative_position_id = SIA_the_kings_gambit
	prerequisite = {
		focus = SIA_the_kings_gambit
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_restoring_order
			days = 365
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.31
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.31
	title = JUNO_brazil_events.31.t
	desc = JUNO_brazil_events.31.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.31.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = BRA
			modifier = BRA_supporting_operation_bolivar
		}
		add_ideas = BRA_aid_operation_bolivar
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_synod
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_synod
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = SOV_reopen_novodevichi
	}
	x = 2
	y = 2
	relative_position_id = SOV_reopen_novodevichi
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV_increase_church_power = yes
	}
}
### Entity: Idea
Component: ETH_lion_roar_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_lion_roar_focus = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.05
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: USA_CV_HISTORICAL
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = USS 
	fallback_name = Carrier CV-%d
	unique = {
		Yorktown Enterprise Wasp Hornet Lexington Saratoga Ranger Essex Intrepid Bunker Hill Franklin Ticonderoga Hancock Bennington Shangri-la Randolph Bon Homme Richard Antietam Boxer Lake Champlain Princeton Tarawa Kearsarge Leyte Valley Forge Philippine Sea Oriskany Reprisal Iwo Jima Midway Franklin D Roosevelt Coral Sea United States Forrestal Independence Kitty Hawk Constellation America Theodore Roosevelt Abraham Lincoln George Washington Ever Given
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_demand_dobrudja
Constructs: prerequisite, has_war_with, completion_reward, has_full_control_of_state, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_demand_dobrudja
	prerequisite = {
		focus = BUL_reassert_claims
	}
	relative_position_id = BUL_reassert_claims
	icon = GFX_focus_BUL_demand_dobrudja
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 45
	}
	available = {
		ROM = {
			has_full_control_of_state = 77
		}
		is_subject = no
		NOT = {
			is_in_faction_with = ROM
		} {
			has_war_with = ROM
		}
	}
	bypass = {
		has_full_control_of_state = 77
	}
	completion_reward = {
		ROM = {
			country_event = axis_minors_bulgaria.44
		}
	}
}
### Entity: Scripted Effect
Component: GER_inner_circle_set_ascension_cd
Constructs: set_country_flag
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_inner_circle_set_ascension_cd = {
	set_country_flag = {
		flag = GER_inner_circle_cd_flag
		days = 175
		value = 1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHome_Defense.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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### Entity: Idea
Component: PRC_the_internal_enemy_GSM_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_GSM_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GSM
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}