Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: soviet_civil_war_focus
Constructs: shared_focus, division_template, create_country_leader, prerequisite, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus_tree = {
	id = soviet_civil_war_focus
	country = {
		factor = 0
		modifier = {
			add = 5
			original_tag = SOV
			NOT = {
				tag = SOV
			}
		} {
			factor = 0
			NOT = {
				has_global_flag = sov_old_focus_tree
			}
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom
	continuous_focus_position = {
		x = 0
		y = 900
	}
	focus = {
		id = SOV_civil_war_konev
		icon = GFX_goal_ivan_konev
		mutually_exclusive = {
			focus = SOV_civil_war_power_struggle
		}
		x = 64
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {
			has_civil_war = no
			has_country_leader = {
				ruling_only = yes
				character = SOV_ivan_konev
			}
		}
		bypass = {
			is_subject = yes
		}
		available_if_capitulated = yes
		completion_reward = {
			if = {
				limit = {
					has_idea = SOV_internal_chaos_1
				}
				remove_ideas = SOV_internal_chaos_1
			} {
				limit = {
					has_idea = SOV_internal_chaos_3
				}
				remove_ideas = SOV_internal_chaos_3
			} {
				limit = {
					has_idea = SOV_internal_chaos_2
				}
				remove_ideas = SOV_internal_chaos_2
			}
			custom_effect_tooltip = SOV_resotration_tt
			hidden_effect = {
				add_popularity = {
					ideology = communism
					popularity = 0.15
				}
			}
		}
	} {
		id = SOV_civil_war_implament_recovery_programs
		icon = GFX_goal_sov_soviet_ind_upgrade
		prerequisite = {
			focus = SOV_civil_war_konev
		}
		relative_position_id = SOV_civil_war_konev
		x = 0
		y = 1
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {
			has_civil_war = no
		}
		bypass = {
			is_subject = yes
		}
		available_if_capitulated = yes
		completion_reward = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
			hidden_effect = {
				add_popularity = {
					ideology = communism
					popularity = 0.15
				}
			}
		}
	} {
		id = SOV_civil_war_conduct_mass_arrests
		icon = GFX_goal_generic_secret_police
		prerequisite = {
			focus = SOV_civil_war_konev
		}
		relative_position_id = SOV_civil_war_konev

# ... (truncated)
### Entity: Event
Component: cityfall.49
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.49
	title = cityfall.49.t
	desc = cityfall.49.d
	picture = GFX_news_event_fall_of_new_york
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_mex
	}
	option = {
		name = cityfall.49.a
		trigger = {
			NOT = {
				TAG = USA MEX
			}
		}
	} {
		name = cityfall.49.b
		trigger = {
			TAG = MEX
		}
	} {
		name = cityfall.49.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Character
Component: pan_americanist_caudillo
Source: game
File: common/country_leader/toa_traits.txt

Code:
pan_americanist_caudillo = {
	random = no
	sprite = 13
	max_command_power_mult = 0.1
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.05
	justify_war_goal_time = -0.5
	generate_wargoal_tension = -1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_abolish_feudalism
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_abolish_feudalism
	icon = GFX_focus_PER_abolish_feudalism
	prerequisite = {
		focus = PER_national_bank
	}
	x = 1
	y = 1
	relative_position_id = PER_national_bank
	cost = 10
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = PER_rural_feudalism_ns
			}
			remove_ideas = PER_rural_feudalism_ns
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_core_state = {
			limit = {
				infrastructure = < 5
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: GUM_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/guam.txt

Code:
GUM_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = GUM
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: idea_RAJ_ammunition_factory_khadki_3
Constructs: is_raj_or_raj_inheritor, has_dlc, check_variable, equipment_bonus, build_cost_ic, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_ammunition_factory_khadki_3 = {
	picture = raj_ammunition_factory_khadki
	name = RAJ_ammunition_factory_khadki
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		check_variable = {
			global.khadi_level = 3
		}
	}
	available = {

	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			defense = 0.06
			ap_attack = 0.25
			soft_attack = 0.05
			breakthrough = 0.05
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_vapsid_youth
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_vapsid_youth
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = EST_glory_of_war
	}
	x = 1
	y = 1
	relative_position_id = EST_glory_of_war
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = EST_vapsid_youth_idea
	}
}
### Entity: AI Strategy
Component: EAI_USA_strategy
Constructs: is_major, build_army
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_strategy = {
	allowed = {
		tag = USA
	}
	enable = {
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 40
	}
}
### Entity: Character
Component: JUNO_president_of_the_central_bank
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_president_of_the_central_bank = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.05
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: INS_hein_ter_poorten
Constructs: has_completed_focus, limit, has_dlc, is_subject_of, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_hein_ter_poorten = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = HOL_hein_ter_poorten
		portraits = {
			army = {
				large = GFX_portrait_hol_hein_ter_poorten
				small = GFX_idea_HOL_hein_ter_poorten
			}
		}
		field_marshal = {
			traits = {
				logistics_wizard inspirational_leader INS_loyalty_to_netherlands
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
		advisor = {
			slot = theorist
			cost = 150
			idea_token = HOL_hein_ter_poorten
			allowed = {
				original_tag = INS
			}
			visible = {
				original_tag = INS
				INS_dutch_army_chief_check_VISIBLE = yes
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					OR = {
						is_subject_of = HOL
						has_completed_focus = INSHOL_volksraad_compromises
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			traits = {
				grand_battle_plan_expert
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = HOL_hein_ter_poorten
		portraits = {
			army = {
				large = GFX_portrait_hol_hein_ter_poorten
				small = GFX_idea_HOL_hein_ter_poorten
			}
		}
		field_marshal = {
			traits = {
				logistics_wizard inspirational_leader INS_loyalty_to_netherlands
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Idea
Component: JAP_tora_tora_tora_idea
Constructs: removal_cost, sortie_efficiency
Source: game
File: common/ideas/japan.txt

Code:
JAP_tora_tora_tora_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_navy_carrier_bonus
	modifier = {
		port_strike = 1
		carrier_capacity_penalty_reduction = -0.5
		sortie_efficiency = 0.5
		naval_strike_attack_factor = 0.12
		naval_strike_targetting_factor = 0.12
		naval_strike_agility_factor = 0.12
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_unite_mashriq
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_unite_mashriq
	icon = GFX_focus_IRQ_unite_mashriq
	prerequisite = {
		focus = IRQ_a_new_caliph
	}
	x = 0
	y = 1
	relative_position_id = IRQ_a_new_caliph
	will_lead_to_war_with = PAL ENG ISR LEB SYR SAU OMA IMO YEM FSA KUW
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					region = 28 232 237 196 236 238 128
				}
			}
			add_core_of = ROOT
			IF = {
				limit = {
					OWNER = {
						NOT = {
							tag = IRQ
							is_subject_of = IRQ
						}
					}
				}
				IRQ = {
					create_wargoal = {
						target = PREV.OWNER
						type = take_core_state
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/HUN_wuw_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9660
	division_template = Gyalogdandár
	officer = {
		name = HUN_laszlo_akay
		portraits = {
			army = {
				large = GFX_portrait_HUN_laszlo_akay
				small = GFX_portrait_HUN_laszlo_akay_small
			}
		}
	}
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_new_army
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, unlock_mio_tt, add_mio_size
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_new_army
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = AFG_adopt_nufus
	}
	x = 0
	y = 1
	relative_position_id = AFG_adopt_nufus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = AFG_nufus_intro_tt
		add_to_variable = {
			AFG_army_defence_factor = 0.05
			tooltip = army_defence_factor_tt
		} {
			AFG_army_attack_factor = 0.05
			tooltip = army_attack_factor_tt
		} {
			AFG_planning_speed = 0.05
			tooltip = planning_speed_factor_tt
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = unlock_mio_tt
			show_mio_tooltip = AFG_infantry_organization
			mio:AFG_infantry_organization = {
				add_mio_size = 1
			}
		}
		ETH_add_random_mil_factory_effect = yes
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_reinforce_colonial_government
Constructs: prerequisite, add_ideas, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_reinforce_colonial_government
	icon = GFX_focus_COG_alliance_BEL
	x = 19
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = COG_colonial_loyalty
	}
	available = {
		is_subject = yes
	}
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.05
		add_ideas = liberty_ethos_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Country History
Country: MON
Component: MON_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/MON - Mongolia.txt

Code:
# Politics & Parties for MON
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	communism = 100
}
### Entity: Modifier Reference
Component: SIC_sichuan_clique_dynamic_modifier
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, production_speed_buildings_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
SIC_sichuan_clique_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	army_core_attack_factor = SIC_sichuan_clique_army_core_attack_factor
	army_core_defence_factor = SIC_sichuan_clique_army_core_defence_factor
	supply_combat_penalties_on_core_factor = SIC_sichuan_clique_supply_combat_penalties_on_core_factor
	stability_factor = SIC_sichuan_clique_stability_factor
	war_support_factor = SIC_sichuan_clique_war_support_factor
	political_power_gain = SIC_sichuan_clique_political_power_gain
	surrender_limit = SIC_sichuan_clique_surrender_limit
	research_speed_factor = SIC_sichuan_clique_research_speed_factor
	conscription_factor = SIC_sichuan_clique_recruitable_population_factor
	production_speed_buildings_factor = SIC_sichuan_clique_production_speed_buildings_factor
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_resume_food_importation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_resume_food_importation
	text = ITA_resume_food_importation
	icon = GFX_goal_generic_farming
	prerequisite = {
		focus = LIE_seek_allied_support
	}
	x = 0
	y = 1
	relative_position_id = LIE_seek_allied_support
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ITA_resume_food_importation
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_nuclear_facility_STRATEGIES
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_nuclear_facility_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_nuclear_facility_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					EAI_SP_build_nuclear_facility = yes
				}
			}
		}
		set_temp_variable = {
			EAI_PC_build_nuclear_facility_STRATEGIES = 1
		}
	}
}
### Entity: Idea
Component: MAN_five_year_plan_tank
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_five_year_plan_tank = {
	name = MAN_five_year_plan
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_five_year_plan_tank
	research_bonus = {
		armor = 0.05
	}
	modifier = {
		production_speed_arms_factory_factor = 0.05
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: AI Strategy
Component: FIN_we_just_need_div_in_the_field_not_guns
Constructs: has_completed_focus, division_template, has_government, has_country_flag, is_neighbor_of, has_manpower, has_offensive_war_with, has_capitulated
Source: game
File: common/ai_strategy/r56_FIN.txt

Code:
FIN_we_just_need_div_in_the_field_not_guns = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		is_neighbor_of = SOV
		SOV = {
			has_government = communism
		}
	}
	abort = {
		OR = {
			ROOT = {
				OR = {
					has_completed_focus = FIN_cooperation_with_germany
					has_country_flag = r56_fin_trigger_con_war_front_control
					has_manpower = < 25001
				}
			}
			GER = {
				has_offensive_war_with = SOV
			}
			SOV = {
				has_capitulated = yes
			}
			date = > 1939.9.9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_amount
		id = idea
		value = 150
	} {
		type = force_build_armies
		value = 275
	} {
		type = land_xp_spend_priority
		id = division_template
		value = 275
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.32
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier, has_idea, is_in_faction_with, has_opinion, create_wargoal
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.32
	title = NSB_soviet_foreign_politics_events.32.t
	desc = NSB_soviet_foreign_politics_events.32.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_rejected_our_demands
			}
		}
	}
	option = {
		name = NSB_soviet_foreign_politics_events.32.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 2
				has_war = yes
				alliance_strength_ratio = > 0.8
			} {
				factor = 1.2
				SOV = {
					has_idea = SOV_vyacheslav_molotov
				}
			} {
				factor = 0.8
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0.5
				is_in_faction_with = FROM
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 0.5
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
			} {
				factor = 0
				is_in_faction_with = FROM
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = NSB_soviet_foreign_politics_events.32.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: autocratic_imperialist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
autocratic_imperialist = {
	random = no
	war_support_factor = 0.05
	stability_factor = 0.05
	justify_war_goal_time = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_integrate_gdansk_industries
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_integrate_gdansk_industries
	icon = GFX_goal_generic_construct_naval_dockyard
	available = {
		any_owned_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	prerequisite = {
		focus = POL_ban_the_nazi_party
	}
	x = -1
	y = 1
	relative_position_id = POL_ban_the_nazi_party
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = uncontrolled_exports
			}
			swap_ideas = {
				remove_idea = uncontrolled_exports
				add_idea = export_focus
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				85
			}
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_convene_the_tsongdu
Constructs: add_war_support, has_country_flag, add_stability, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_convene_the_tsongdu
	icon = GFX_focus_BRA_tribunal
	mutually_exclusive = {
		focus = TIB_persuade_the_regent
	}
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_country_flag = TIB_regent_has_resigned
	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = -0.05
		country_event = {
			id = himalaya_tibet.34
			hours = 12
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_salami_slicing_tactics
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_timed_idea, set_country_flag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_salami_slicing_tactics
	icon = GFX_focus_generic_infiltration
	prerequisite = {
		focus = wuw_HUN_parade_istvan_bethlens_platform
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_parade_istvan_bethlens_platform
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = HUN_salami_slicing_tactics_idea
			days = 360
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_salami_slicing_tactics_tt
		hidden_effect = {
			set_country_flag = HUN_revolutinaries_sliced_some_salami_flag
		}
	}
}
### Entity: Scripted Effect
Component: den_free_denmark_init
Constructs: set_country_flag, load_focus_tree, set_party_name
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_free_denmark_init = {
	set_country_flag = den_elections_disabled political_violence_resolved DEN_use_free_tree
	load_focus_tree = {
		tree = free_denmark
		keep_completed = yes
	}
	activate_mission = den_ships_seized
	set_party_name = {
		ideology = communism
		name = Borgerlige Partisaner
		long_name = Borgerlige Partisaner
	} {
		ideology = democratic
		name = Danmarks Frihedsråd
		long_name = Danmarks Frihedsråd
	} {
		ideology = fascism
		name = German Collaborators
		long_name = German Collaborators
	} {
		ideology = neutrality
		name = Huset Glücksburg
		long_name = Glücksburg Restorationists
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_wartime_prices_and_trade_board
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_wartime_prices_and_trade_board
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CAN_defence_of_canada_regulations
	}
	x = 2
	y = 1
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CAN_wartime_prices_and_trade_board
	}
}
### Entity: Idea
Component: idea_game_rule_extra_spy_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_game_rule_extra_spy_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		operative_slot = 2
	}
}
### Entity: Idea
Component: h_very_low_budget
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/t_modern_health.txt

Code:
h_very_low_budget = {
	cost = 10
	removal_cost = -1
	level = 1
	picture = h_very_low
	modifier = {
		political_power_gain = 0.4
		monthly_population = -0.55
		offensive_war_stability_factor = -0.15
		defensive_war_stability_factor = -0.15
		army_morale_factor = -0.1
		consumer_goods_factor = -0.06
	}
}