Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_invite_polish_exiles
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, allow_branch, has_dlc, has_intelligence_agency, has_capitulated
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_invite_polish_exiles
	icon = GFX_focus_generic_polish_deal
	relative_position_id = VEN_bolivarian_socialist_theory
	x = 3
	y = 7
	cost = 5
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		has_intelligence_agency = yes
		POL = {
			OR = {
				has_capitulated = yes
				exists = no
			}
			NOT = {
				has_war_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_neutrality_focus2
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		create_operative_leader = {
			name = Peter Kielkowski
			portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_13.dds
			traits = {
				operative_double_agent
			}
			bypass_recruitment = yes
			available_to_spy_master = no
			nationalities = {
				POL ENG
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_special_project_being_researched
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_special_project_being_researched

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if the country in scope is currently researching the special project in input.
ex:
SOV = {
	is_special_project_being_researched = sp:my_project
	is_special_project_being_researched = var:my_project_var
	is_special_project_being_researched = PREV # accepts variables and keywords
}
```
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_a_new_constitution
Constructs: prerequisite, has_war_with, add_stability, completion_reward, add_political_power, cancel_if_invalid, set_politics, add_popularity
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_a_new_constitution
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = MAN_tsr_independence_war
	}
	x = 2
	y = 1
	mutually_exclusive = {
		focus = MAN_tsr_imperial_divinity MAN_tsr_depose_puyi
	}
	relative_position_id = MAN_tsr_independence_war
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		} {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 50
		add_stability = 0.1
		MAN_low_legitimacy_level_down = yes
	}
}
### Entity: Character
Component: KAZ_fascist_guy
Constructs: has_government
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KAZ_fascist_guy
		allowed = {
			original_tag = KAZ
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Event
Component: lar_portugal_promote_monarchist_cause.6
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_promote_monarchist_cause.6
	title = lar_portugal_promote_monarchist_cause.6.t
	desc = lar_portugal_promote_monarchist_cause.6.desc
	picture = GFX_report_event_por_return_of_the_monarchy
	is_triggered_only = yes
	option = {
		name = lar_portugal_promote_monarchist_cause.6.a
		effect_tooltip = {
			create_wargoal = {
				target = BRA
				type = annex_everything
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_special_building_weight_modifiers
Constructs: has_war, limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_FACTORY_special_building_weight_modifiers = {
	if = {
		limit = {
			date = > 1937.1.1
			OR = {
				tag = ENG FRA
			}
			check_variable = {
				EAI_BUILDING_num_CIC = > 45
			} {
				EAI_BUILDING_num_MIC = < 100
			}
			has_war = no
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = FRA and ENG military buildup
		}
		set_temp_variable = {
			ratio_value = 0.75
		}
		EAI_BUILDING_FACTORY_force_ratio_MIC = yes
	} {
		limit = {
			date = > 1937.1.1
			check_variable = {
				EAI_BUILDING_num_CIC = > 35
			} {
				EAI_BUILDING_num_MIC = < 100
			}
			has_war = no
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = ITA military buildup
		}
		set_temp_variable = {
			ratio_value = 0.75
		}
		EAI_BUILDING_FACTORY_force_ratio_MIC = yes
	} {
		limit = {
			OR = {
				tag = ENG USA JAP FRA ITA
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = Major naval powers build more NIC
		}
		multiply_temp_variable = {
			EAI_BUILDING_target_weight_NIC = 2
		}
	} {
		limit = {
			OR = {
				tag = CHI JAP
			}
			date = < 1939.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = CHI and JAP prepare for early war
		}
		set_temp_variable = {
			ratio_value = 0.25
		}
		EAI_BUILDING_FACTORY_force_ratio_CIC = yes
	} {
		limit = {
			OR = {
				tag = GER SOV
			}
			date = < 1941.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = GER and SOV have less need for NIC at start
		}
		set_temp_variable = {
			ratio_value = 0.01
		}
		EAI_BUILDING_FACTORY_force_ratio_NIC = yes
	} {
		limit = {
			tag = SOV
			date = < 1939.1.1
			has_war = no
			check_variable = {
				EAI_BUILDING_num_CIC = < 150
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = SOV focuses on CIC
		}
		set_temp_variable = {
			ratio_value = 0.99
		}
		EAI_BUILDING_FACTORY_force_ratio_CIC = yes
	}
}
### Entity: Modifier Reference
Construct: resistance_target_on_our_occupied_states
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_target_on_our_occupied_states

* Number with 0 decimal places
* **Categories**: country, state
### Entity: AI Strategy
Component: EAI_PROD_NAVY_FIB_CA_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_FIB_CA_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_FIB_CA_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 7
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_empower_the_mtac
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, create_wargoal, annex_everything
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_empower_the_mtac
	icon = GFX_focus_CHI_empower_mtac
	prerequisite = {
		focus = CHI_petition_territorial_restoration CHI_crush_the_communists CHI_request_handover_of_coastal_cities
	}
	x = 3
	y = 1
	relative_position_id = CHI_petition_territorial_restoration
	offset = {
		x = 1
		y = 0
		trigger = {
			has_completed_focus = CHI_prepare_for_a_change_in_leadership
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = 0
		y = 0
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = TIB
			expire = 0
		} {
			type = annex_everything
			target = MON
			expire = 0
		}
		custom_effect_tooltip = CHI_empower_the_mtac_tt
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_control_scandinavia
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_civil_war, is_subject, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_control_scandinavia
	icon = GFX_SOV_control_scandinavia_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_secure_leningrad
	}
	x = 0
	y = 2
	relative_position_id = SOV_secure_leningrad
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				country_exists = SWE
				SWE = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			SWE = {
				add_timed_idea = {
					idea = communist_pressure
					days = 365
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = NOR
				NOR = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			NOR = {
				add_timed_idea = {
					idea = communist_pressure
					days = 365
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = DEN
				DEN = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			DEN = {
				add_timed_idea = {
					idea = communist_pressure
					days = 365
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = KAR
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SOV_control_scandinavia_decisions_tt
		hidden_effect = {
			activate_targeted_decision = {
				target = FIN
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = SWE
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = NOR
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = DEN
				decision = SOV_promote_ideology_rallies_nordic
			} {
				target = FIN
				decision = SOV_pressure_country_government_nordic
			} {
				target = SWE
				decision = SOV_pressure_country_government_nordic
			} {
				target = NOR
				decision = SOV_pressure_country_government_nordic
			} {
				target = DEN
				decision = SOV_pressure_country_government_nordic
			}
		}
	}
}
### Entity: Idea
Component: JAP_the_eternal_kingdom_idea
Constructs: stability_factor, political_power_gain, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_eternal_kingdom_idea = {
	picture = JAP_the_eternal_kingdom
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.25
		political_power_gain = 0.15
		stability_factor = 0.15
		war_support_factor = 0.1
	}
	cancel = {
		surrender_progress = > 0.5
	}
	on_remove = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3AC-PD-self.html

Doc:
|
I, the copyright holder of this work, hereby release it into the public domain.

I do this via the CC0 1.0 public domain dedication. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:C-PD-self&oldid=169"
### Entity: Decision
Component: MEN_army_reform
Constructs: limit, has_dlc, has_idea, has_army_experience, remove_effect, swap_ideas, remove_idea, add_idea
Source: game
File: common/decisions/MEN.txt

Code:
MEN_army_reform = {
	MEN_army_reform_decision = {
		icon = generic_prepare_civil_war
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			OR = {
				has_idea = MEN_disorganized_army_idea MEN_disorganized_army_idea_2 MEN_disorganized_army_idea_3
			}
		}
		available = {
			hidden_trigger = {
				has_army_experience = > 49
			}
		}
		cost = 0
		custom_cost_trigger = {
			has_army_experience = > 49
		}
		custom_cost_text = decision_cost_ArmXP_50
		ai_will_do = {
			base = 500
		}
		days_remove = 90
		remove_effect = {
			IF = {
				limit = {
					has_idea = MEN_disorganized_army_idea
				}
				swap_ideas = {
					remove_idea = MEN_disorganized_army_idea
					add_idea = MEN_disorganized_army_idea_2
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = MEN_disorganized_army_idea_2
				}
				swap_ideas = {
					remove_idea = MEN_disorganized_army_idea_2
					add_idea = MEN_disorganized_army_idea_3
				}
			} {
				limit = {
					has_idea = MEN_disorganized_army_idea_3
				}
				swap_ideas = {
					remove_idea = MEN_disorganized_army_idea_3
					add_idea = MEN_disorganized_army_idea_4
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -50
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Character
Component: SOV_pavel_zhigarev
Source: game
File: common/characters/SOV.txt

Code:
SOV_pavel_zhigarev = {
	name = SOV_pavel_zhigarev
	portraits = {
		army = {
			small = GFX_idea_pavel_zhigarev
		}
	}
	advisor = {
		slot = high_command
		idea_token = pavel_zhigarev
		ledger = air
		allowed = {
			original_tag = SOV
		}
		traits = {
			air_airborne_1
		}
		cost = 50
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: AI Strategy
Component: GER_treat_bol_just_cause
Constructs: has_government, is_faction_leader, is_ai, is_in_faction
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_bol_just_cause = {
	allowed = {
		original_tag = GER
	}
	enable = {
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		BOL = {
			has_government = fascism
			is_ai = yes
			is_in_faction = no
		}
		country_exists = BOL
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = BOL
		value = -50
	} {
		type = alliance
		id = BOL
		value = -75
	}
}
### Entity: Game Data
Component: fragile_peace
Constructs: has_any_custom_difficulty_setting, is_in_faction_with
Source: game
File: common/achievements/rt56-achievements.txt

Code:
fragile_peace = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = ROM YUG BUL ALB GRE TUR
		}
	}
	happened = {
		is_in_faction_with = ROM YUG BUL ALB GRE TUR
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_kirov
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_kirov = {
	OR = {
		has_idea = SOV_kirov SOV_kirov_1 SOV_kirov_2 SOV_kirov_3 SOV_kirov_1_2 SOV_kirov_1_3 SOV_kirov_2_3 SOV_kirov_final
	}
}
### Entity: Idea
Component: EAI_HARD/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_rearmament.8
Constructs: is_triggered_only, add_opinion_modifier, clr_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.8
	title = bftb_bulgaria_rearmament.8.t
	desc = bftb_bulgaria_rearmament.8.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_rearmament.8.a
		add_opinion_modifier = {
			target = ROOT
			modifier = BUL_refused_to_lift_arms_restrictions
		}
		clr_country_flag = BUL_rearmament_negotiations_ongoing_flag
	}
}
### Entity: Focus Titlebar Style
Component: CONGO_BEL_COG_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = CONGO_BEL_COG_focus_style
	unavailable = GFX_focus_unavailable_joint_BEL_COG
	completed = GFX_focus_completed_joint_BEL_COG
	available = GFX_focus_can_start_joint_BEL_COG
	current = GFX_focus_current_joint_BEL_COG
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_baltic_defence_army
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, add_offsite_building, every_other_country, is_baltic_country
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_baltic_defence_army
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = LIT_baltic_economic_union
	}
	x = 1
	y = 1
	relative_position_id = LIT_baltic_economic_union
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_ideas = {
			LIT_baltic_defence_army
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.2
			}
			add_ideas = {
				LIT_baltic_defence_army
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_build_radar
Constructs: limit, has_country_flag, set_temp_variable, check_variable, random_scope_in_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_radar = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_RADAR
	} {
		_project_type_id = @EAI_PC_build_radar_TYPE_ID
	} {
		_project_priority = @EAI_PC_build_radar_PRIO
	} {
		_project_cancel_unbuildable = 1
	}
	EAI_PC_build_radar_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_build_radar_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_construction_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_build_radar
		}
		random_scope_in_array = {
			array = controlled_states
			limit = {
				EAI_radar_location_2 = yes
				EAI_PC_can_build_project = yes
				NOT = {
					EAI_PC_has_same_type_project_here = yes
				}
			}
			EAI_PC_start_project = yes
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_attract_investors
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_attract_investors
	icon = GFX_goal_generic_gold_money
	prerequisite = {
		focus = SLO_seek_trading_partners
	}
	relative_position_id = SLO_seek_trading_partners
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: giannini
Constructs: research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
giannini = {
	allowed = {
		original_tag = ITA
	}
	traits = {
		small_tank_producer_offense_0
	}
	research_bonus = {
		armor = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_preemptive_strike
Constructs: prerequisite, limit, has_government, completion_reward, is_owner_neighbor_of, every_other_country, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_preemptive_strike
	icon = GFX_goal_generic_more_territorial_claims
	relative_position_id = CHL_consolidate_the_government
	x = 1
	y = 6
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = CHL_preemptive_measures
	}
	available = {
		r56_script_i_am_sane = yes
		any_other_country = {
			OR = {
				original_tag = PRU PAR ARG BOL BRA
			} {
				has_government = fascism communism
			}
			r56_script_target_is_sane = yes
			exists = yes
			is_owner_neighbor_of = ROOT
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = PRU PAR ARG BOL BRA
				} {
					has_government = fascism communism
				}
				is_owner_neighbor_of = ROOT
				NOT = {
					is_subject_of = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Technology
Component: advanced_dp_light_battery
Constructs: research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1944
	enable_equipment_modules = {
		dp_light_battery_4 dp_ship_secondaries_4 dp_ship_medium_1
	}
	on_research_complete = {
		custom_effect_tooltip = secondary_battery_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 19
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			OR = {
				tag = ENG USA JAP
			}
			factor = 20
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_diplomacy_in_the_sand
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_diplomacy_in_the_sand
	icon = GFX_goal_SAU_desert_diplomacy
	cost = 8
	prerequisite = {
		focus = SAU_liberalize_the_market SAU_placate_the_tribes
	}
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = SAU_diplomacy_in_the_sand_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	x = 2
	y = 1
	relative_position_id = SAU_liberalize_the_market
}
### Entity: Character
Component: SLO_jozef_snejdarek
Constructs: limit, has_dlc, is_subject_of
Source: game
File: common/characters/SLO.txt

Code:
SLO_jozef_snejdarek = {
	advisor = {
		slot = high_command
		idea_token = SLO_jozef_snejdarek
		ledger = army
		allowed = {
			original_tag = SLO
		}
		available = {
			if = {
				limit = {
					has_dlc = Peace For Our Time
				}
				CZE = {
					OR = {
						exists = no
						is_subject_of = ROOT
					}
				}
			}
		}
		cost = 100
		traits = {
			army_entrenchment_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CZE_josef_shnejdarek
	portraits = {
		army = {
			small = GFX_portrait_CZE_josef_shnejdarek_small
		}
	}
}
### Entity: Event
Component: tfv_australia.3
Constructs: is_triggered_only
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.3
	title = tfv_australia.3.t
	desc = tfv_australia.3.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = tfv_australia.3.a
	}
}
### Entity: Idea
Component: USA_labour_management_relations_act
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_labour_management_relations_act = {
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: LAT_perkonkrust_idea
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_perkonkrust_idea = {
	picture = LAT_perkonkrust
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.2
		stability_factor = -0.15
		mobilization_laws_cost_factor = 0.5
		fascism_drift = 0.1
		land_doctrine_cost_factor = 0.25
	}
}