Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mandate_palestine.40
Constructs: is_triggered_only, ai_chance, has_government, complete_national_focus, add_popularity, set_politics, has_game_rule, is_subject
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.40
	title = mandate_palestine.40.t
	desc = mandate_palestine.40.d
	is_triggered_only = yes
	picture = GFX_report_event_election_vote
	option = {
		name = mandate_palestine.40.a
		complete_national_focus = MPL_democratic_victory
		add_popularity = {
			ideology = democratic
			popularity = 0.2
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = MPL_ai_behavior
					option = MPL_UNION_COM
				}
			}
		}
	} {
		name = mandate_palestine.40.b
		complete_national_focus = MPL_communism_victory
		add_popularity = {
			ideology = communism
			popularity = 0.25
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = yes
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = MPL_ai_behavior
					option = MPL_UNION_DEM
				}
			}
		}
		trigger = {
			OR = {
				is_subject = no
				AND = {
					is_subject = yes
					overlord = {
						has_government = communism
					}
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_saionji_kinmochi
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_saionji_kinmochi = {
	name = JAP_saionji_kinmochi
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_saionji_kinmochi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_saionji_kinmochi
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_a_red_sun_rises_for_a_new_era JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_limit_the_emperors_power
		}
		traits = {
			JAP_genro
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: frenchindochina.1
Constructs: is_triggered_only, fire_only_once, set_country_flag, retire_ideology_leader
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.1
	title = frenchindochina.1.t
	desc = frenchindochina.1.d
	picture = GFX_report_event_jules_brevie
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = frenchindochina.1.a
		set_country_flag = FRI_jules_brevie_gouverneur_flag
		retire_ideology_leader = neutrality
		promote_character = FRI_jules_brévie
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reclaim_the_holy_sites
Constructs: prerequisite, limit, owns_state, add_war_support, completion_reward, is_subject, has_army_manpower, add_state_claim
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reclaim_the_holy_sites
	icon = GFX_goal_generic_madrasah_2_black_white
	relative_position_id = EGY_religious_nationalism
	x = -2
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_religious_nationalism
	}
	mutually_exclusive = {
		focus = EGY_alliance_with_saud
	}
	bypass = {
		owns_state = 679 292 679 678 293 856 855 859 857 854
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			has_army_manpower = {
				size = > 199999
			}
		}
	}
	will_lead_to_war_with = MPL PAL ISR SAU
	completion_reward = {
		add_war_support = 0.1
		add_state_claim = 679 292 679 678 293 856 855 859 857 854
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 679 292 679 678 293 856 855 859 857 854
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_share_power
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_share_power
	icon = GFX_goal_generic_major_alliance
	text = GRE_share_power
	prerequisite = {
		focus = GRE_purge_republicans
	}
	mutually_exclusive = {
		focus = GRE_absolute_monarchy
	}
	x = -1
	y = 1
	relative_position_id = GRE_purge_republicans
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = GRE_semi_constitutional_monarchy
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: bftb_turkey.77
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, add_political_power, create_wargoal, annex_everything
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.77
	title = bftb_turkey.77.t
	desc = bftb_turkey.77.desc
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = bftb_turkey.77.a
		ai_chance = {
			base = 1
		}
		add_war_support = 0.1
		ENG = {
			create_wargoal = {
				type = annex_everything
				target = IRQ
			}
		}
		if = {
			limit = {
				IRQ = {
					is_guaranteed_by = TUR
				}
			}
			TUR = {
				diplomatic_relation = {
					country = IRQ
					relation = guarantee
					active = no
				}
			}
		} {
			limit = {
				IRQ = {
					is_guaranteed_by = GER
				}
			}
			GER = {
				diplomatic_relation = {
					country = IRQ
					relation = guarantee
					active = no
				}
			}
		} {
			limit = {
				IRQ = {
					is_guaranteed_by = ITA
				}
			}
			ITA = {
				diplomatic_relation = {
					country = IRQ
					relation = guarantee
					active = no
				}
			}
		}
	} {
		name = bftb_turkey.77.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.45
		add_war_support = -0.3
		add_political_power = -250
		give_resource_rights = {
			receiver = ENG
			state = 676
		} {
			receiver = ENG
			state = 291
		}
	}
}
### Entity: AI Strategy
Component: NZL_alternate_communist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/NZL_alternate_strategy_plan.txt

Code:
NZL_alternate_communist = {
	name = Kiwi alternate communist plan
	desc = 
	allowed = {
		original_tag = NZL
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NZL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = NZL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = NZL_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		NZL_the_first_labor_government NZL_statute_of_westminster NZL_ministry_of_public_works NZL_national_roads_board NZL_bureau_of_industry NZL_wairarapa_sheep_farms NZL_new_zealand_steel NZL_taranaki_oil NZL_department_of_scientific_and_industrial_research NZL_transfer_the_new_zealand_division NZL_ratana_alliance NZL_social_security_act NZL_army_reforms NZL_charlton_automatic_rifle NZL_domestic_arms_industry NZL_think_big NZL_the_lee_affair NZL_expand_the_nzpaf NZL_maori_affairs_act NZL_empower_the_working_class NZL_bob_semple_tank NZL_form_the_rnzn NZL_expand_devonport_naval_base NZL_join_comintern NZL_form_the_rnzaf NZL_the_manpower_act NZL_waitangi_tribunal NZL_maori_volunteers NZL_expand_the_university_of_auckland NZL_long_range_patrol NZL_fighter_focus NZL_destroyer_effort NZL_defend_our_islands NZL_coastal_defense NZL_light_cruiser_effort NZL_schofield_tank NZL_artillery_focus NZL_big_bob_tank
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		fascist_demagogue = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Idea
Component: bra_eficiencia_8
Constructs: stability_factor, war_support_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_8 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_elet_pic
	modifier = {
		production_speed_buildings_factor = 0.075
		line_change_production_efficiency_factor = 0.125
		conversion_cost_civ_to_mil_factor = -0.125
		conversion_cost_mil_to_civ_factor = -0.125
		war_support_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: idea_RAJ_bose_submarine
Constructs: has_completed_focus, limit, add_ideas, add_mastery_bonus, has_idea, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_bose_submarine = {
	picture = generic_sea_focused_navy
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	on_add = {
		add_mastery_bonus = {
			name = idea_RAJ_bose_submarine
			bonus = 0.1
			days = 180
			track = submarines
		}
	}
	cancel = {
		has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	}
	on_remove = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_RAJ_bose_jap
					has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
				}
			}
			add_ideas = idea_RAJ_bose_jap
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.001
		resistance_damage_to_garrison = -1
		experience_gain_navy = 0.01
	}
}
### Entity: Idea
Component: NOR_deterrence_investments
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_deterrence_investments = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = 0.08
		production_speed_arms_factory_factor = 0.2
		production_speed_bunker_factor = 0.2
		production_speed_anti_air_building_factor = 0.2
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		artillery = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: CHI_song_zheyuan
Source: game
File: common/characters/Warlords_China.txt

Code:
CHI_song_zheyuan = {
	name = CHI_song_zheyuan
	portraits = {
		army = {
			small = GFX_portrait_CHI_song_zheyuan_small
			large = GFX_portrait_CHI_song_zheyuan
		}
	}
	corps_commander = {
		traits = {
			infantry_leader war_hero
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
		traits = {
			CHI_the_northern_bastion_trait
		}
	}
}
### Entity: Country History
Country: KAL
Component: KAL_technology
Constructs: set_technology
Source: game
File: history/countries/KAL - Kalmykia.txt

Code:
# Starting Technologies for KAL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Modifier Reference
Construct: overlord_trade_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## overlord_trade_cost_factor

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Character
Component: NIR_ar
Source: game
File: common/characters/NIR.txt

Code:
NIR_ar = {
	advisor = {
		slot = high_command
		idea_token = NIR_ar
		ledger = army
		allowed = {
			original_tag = NIR
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Character
Component: MRT_aa2
Source: game
File: common/characters/MRT.txt

Code:
MRT_aa2 = {
	advisor = {
		slot = high_command
		idea_token = MRT_aa2
		ledger = army
		allowed = {
			original_tag = MRT
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_the_peoples_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_the_peoples_army
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = ALB_assassinate_the_king
	}
	relative_position_id = ALB_assassinate_the_king
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = peoplearmy_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: portugal.31
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.31
	title = portugal.31.t
	desc = portugal.31.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.31.o
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_anti_comintern_pact
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_anti_comintern_pact
	icon = GFX_goal_anti_comintern_pact
	alternate_icon = GFX_focus_GER_anti_comintern_pact
	prerequisite = {
		focus = GER_remilitarize_the_rhineland
	}
	x = 2
	y = 0
	relative_position_id = GER_reorganize_the_wehrmacht
	cost = 5
	bypass = {
		SOU = {
			OR = {
				NOT = {
					has_government = communism
				}
				exists = no
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		} {
			is_in_faction_with = SOU
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		SOU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = pact_against_us
			}
		}
		add_named_threat = {
			threat = 2
			name = GER_anti_comintern_pact
		}
		every_other_country = {
			limit = {
				NOT = {
					tag = GER
				} {
					has_war_with = GER
				} {
					is_in_faction_with = SOU
				}
				is_subject = no
				OR = {
					capital_scope = {
						is_on_continent = europe
					} {
						is_on_continent = asia
					}
					original_tag = TUR PER
					num_of_factories = > 30
				} {
					has_government = fascism
					AND = {
						is_neighbor_of = SOU
						NOT = {
							has_government = communism
						}
					}
				}
			}
			country_event = germany.5
		}
	}
}
### Entity: Combat Tactic
Component: tactic_human_wave_tactics
Constructs: is_attacker, has_reserves
Source: game
File: common/combat_tactics.txt

Code:
tactic_human_wave_tactics = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		frontage_full = yes
		has_reserves = yes
	}
	active = no
	base = {
		factor = 4
	}
	picture = tactic_human_wave_tactics
	combat_width = 0.5
	attacker = 0.1
	defender = 0.1
}
### Entity: Modding Documentation
Construct: Debugging
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
## Debugging

Use the command "*imgui show ai_navy*" to enable debugging of naval goals.
### Entity: Idea
Component: ISR_always_first
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_always_first = {
	picture = ISR_morale
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_expand_conscription
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_expand_conscription
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_establish_the_directory SPA_extol_the_martyrs_of_the_war
	}
	icon = GFX_goal_generic_axis_build_infantry
	x = 3
	y = 1
	relative_position_id = SPA_establish_the_directory
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SPA_expand_conscription
	}
}
### Entity: State History
Component: 476
Constructs: add_core_of
Source: game
File: history/states/476-Oaxaca.txt

Code:
state = {
	id = 476
	name = STATE_476
	manpower = 1663331
	state_category = rural
	resources = {
		oil = 8
	}
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
			air_base = 2
			10889 = {
				naval_base = 2
			}
		}
		add_core_of = MEX
		victory_points = {
			10889 1
		} {
			2021 3
		}
	}
	provinces = {
		2021 8236 10773 10889 12712
	}
	local_supplies = 8.0
}
### Entity: Trigger Reference
Construct: state
Constructs: state, is_in_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
# Check if a general is in a specific state
any_unit_leader = {
	is_in_state = 64 # Brandenburg
}
### Entity: Event
Component: r56.soviet.33
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.33
	title = r56.soviet.33.t
	desc = r56.soviet.33.d
	picture = GFX_report_event_Polish_Regiment_Soviet_War
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.33.a
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cordite_factory_aruvankadu_tamil_nadu
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_cordite_factory_aruvankadu_tamil_nadu
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = RAJ_gun_and_shell_factory_cossipore
	}
	x = -1
	y = 1
	relative_position_id = RAJ_gun_and_shell_factory_cossipore
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:RAJ_ordnance_factory_kanpur_organization = {
				add_mio_size = 1
				unlock_mio_trait_tooltip = {
					trait = RAJ_mio_trait_cordite_factory_aruvankadu_tamil_nadu
					show_modifiers = yes
				}
			}
		}
		else = {
			upgrade_ordance_factories_art_no_aat = yes
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Event
Component: AFG_political_events.05
Constructs: is_triggered_only, ai_chance, limit, every_state
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.05
	title = AFG_political_events.05.t
	desc = AFG_political_events.05.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.05.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				OR = {
					state = 442 445
				}
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_raise_army_barracks
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_raise_army_barracks
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = PAL_strengthen_the_military_complex
	} {
		focus = PAL_congress_of_educated_muslims
	}
	x = 1
	y = 1
	relative_position_id = PAL_congress_of_educated_muslims
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PER_increase_funds_for_the_army
			add_idea = PAL_increase_funds_for_army
		}
		add_manpower = 10000
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_political_crackdowns
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_political_crackdowns
	icon = GFX_goal_crush_resistance
	relative_position_id = AUS_integrate_vf_remnants
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_integrate_vf_remnants
	}
	cost = 5
	completion_reward = {
		add_timed_idea = {
			idea = AUS_political_crackdowns
			days = 365
		}
	}
}
### Entity: Idea
Component: GER_rehabilitate_military_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_rehabilitate_military_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = general_staff
	modifier = {
		land_reinforce_rate = 0.02
		army_morale_factor = 0.05
		promote_cost_factor = -0.1
		air_ace_generation_chance_factor = 0.15
	}
}
### Entity: Event
Component: CHI_warlords.22
Constructs: is_triggered_only, every_owned_state, add_stability
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.22
	title = CHI_warlords.22.t
	desc = CHI_warlords.22.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = Disasterous, at least our army will be able to quell the upstarts!
		hidden_effect = {
			country_event = CHI_warlords.23
		}
		add_stability = -0.15
		every_owned_state = {
			random = {
				chance = 25
				transfer_state_to = FROM
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_joint_aluminum_mining_company
Constructs: prerequisite, has_war_with, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_joint_aluminum_mining_company
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = wuw_HUN_invite_german_investors
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_invite_german_investors
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		ROOT = {
			has_full_control_of_state = 43
		}
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		43 = {
			add_resource = {
				type = aluminium
				amount = 16
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_antilles_defenses_taog
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_antilles_defenses_taog
	available = {
		has_full_control_of_state = 695
	}
	prerequisite = {
		focus = HOL_expand_curacao_oil_refineries_taog
	}
	icon = GFX_goal_generic_construct_military
	x = -1
	y = 1
	relative_position_id = HOL_expand_curacao_oil_refineries_taog
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		695 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				province = 153
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 153
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: DAH_mt
Source: game
File: common/characters/DAH.txt

Code:
DAH_mt = {
	advisor = {
		slot = theorist
		idea_token = DAH_mt
		ledger = army
		allowed = {
			original_tag = DAH
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_medium_decrease_effect
Constructs: limit, has_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_medium_decrease_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		custom_effect_tooltip = SOV_paranoia_medium_decrease_effect_tt
		add_to_variable = {
			SOV_paranoia = SOV_paranoia_medium_decrease
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
	}
}
### Entity: Operation
Component: targeted_sabotage_plant_explosives
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_plant_explosives = {
	name = targeted_sabotage_plant_explosives
	desc = targeted_sabotage_plant_explosives_desc
	outcome = targeted_sabotage_plant_explosives_outcome
	picture = GFX_phase_targeted_sabotage_plant_explosives
	icon = GFX_phase_targeted_sabotage_plant_explosives_small
	requirements = {

	}
	equipment = {
		support_equipment = 500
	}
}