Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: monaco.4
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, fire_only_once, has_idea, set_rule, has_dlc
Source: game
File: events/Monaco.txt

Code:
country_event = {
	id = monaco.4
	title = monaco.4.t
	desc = monaco.4.d
	picture = GFX_report_event_mnc_monaco
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = monaco.4.a
		add_war_support = 0.05
		GER = {
			end_puppet = MNC
		}
		if = {
			limit = {
				has_idea = MNC_reluctant_puppet
			}
			remove_ideas = MNC_reluctant_puppet
		}
		MNC = {
			set_rule = {
				can_join_factions = yes
			} {
				can_decline_call_to_war = yes
			} {
				desc = can_access_market
				can_access_market = yes
			}
			leave_faction = yes
			if = {
				limit = {
					has_dlc = La Resistance
				}
				set_rule = {
					contributes_operatives = yes
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			} {
				ideology = democratic
				popularity = 0.2
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_shrink_educational_disparities
Constructs: prerequisite, has_government, completion_reward, is_controlled_by, cancel_if_invalid, add_tech_bonus, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_shrink_educational_disparities
	icon = {
		GFX_focus_NOR_moscows_education_centers = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_generic_education = yes
	}
	prerequisite = {
		focus = CZE_balance_industrial_invevestments
	}
	relative_position_id = CZE_balance_industrial_invevestments
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CZE_shrink_educational_disparities
			bonus = 0.25
			uses = 1
			category = electronics
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_timed_idea = {
			idea = CZE_rural_education_efforts
			days = 365
		}
		show_ideas_tooltip = CZE_jan_krcmar
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_158
Source: game
File: history/units/ITA_1936_air_bba.txt

Code:
air_wings = {
	158 = {
		small_plane_airframe_0 = {
			amount = 80
			owner = ITA
			version_name = CR.32
		}
		medium_plane_airframe_0 = {
			amount = 64
			owner = ITA
			version_name = Ca.101
		} {
			amount = 64
			owner = ITA
			version_name = Ca.133
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_integrate_the_great_japan_youth_party
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_integrate_the_great_japan_youth_party
	icon = GFX_focus_JAP_integrate_the_great_japan_youth_party
	x = 0
	y = 1
	relative_position_id = JAP_form_the_yokusan_sonendan
	prerequisite = {
		focus = JAP_form_the_yokusan_sonendan
	}
	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_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = kingoro_hashimoto
	}
}
### Entity: Idea
Component: AUS_for_kaiser_and_fatherland_idea
Constructs: stability_factor, war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_for_kaiser_and_fatherland_idea = {
	name = AUS_for_kaiser_and_fatherland
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
		drift_defence_factor = 0.1
		communism_drift = -0.02
		conscription = 0.01
		offensive_war_stability_factor = 0.1
		war_support_factor = 0.15
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_sichuan_still_stands
Constructs: prerequisite, has_war, remove_ideas, add_war_support, completion_reward, add_political_power, is_subject, has_country_leader
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_sichuan_still_stands
	icon = GFX_focus_generic_china1
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIC_armor_efforts
	}
	relative_position_id = SIC_armor_efforts
	ai_will_do = {
		base = 15
	}
	available = {
		is_subject = no
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = SIC_liu_xiang
			}
		}
		has_war = no
	}
	bypass = {

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

	}
	completion_reward = {
		SIC_yang_sen = {
			add_trait = {
				trait = SIC_governor_of_sichuan
				ideology = despotism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 50
		add_war_support = 0.05
		remove_ideas = {
			SIC_a_loose_unity
		}
	}
}
### Entity: Order of Battle
Component: 1. jezdecká brigáda
Constructs: division_template
Source: game
File: history/units/CZE_1936.txt

Code:
division = {
	name = 1. jezdecká brigáda
	location = 11542
	division_template = Jezdecká brigáda
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: LAT_nationalised_industry_idea
Constructs: removal_cost
Source: game
File: common/ideas/latvia.txt

Code:
LAT_nationalised_industry_idea = {
	picture = generic_central_management
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.25
		trade_laws_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expel_choibalsan
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, retire_character
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expel_choibalsan
	icon = GFX_focus_eng_move_to_secure_the_dominions
	x = 1
	y = 1
	relative_position_id = MON_rely_on_national_strength
	cost = 7
	prerequisite = {
		focus = MON_rely_on_national_strength
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_khorloogiin_choibalsan
			}
			remove_ideas = MON_khorloogiin_choibalsan
		}
		retire_character = MON_khorloogiin_choibalsan
		add_ideas = MON_intelligence_compromised_idea
		MON_soviet_low_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Order of Battle
Component: air_wing_154
Source: game
File: history/units/HUN_1936_air_legacy.txt

Code:
air_wings = {
	154 = {
		CAS_equipment_1 = {
			owner = HUN
			amount = 12
		}
		tac_bomber_equipment_0 = {
			owner = HUN
			creator = ITA
			amount = 12
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_CHL
Source: game
File: common/ai_focuses/CHL.txt

Code:
ai_historical_focus_list_CHL = {
	ai_national_focuses = {

	}
}
### Entity: Event
Component: austria.5
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.5
	title = austria.5.t
	desc = austria.5.d
	picture = GFX_report_event_AUS_schuschnigg_mussolini
	is_triggered_only = yes
	option = {
		name = austria.5.b
		add_opinion_modifier = {
			target = ITA
			modifier = large_decrease
		}
		set_country_flag = AUS_italy_rejected
		country_event = austria.2
		ai_chance = {
			base = 0
		}
	} {
		name = austria.5.a
		add_opinion_modifier = {
			target = ITA
			modifier = large_decrease
		}
		complete_national_focus = AUS_go_it_alone
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CMR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CMR
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Character
Component: PHI_vicente_p_lim
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_vicente_p_lim = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PHI_vicente_p_lim
		portraits = {
			army = {
				large = GFX_portrait_PHI_vicente_lim
				small = GFX_portrait_PHI_vicente_lim_small
			}
		}
		corps_commander = {
			traits = {
				career_officer
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		advisor = {
			slot = high_command
			idea_token = PHI_vicente_p_lim
			ledger = army
			allowed = {
				has_dlc = No Compromise, No Surrender
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = PHI_vicente_p_lim
		portraits = {
			army = {
				small = GFX_idea_generic_army_asia_3
			}
		}
	}
}
### Entity: Country History
Country: IMO
Component: IMO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/IMO - Omani Imamate.txt

Code:
# Politics & Parties for IMO
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 5
	fascism = 0
	communism = 5
	neutrality = 90
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_triumphant_will
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction_with, is_fully_controlled_by, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_triumphant_will
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = GER_anschluss
	}
	x = 4
	y = 1
	relative_position_id = GER_anschluss
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = GER_improve_national_spirit_tooltip
			OR = {
				GER = {
					controls_state = 126
				}
				any_other_country = {
					is_in_faction_with = GER
					controls_state = 126
				}
			} {
				GER = {
					controls_state = 16
				}
				any_other_country = {
					is_in_faction_with = GER
					controls_state = 16
				}
			}
		}
		64 = {
			is_fully_controlled_by = ROOT
		}
	}
	cancel = {
		AND = {
			has_war = no
			126 = {
				owner = {
					NOT = {
						tag = GER
					} {
						is_in_faction_with = GER
					}
				}
			}
			16 = {
				owner = {
					NOT = {
						tag = GER
					} {
						is_in_faction_with = GER
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = sour_loser
			add_idea = triumphant_will
		}
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = GER_build_volkshalle_landmark_tt
			hidden_effect = {
				64 = {
					remove_building = {
						type = landmark_berlin_reichstag
						level = 1
						province = 6521
					}
					add_building_construction = {
						type = landmark_berlin_volkshalle
						level = 1
						instant_build = yes
						province = 6521
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Character
Component: all_business
Constructs: force_build_armies
Source: game
File: common/country_leader/r56_traits.txt

Code:
all_business = {
	random = no
	sprite = 13
	trade_opinion_factor = 0.5
	trade_laws_cost_factor = -0.5
	hidden_modifier = {
		ai_join_ally_desire_factor = -75
		ai_get_ally_desire_factor = -75
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = -200
	} {
		type = alliance
		id = JAP
		value = -200
	} {
		type = befriend
		id = JAP
		value = -200
	} {
		type = befriend
		id = USA
		value = 200
	} {
		type = alliance
		id = USA
		value = 200
	} {
		type = antagonize
		id = ELS
		value = 100
	} {
		type = antagonize
		id = GUA
		value = 100
	} {
		type = antagonize
		id = NIC
		value = 100
	} {
		type = force_build_armies
		value = 75
	}
}
### Entity: Character
Component: PER_karim_buzarjamehri
Constructs: has_country_leader
Source: game
File: common/characters/PER.txt

Code:
PER_karim_buzarjamehri = {
	name = PER_karim_buzarjamehri
	portraits = {
		civilian = {
			small = GFX_portrait_PER_karim_buzarjamehri_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_karim_buzarjamehri
		allowed = {
			original_tag = PER
		}
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = PER_reza_shah_pahlavi
			}
		}
		available = {

		}
		traits = {
			PER_head_of_transport
		}
	}
}
### Entity: Scripted Trigger
Component: PRC_uprising_is_available
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_uprising_is_available = {
	custom_trigger_tooltip = {
		tooltip = PRC_uprising_is_available
		event_target:WTT_current_china_leader = {
			any_controlled_state = {
				PRC_is_infiltrated_by_ROOT = yes
			}
		}
	}
}
### Entity: Idea
Component: BRA_undiversified_economy_modifier_dummy_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_undiversified_economy_modifier_dummy_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		production_factory_efficiency_gain_factor = -0.2
		production_factory_max_efficiency_factor = -0.2
		industrial_capacity_factory = -0.2
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_the_old_ways
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_the_old_ways
	icon = GFX_focus_LAT_the_old_ways
	prerequisite = {
		focus = LAT_lift_ban_on_perkonkrusts
	} {
		focus = LAT_fanatic_recruitment
	}
	x = 0
	y = 1
	relative_position_id = LAT_fanatic_recruitment
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.35
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_ideas = LAT_neopaganism_idea
	}
}
### Entity: Country History
Country: KUB
Component: KUB_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/KUB - Kuban Republic.txt

Code:
# Misc for KUB
capital = 234
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Character
Component: SLO_rudolf_viest
Constructs: has_government, is_subject_of, has_dlc
Source: game
File: common/characters/SLO.txt

Code:
SLO_rudolf_viest = {
	advisor = {
		slot = army_chief
		idea_token = SLO_rudolf_viest
		allowed = {
			original_tag = SLO
		}
		available = {
			NOT = {
				is_subject_of = CZE
				has_government = fascism
			}
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Rudolf Viest
	portraits = {
		army = {
			small = GFX_idea_CZE_rudolf_viest
			large = GFX_portrait_CZE_rudolf_viest
		}
	}
	corps_commander = {
		traits = {
			career_officer organizer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_dlc = Peace For Our Time
			CZE = {
				OR = {
					exists = no
					is_subject_of = ROOT
				}
			}
			NOT = {
				has_government = fascism
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_paying_back_our_debts_in_bulk
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, check_variable
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_paying_back_our_debts_in_bulk
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = GRE_force_the_farmers_into_factories
	}
	x = 0
	y = 1
	relative_position_id = GRE_force_the_farmers_into_factories
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {
		OR = {
			has_country_flag = GRE_completely_debt_free GRE_defaulted_on_debt_flag
			custom_trigger_tooltip = {
				tooltip = GRE_paid_off_most_of_debt_tt
				AND = {
					check_variable = {
						var = GRE_debt_to_the_ifc_britain_var
						value = 2.5
						compare = less_than_or_equals
					} {
						var = GRE_debt_to_the_ifc_france_var
						value = 2.5
						compare = less_than_or_equals
					} {
						var = GRE_debt_to_the_ifc_italy_var
						value = 2.5
						compare = less_than_or_equals
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_GRE_DEBT_TO_IFC FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = GRE_paying_back_our_debts_in_bulk_ENG_tt GRE_paying_back_our_debts_in_bulk_FRA_tt GRE_paying_back_our_debts_in_bulk_ITA_tt
	}
}
### Entity: State History
Component: 771
Constructs: add_core_of
Source: game
File: history/states/771-Zambia.txt

Code:
state = {
	id = 771
	name = STATE_771
	state_category = rural
	manpower = 690045
	resources = {
		chromium = 18
		tungsten = 4
	}
	history = {
		owner = ENG
		add_core_of = ZAM
		victory_points = {
			5199 2
		} {
			5221 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1846 5199 5221 10594 10930 12504 13173
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Technology
Component: improved_light_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1939
	path = {
		leads_to_tech = improved_light_shell
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_dp_light_battery
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = light_battery_advice_tt
	}
	enable_equipment_modules = {
		ship_light_battery_3 ship_light_medium_battery_3
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = -3
			y = 11
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_tech = improved_ship_hull_light
			factor = 20
		} {
			factor = 1.5
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		} {
			factor = 3
			OR = {
				tag = USA ENG ITA JAP
			}
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_light_battery mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_nor
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_nor = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = NOR
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_local_militias
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_local_militias
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = SER_form_peasant_councils
	}
	x = -1
	y = 1
	relative_position_id = SER_form_peasant_councils
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_idea_communist_militias
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_no1_flying_training_school
Constructs: has_completed_focus, add_war_support, completion_reward, has_game_rule, add_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_no1_flying_training_school
	icon = GFX_focus_AST_no1_flying_training_school
	x = 117
	y = 0
	cost = 5
	offset = {
		x = -49
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_australia_first
		}
	} {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_war_is_coming
		}
	} {
		x = -58
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_against_war_and_fascism
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AST_royal_australian_air_force_spirit
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		air_experience = 25
		add_war_support = 0.025
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_expand_ministerial_control
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_stability, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_ministerial_control
	prerequisite = {
		focus = POR_continue_salazars_policies
	}
	icon = GFX_goal_generic_forceful_treaty
	cost = 10
	x = 0
	y = 3
	relative_position_id = POR_continue_salazars_policies
	ai_will_do = {
		base = 99
	}
	available = {
		has_stability = > 0.7
		neutrality = > 0.75
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 90
		add_stability = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = POR_luis_maria_lopes_da_fenseca
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SOV_transformation_of_nature_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_transformation_of_nature_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		tag = SOV
	}
	picture = SOV_transformation_of_nature
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.15
		global_building_slots_factor = 0.1
	}
}