Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: salim
Source: game
File: common/ideas/r56_indonesia.txt

Code:
salim = {
	allowed = {
		original_tag = INS
	}
	available = {

	}
	picture = generic_political_advisor_india_2
	traits = {
		smooth_talking_charmer
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_frontier_defense_plan
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_command_power
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_frontier_defense_plan
	icon = GFX_goal_generic_defence
	x = 5
	y = 1
	relative_position_id = SWI_armed_neutrality
	prerequisite = {
		focus = SWI_armed_neutrality
	}
	mutually_exclusive = {
		focus = SWI_promote_guisan
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	cancel_if_invalid = no
	search_filters = {

	}
	completion_reward = {
		army_experience = 50
		add_command_power = 50
		add_ideas = {
			SWI_frontier_defense_plan_idea_1
		}
		SWI_add_suspicious_prep_opinion = yes
		show_ideas_tooltip = SWI_jakob_huber_army_chief SWI_jakob_huber_theorist
	}
}
### Entity: Event
Component: SEA_china.7
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, is_historical_focus_on, is_ai, add_to_faction, add_ai_strategy
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.7
	title = SEA_china.7.t
	desc = SEA_china.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china.7.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			} {
				factor = 0
				any_allied_country = {
					is_ai = no
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		FROM = {
			country_event = {
				id = SEA_china.8
				hours = 6
			}
		}
	} {
		name = SEA_china.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -60
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			country_event = {
				id = SEA_china.9
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: belgium.6
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_manpower
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.6
	title = belgium.6.t
	desc = belgium.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = belgium.6.a
		ai_chance = {
			base = 30
		}
		add_stability = -0.02
		add_manpower = -1
	} {
		name = belgium.6.b
		ai_chance = {
			base = 70
		}
		add_political_power = -20
	}
}
### Entity: Event
Component: israel.27
Constructs: is_triggered_only, limit, add_manpower
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.27
	title = israel.27.t
	desc = israel.27.d
	is_triggered_only = yes
	picture = GFX_report_event_isr_nakba
	option = {
		name = israel.27.a
		if = {
			limit = {
				controls_state = 454
			}
			454 = {
				add_manpower = -55000
			}
			455 = {
				add_manpower = 55000
			}
		} {
			limit = {
				controls_state = 1016
			}
			1016 = {
				add_manpower = -25000
			}
			455 = {
				add_manpower = 25000
			}
		} {
			limit = {
				controls_state = 949
			}
			949 = {
				add_manpower = -10000
			}
			453 = {
				add_manpower = 10000
			}
		} {
			limit = {
				controls_state = 966
			}
			966 = {
				add_manpower = -100000
			}
			455 = {
				add_manpower = 100000
			}
		}
	}
}
### Entity: Country History
Country: ZAN
Component: ZAN_characters
Constructs: recruit_character
Source: game
File: history/countries/ZAN - Zanzibar.txt

Code:
# Leaders & Characters for ZAN
recruit_character = ZAN_khalifa_bin_harub ZAN_abeid_karume ZAN_abdulrahman_mohamed_babu
### Entity: Country History
Country: ABK
Component: ABK_technology
Constructs: set_technology
Source: game
File: history/countries/ABK - Abkhazia.txt

Code:
# Starting Technologies for ABK
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AInterwar_artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Interwar_artillery.png &#8206;(64 × 64 pixels, file size: 8 KB, MIME type: image/png)
### Entity: National Focus
Tree: lie_focus
Component: LIE_attract_german_investment
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_power_balance_in_range, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_attract_german_investment
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = LIE_balanced_foreign_policy
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = LIE_balanced_foreign_policy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = LIE_landtag_balance_of_power
			range = < LIE_balance_range
		}
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_opinion_modifier = {
			target = GER
			modifier = POL_Seek_Accommodation_With_Germany_modifer
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_Seek_Accommodation_With_Germany_modifer
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_legislative_yuan
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, has_character
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_legislative_yuan
	icon = GFX_focus_chi_legislative_yuan
	prerequisite = {
		focus = CHI_executive_yuan
	} {
		focus = CHI_inter_party_coordination_council
	}
	x = 0
	y = 2
	relative_position_id = CHI_executive_yuan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_executive_yuan
			add_idea = CHI_legislative_yuan
		}
		IF = {
			limit = {
				NOT = {
					has_character = CHI_kwong_jiang
				} {
					original_tag = RNG
				}
			}
			CHI = {
				CHI_kwong_jiang = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				NOT = {
					original_tag = RNG
				}
			}
			custom_effect_tooltip = available_political_advisor
			CHI = {
				show_ideas_tooltip = CHI_kwong_jiang
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_infantry.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_infantry.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Idea
Component: PHI_ties_with_anarchist_spain
Constructs: compliance_gain, annex_cost_factor
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_anarchist_spain = {
	picture = SPR_anarchist_society
	modifier = {
		compliance_gain = 0.1
		annex_cost_factor = -0.1
	}
}
### Entity: Idea
Component: SOV_urbanization_focus_debuff
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_urbanization_focus_debuff = {
	name = SOV_urbanization_focus_debuff
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = BRA_campinas
	modifier = {
		stability_weekly = -0.001
	}
}
### Entity: Shared Focus
Component: BALTIC_finnish_invasion
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject_of, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_finnish_invasion
	icon = GFX_focus_invite_finland
	prerequisite = {
		focus = BALTIC_western_revolution
	}
	x = -2
	y = 1
	relative_position_id = BALTIC_western_revolution
	will_lead_to_war_with = FIN
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = SOU
			is_subject = no
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = FIN
			}
			is_in_faction_with = FIN
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					is_subject_of = SOU
					is_in_faction_with = SOU
				}
			}
			SOU = {
				hidden_effect = {
					country_event = {
						id = BALTIC_events.7
						days = 5
					}
				}
				custom_effect_tooltip = BALTIC_events_7_tt
			}
		}
		else = {
			create_wargoal = {
				type = topple_government
				target = FIN
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_filipino_repatriation_act
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_filipino_repatriation_act
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = PHI_american_capital_injection
	}
	relative_position_id = PHI_american_capital_injection
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		add_to_variable = {
			PHI_the_great_depression_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			PHI_the_great_depression_monthly_population = 0.1
			tooltip = monthly_population_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: COR_acd2
Source: game
File: common/ideas/corsica.txt

Code:
COR_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = COR
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: JAP_takeo_takagi
Source: game
File: common/characters/JAP.txt

Code:
JAP_takeo_takagi = {
	name = JAP_takeo_takagi
	portraits = {
		army = {
			large = GFX_portrait_JAP_takeo_takagi
			small = GFX_portrait_JAP_takeo_takagi_small
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_motorization_initiative
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_motorization_initiative
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = SWE_swedish_army_staff
	}
	relative_position_id = SWE_swedish_army_staff
	x = 2
	y = 1
	cost = 10
	available = {
		arms_factory = > 9
	}
	completion_reward = {
		add_ideas = SWE_motorization_idea
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Trigger
Component: mio_original_country_available_with_opinion_subject_and_war_requirements_fulfilled
Constructs: has_war_with, has_opinion, is_subject, is_subject_of, has_capitulated
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
mio_original_country_available_with_opinion_subject_and_war_requirements_fulfilled = {
	has_opinion = {
		target = ROOT
		value = > 49
	}
	OR = {
		is_subject = no
		is_subject_of = ROOT
	}
	has_capitulated = no
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_american_reich
Constructs: prerequisite, limit, every_country, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_american_reich
	icon = GFX_goal_GER_deutsches_heer
	relative_position_id = PRU_return_of_the_inkari
	x = -2
	y = 3
	cost = 10
	prerequisite = {
		focus = PRU_das_inkareich
	}
	mutually_exclusive = {
		focus = PRU_recognize_german_power
	}
	allow_branch = {
		has_country_flag = PRU_inkareich
		has_dlc = Trial of Allegiance
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	available = {
		any_country = {
			is_subject_of = ROOT
			OR = {
				tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH SAM
				original_tag = BOL SUR ARG BRA MEX USA CAN
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_annex_and_core_all_american_subjects
		every_country = {
			limit = {
				is_subject_of = ROOT
				OR = {
					tag = GAR INC MIS MAY INU CHR ITZ NAH IAS TAH RAP SAM
					original_tag = ARG BOL SUR BRA MEX USA CAN
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = ROOT
			}
		}
		hidden_effect = {
			set_cosmetic_tag = PRU_amerindian_reich
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_integrate_the_falanga
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_integrate_the_falanga
	icon = GFX_focus_LIT_support_polish_fascists
	prerequisite = {
		focus = POL_nationalist_constitution
	}
	relative_position_id = POL_nationalist_constitution
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		fascism = > 0.15
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = POL_jan_mosdorf POL_jerzy_rutkowski
	}
}
### Entity: Shared Focus
Component: AH_increase_naval_production
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_austria_hungary_shared.txt

Code:
shared_focus = {
	id = AH_increase_naval_production
	icon = GFX_goal_recreate_the_kuk_kriegsmarine
	cost = 10
	prerequisite = {
		focus = AH_rijeka_naval_academy
	}
	relative_position_id = AH_rijeka_naval_academy
	x = 1
	y = 1
	ai_will_do = {
		factor = 5
	}
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification generic_recent_army_unification
		}
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	completion_reward = {
		navy_experience = 10
		random_owned_controlled_state = {
			prioritize = {
				103 958 736
			}
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: reloadinterface
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
reloadinterface
|
Reloads the entire interface
|

|
### Entity: Idea
Component: NIU_constant_drought
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_constant_drought = {
	picture = ARG_infamous_decade
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.25
		industrial_capacity_factory = -0.15
		consumer_goods_factor = 0.15
	}
}
### Entity: Event
Component: poland.35
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.35
	title = poland.35.t
	desc = poland.35.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.35.a
	}
}
### Entity: Character
Component: the_last_romanov_probably
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_last_romanov_probably = {
	random = no
	sprite = 13
	stability_factor = -0.05
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_implement_jizyah
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_implement_jizyah
	icon = GFX_focus_RAJ_war_taxes
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = KHM_take_control_of_zakat_and_waqf
	}
	relative_position_id = KHM_take_control_of_zakat_and_waqf
	ai_will_do = {
		base = 5
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = AFG_compulsory_jizya
	}
}
### Entity: Event
Component: SEA_PRC_zhang_guotao_events.6
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_zhang_guotao_events.6
	title = SEA_PRC_zhang_guotao_events.6.t
	desc = SEA_PRC_zhang_guotao_events.6.desc
	picture = GFX_report_event_PRC_guotao_joining_kmt
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_zhang_guotao_events.6.a
		add_opinion_modifier = {
			target = FROM
			modifier = protest_action
		}
	}
}
### Entity: Character
Component: INS_i_j_k_hendrowahyono
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_i_j_k_hendrowahyono = {
	name = INS_i_j_k_hendrowahyono
	portraits = {
		army = {
			small = GFX_portrait_INS_ignatius_hendrowahyono_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 100
		idea_token = INS_i_j_k_hendrowahyono
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					INS_is_volksaad_active_AVAILABLE = yes
					has_completed_focus = INS_volksraad_rumors
				}
			}
		}
		traits = {
			TAOG_catholic_representative
		}
	}
}
### Entity: Event
Component: MTG_naval_treaty.6
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, add_opinion_modifier, has_war_support, send_embargo
Source: game
File: events/MTG_naval_treaty_events.txt

Code:
country_event = {
	id = MTG_naval_treaty.6
	title = MTG_naval_treaty.6.t
	desc = MTG_naval_treaty.6.desc
	picture = GFX_report_event_usa_heavy_cruiser
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.6.a
		ai_chance = {
			factor = 70
			modifier = {
				has_war = yes
				factor = 0
			} {
				has_war_support = < 0.2
				factor = 0.25
			}
		}
		send_embargo = FROM
		add_opinion_modifier = {
			target = FROM
			modifier = broken_naval_treaty_opinion_mod
		}
	} {
		name = MTG_naval_treaty.6.b
		ai_chance = {
			factor = 30
			modifier = {
				has_completed_focus = ENG_enforce_the_naval_treaties
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: MLW_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MLW.txt

Code:
MLW_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLW_democratic_guy
		allowed = {
			original_tag = MLW
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: GRE_eon_fascist
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_eon_fascist = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		training_time_factor = -0.1
		fascism_drift = 0.03
	}
}
### Entity: Technology
Component: tech_logistics_company2
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	logistics_company = {
		supply_consumption_factor = -0.1
		fuel_consumption_factor = -0.05
	}
	helicopter_transport = {
		supply_consumption_factor = -0.12
	}
	path = {
		leads_to_tech = tech_logistics_company3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = @logistic_x
			y = @1939
		}
	}
	categories = {
		support_tech logistics_tech motorized_equipment mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 2
			tag = GER
		}
	}
}
### Entity: Idea
Component: r56_small_arms_limited
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_small_arms_limited = {
	picture = generic_infantry_equipment_manufacturer_1
	allowed = {
		original_TAG = CAN
	}
	available = {
		has_completed_focus = r56_CAN_small_arms_limited
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_generic_naval_focus
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_generic_naval_focus = {
	always = yes
	NOT = {
		EAI_SP_shbb_focus = yes
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_claim_the_french_throne
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, is_subject
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_claim_the_french_throne
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BRA_prepare_for_second_intentona BRA_tribunal_de_seguranca_nacional
			}
		}
		has_country_flag = BRA_pedro_de_alcantara_dead_flag
	}
	available = {
		is_subject = no
		FRA = {
			exists = yes
			NOT = {
				is_subject_of = ROOT
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = BRA_united_kingdom_of_brazil_and_portugal
	}
	icon = GFX_focus_focus_fra_orleans_restoration
	x = 0
	y = 1
	relative_position_id = BRA_united_kingdom_of_brazil_and_portugal
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = FRA
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FRA = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_new_doctrines
Constructs: prerequisite, completion_reward, add_mastery
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_new_doctrines
	icon = GFX_focus_CZE_demonstration_of_military_achievements
	prerequisite = {
		focus = CZE_border_brigades
	}
	x = 1
	y = 1
	relative_position_id = CZE_border_brigades
	cost = 5
	completion_reward = {
		add_mastery = {
			amount = 50
		}
	}
}