Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: can_focus
Component: CAN_supply_the_red_army
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_supply_the_red_army
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = CAN_communist_labor_total_war_committee
	}
	mutually_exclusive = {
		focus = CAN_defence_scheme_no_2 CAN_mend_relations_with_the_trotskyites
	}
	x = 2
	y = 2
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			SOV = {
				has_war = yes
				has_government = communism
			}
			factor = 3
		} {
			SOV = {
				has_government = communism
				surrender_progress = > 0.3
			}
			factor = 10
		}
	}
	available = {
		NOT = {
			has_war_with = SOV
			is_justifying_wargoal_against = SOV
			has_wargoal_against = SOV
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
		SOV = {
			exists = yes
			has_government = communism
		}
		has_equipment = {
			infantry_equipment = > 499
		}
	}
	bypass = {

	}
	select_effect = {
		send_equipment = {
			target = SOV
			type = infantry_equipment
			amount = 500
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CAN_supply_the_red_army
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = CAN_supply_the_red_army
		}
		add_ai_strategy = {
			type = support
			id = SOV
			value = 200
		}
		every_country = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				target = PREV
				modifier = CAN_supply_the_red_army_trade
			}
		}
	}
}
### Entity: Achievement
Component: super_heavy_metal
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_special_project_completed
Source: game
File: common/achievements.txt

Code:
super_heavy_metal = {
	id = 228
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = super_heavy_metal_tt
			is_special_project_completed = sp:sp_air_intercontinental_bomber sp:sp_land_land_cruiser sp:sp_naval_super_heavy_battleship
		}
	}
}
### Entity: Country History
Country: CRI
Component: CRI_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/CRI - Crimea.txt

Code:
# Misc for CRI
capital = 137
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 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_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Order of Battle
Component: Nederlands-Indië Marine
Source: game
File: history/units/HOL_1939_naval_mtg.txt

Code:
fleet = {
	name = Nederlands-Indië Marine
	naval_base = 7381
	task_force = {
		name = Nederlands-Indië Eskader
		location = 7381
		ship = {
			name = HrMs Soerabaja
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = HOL
					version_name = Soerabaja Class
				}
			}
		} {
			name = HrMs Tromp
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = HOL
					version_name = Tromp Class
				}
			}
		} {
			name = HrMs De Ruyter
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = HOL
					version_name = De Ruyter Class
				}
			}
		} {
			name = HrMs Java
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = HOL
					version_name = Java Class
				}
			}
		} {
			name = HrMs Sumatra
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = HOL
					version_name = Java Class
				}
			}
		} {
			name = HrMs Van Ghent
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Evertsen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Kortenaer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Piet Hein
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Ghent Class
				}
			}
		} {
			name = HrMs Witte de With
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Galen Class
				}
			}
		} {
			name = HrMs Banckert
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Galen Class
				}
			}
		} {
			name = HrMs Van Nes
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Galen Class
				}
			}
		}
	} {
		name = Nederlands-Indië Onderzeeboot Smaldeel
		location = 13403
		ship
# ... (truncated)
### Entity: Character
Component: CHI_chen_guofu
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_guofu = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_chen_guofu
		portraits = {
			civilian = {
				small = GFX_idea_CHI_chen_guofu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_chen_guofu
			allowed = {
				original_tag = CHI
			}
			visible = {
				NOT = {
					has_completed_focus = CHI_end_military_primacy
				}
			}
			available = {
				OR = {
					has_completed_focus = CHI_co_opt_the_koh_hsin_movement CHI_denounce_feudalism
				}
			}
			traits = {
				CHI_cc_clique_leader_trait
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_chen_guofu
		portraits = {
			civilian = {
				small = GFX_idea_CHI_chen_guofu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHI_chen_guofu
			allowed = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			traits = {
				backroom_backstabber
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.152
Constructs: is_triggered_only
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.152
	title = AFG_political_events.152.t
	desc = AFG_political_events.152.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.152.a
	}
}
### Entity: Character
Component: little_rocket_man
Source: game
File: common/country_leader/00_traits.txt

Code:
little_rocket_man = {
	random = no
	sprite = 14
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_germany.60
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.60
	title = wtt_germany.60.t
	desc = wtt_germany.60.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.60.a
	}
}
### Entity: Idea
Component: ITA_political_commissars
Constructs: has_completed_focus, removal_cost, communism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_political_commissars = {
	picture = SPR_international_brigades
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_political_commissars
	}
	modifier = {
		experience_gain_army_factor = -0.1
		experience_gain_air_factor = -0.1
		experience_gain_navy_factor = -0.1
		supply_consumption_factor = 0.05
		communism_drift = 0.01
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_tier_3
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_tier_3 = {
	OR = {
		has_idea = JAP_naval_faction_tier_3_equal_army JAP_naval_faction_tier_3_greater_1 JAP_naval_faction_tier_3_greater_2 JAP_naval_faction_tier_3_lesser_1 JAP_naval_faction_tier_3
	}
}
### Entity: Character
Component: JAP_tokugawa_iesato
Source: game
File: common/characters/JAP.txt

Code:
JAP_tokugawa_iesato = {
	name = JAP_tokugawa_iesato
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_tokugawa_iesato
			small = GFX_portrait_JAP_tokugawa_iesato_small
		}
	}
}
### Entity: Character
Component: OCC_acd2
Source: game
File: common/characters/OCC.txt

Code:
OCC_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = OCC_acd2
		allowed = {
			original_tag = OCC
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Event
Component: india.408
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, set_autonomy, set_cosmetic_tag, set_compliance, set_resistance
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.408
	title = india.408.t
	desc = india.408.desc
	picture = GFX_report_event_india_protests
	is_triggered_only = yes
	option = {
		name = india.408.a
		ai_chance = {
			base = 80
		}
		add_political_power = 25
		ENG = {
			release = SRL
			set_autonomy = {
				target = SRL
				autonomy_state = autonomy_dominion
			}
			SRL = {
				set_cosmetic_tag = SRL_Dominion
			}
		}
		hidden_effect = {
			RAJ = {
				country_event = india.409
			}
		}
	} {
		ai_chance = {
			base = 20
		}
		name = india.408.b
		hidden_effect = {
			RAJ = {
				country_event = india.410
			}
		}
		add_political_power = -50
		422 = {
			start_resistance = yes
			set_compliance = 0
			set_resistance = 50
		}
		effect_tooltip = {
			RAJ = {
				add_opinion_modifier = {
					target = ENG
					modifier = RAJ_Hardline_Colonialist_Stance
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_raise_red_banner
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, add_popularity, random_hours, random_days, has_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_raise_red_banner
	icon = GFX_goal_generic_communist_pride
	prerequisite = {
		focus = PAL_armed_resistance_decree
	}
	x = -1
	y = 1
	relative_position_id = PAL_armed_resistance_decree
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_political_power = 100
		hidden_effect = {
			drop_cosmetic_tag = yes
		} {
			country_event = {
				id = palestine.39
				days = 6
				random_hours = 12
				random_days = 1
			}
		}
		start_civil_war = {
			ruling_party = communism
			ideology = fascism
			size = 0.5
			keep_unit_leaders_trigger = {
				has_trait = politically_connected
			}
			states = {
				1016 1017 949
			}
			keep_political_leader = yes
			keep_political_party_members = yes
			hidden_effect = {
				PREV = {
					PAL_fawzi_al_qawuqji = {
						set_nationality = PREV.PREV
					}
				}
				promote_character = PAL_fawzi_al_qawuqji
				remove_ideas = PAL_armed_resistance_decree_idea
			}
		}
		custom_effect_tooltip = newline_tt
		add_dynamic_modifier = {
			modifier = r56_PAL_atheism_issue
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_joint_panzer_development
Constructs: prerequisite, limit, completion_reward, is_subject, is_faction_leader, is_in_faction_with, every_other_country, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_joint_panzer_development
	icon = GFX_goal_ger_panzer_4
	prerequisite = {
		focus = SWE_ally_the_kaiserreich
	}
	relative_position_id = SWE_ally_the_kaiserreich
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		OR = {
			is_faction_leader = yes
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_tech_bonus = {
				name = SWE_joint_panzer_development
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
		ROOT = {
			add_tech_bonus = {
				name = SWE_joint_panzer_development
				bonus = 0.5
				uses = 2
				category = armor
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: kmt.94
Constructs: is_triggered_only, ai_chance, fire_only_once, annex_country
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.94
	title = kmt.94.t
	desc = kmt.94.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		ai_chance = {
			base = 100
		}
		name = kmt.94.a
		annex_country = {
			target = SIK
			transfer_troops = yes
		}
	} {
		name = kmt.94.b
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L39
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L39 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^39 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L39
		value = 5000
	} {
		type = support
		id = L39
		value = 5000
	} {
		type = diplo_action_desire
		id = L39
		target = lend_lease
		value = 2000
	}
}
### Entity: Modifier Reference
Component: COG_the_echo_of_katanga_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_the_echo_of_katanga_modifier = {
	remove_trigger = {
		NOT = {
			owner = {
				OR = {
					original_tag = COG KAT
				}
			}
		}
	}
	icon = GFX_modifiers_ETH_state_development
	local_manpower = 0.15
	state_production_speed_buildings_factor = 0.05
	state_resources_factor = 0.1
}
### Entity: Decision
Component: AUS_intervention_italy_category
Constructs: has_war, limit, owns_state, has_war_with, has_country_flag, fire_only_once, is_puppet, has_civil_war
Source: game
File: common/decisions/r56_AUS.txt

Code:
AUS_intervention_italy_category = {
	AUS_south_tyrol_border_war = {
		icon = border_war
		allowed = {
			original_tag = AUS
		}
		available = {
			is_puppet = no
			39 = {
				controller = {
					has_civil_war = yes
					NOT = {
						has_war_with = AUS
						is_ally_with = AUS
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 39
			}
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 20
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			custom_effect_tooltip = VEN_border_war_warning
			unlock_decision_tooltip = AUS_border_war_south_tyrol
			hidden_effect = {
				set_country_flag = AUS_south_tyrol_border_war_flag
				39 = {
					controller = {
						country_event = {
							id = austria.140
							hours = 6
						}
					}
				}
			}
			848 = {
				set_state_flag = border_incident_active
			}
			997 = {
				set_state_flag = border_incident_active
			}
			if = {
				limit = {
					has_country_flag = AUS_italy_allied
				}
				custom_effect_tooltip = AUS_ita_will_renounce
			}
		}
	}
	AUS_border_war_south_tyrol = {
		icon = border_war
		allowed = {
			original_tag = AUS
		}
		priority = 5
		available = {
			OR = {
				is_subject = yes
				NOT = {
					has_full_control_of_state = 153
				}
				owns_state = 39
				39 = {
					controller = {
						OR = {
							has_war_with = ROOT
							is_ally_with = ROOT
							is_subject_of = ROOT
							has_civil_war = no
						}
					}
				}
			}
		}
		activation = {
			has_country_flag = AUS_south_tyrol_border_war_flag
		}
		war_with_on_timeout = ITA
		visible = {
			hidden_trigger = {
				has_country_flag = AUS_south_tyrol_border_war_flag
			}
		}
		fire_only_once = yes
		is_good = yes
		days_mission_timeout = 30
		cancel_if_not_visible = yes
		highlight_states = {
			highlight_state_targets = {
				state = 39
			}
		}
		timeout_effect = {
			start_border_war = {
				change_state_after_war = no
				attacker = {
					state = 153
					num_provinces = 1
					on_win = austria.136
					on_lose = austria.137
				}
				defender = {
					state = 39
					num_provinces = 1
					on_win = austria.139
					on_lose = austria.138
				}
			}
			set_country_flag = AUS_did_south_tyrol_borderwar
			clr_country_flag = AUS_south_tyrol_border_war_flag
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_women_in_the_military
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_women_in_the_military
	icon = GFX_focus_generic_women_in_military
	x = -2
	y = 1
	prerequisite = {
		focus = COG_mend_the_linguistic_divides COG_declaration_of_congolese_unity
	}
	relative_position_id = COG_mend_the_linguistic_divides
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_war = yes
	}
	completion_reward = {
		add_ideas = COG_women_in_the_military_idea
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_CAS_Production
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_CAS_Production
	icon = GFX_goal_generic_air_CAS_new
	cost = 5
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_The_Air_Force_Command
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_RESEARCH
	}
	available_if_capitulated = yes
	x = -1
	y = 2
	relative_position_id = DEN_Establish_the_Royal_Airforce
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = DEN_CAS_Production
				uses = 1
				bonus = 1
				category = medium_air
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:DEN_flyvemaskinevaerksted_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.2
				add_mio_research_bonus = 0.05
				unlock_mio_trait_tooltip = DEN_mio_trait_standardized_production_flyvemaskinevaerksted
			}
		}
		else = {
			add_tech_bonus = {
				name = DEN_CAS_Production
				uses = 1
				bonus = 1
				category = cas_bomber
			}
		}
	}
}
### Entity: Event
Component: lar_france_volunteers.2
Constructs: has_war, has_country_flag, clr_country_flag
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_volunteers.2
	hidden = yes
	trigger = {
		original_tag = SPR
		has_country_flag = FRA_has_received_volunteers
		has_war = no
	}
	mean_time_to_happen = {
		days = 30
	}
	immediate = {
		clr_country_flag = FRA_has_received_volunteers
		FRA = {
			country_event = lar_france_volunteers.3
		}
	}
	option = {

	}
}
### Entity: Idea
Component: ITA_shadow_of_mussolini
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_shadow_of_mussolini = {
	picture = ITA_shadow_of_mussolini
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	modifier = {
		drift_defence_factor = -0.025
		political_power_gain = -0.025
	}
}
### Entity: Country History
Country: SAX
Component: SAX_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/SAX - Saxony.txt

Code:
# Politics & Parties for SAX
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	fascism = 5
	communism = 15
	neutrality = 50
}
add_ideas = {

}
### Entity: Idea
Component: AFG_lawless_emirate
Constructs: stability_factor, has_government, production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_lawless_emirate = {
	picture = AFG_lawless_emirate
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		production_speed_buildings_factor = -0.1
		stability_factor = -0.1
		surrender_limit = -0.15
		stability_weekly = -0.001
	}
}
### Entity: Character
Component: popular_figurehead2
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
popular_figurehead2 = {
	sprite = 13
	stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_subsidies
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_subsidies
	icon = GFX_focus_mex_privatisation
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_national_fiscal_policy
	}
	relative_position_id = PHI_national_fiscal_policy
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PHI_subsidies_timed_idea
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_focus_time_reduced_T1_tt
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_centre
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_centre
	icon = GFX_goal_ISR_liberal
	relative_position_id = ISR_convene_knesset
	x = 6
	y = 1
	mutually_exclusive = {
		focus = ISR_hashomer ISR_mapai ISR_hatzohar
	}
	prerequisite = {
		focus = ISR_convene_knesset
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_general ISR_marginally_strengthen_new_aliyah
		add_to_variable = {
			ISR_general_zionists_max_seats = 1
		} {
			ISR_general_zionists_min_seats = 1
		} {
			ISR_new_aliyah_max_seats = 2
		} {
			ISR_new_aliyah_min_seats = 2
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_deal_with_the_japanese_threat
Constructs: prerequisite, has_war_with, completion_reward, add_ai_strategy, is_ally_with, create_wargoal, annex_everything, declare_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_deal_with_the_japanese_threat
	will_lead_to_war_with = JAP
	select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = JAP
			value = 100
		}
	}
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
		OR = {
			729 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			721 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_the_fifth_empire
	} {
		focus = POR_recover_the_east_indies
	}
	icon = GFX_focus_attack_japan
	x = 1
	y = 1
	relative_position_id = POR_the_fifth_empire
	cost = 10
	completion_reward = {
		create_wargoal = {
			target = JAP
			type = annex_everything
			expire = 0
		}
		hidden_effect = {
			add_ai_strategy = {
				type = declare_war
				id = JAP
				value = 100
			}
		}
	}
}