Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PER_mohammad_hassan_mirza
Source: game
File: common/characters/PER.txt

Code:
PER_mohammad_hassan_mirza = {
	name = PER_mohammad_hassan_mirza
	portraits = {
		civilian = {
			large = GFX_portrait_PER_mohammad_hassan_mirza_qajar
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
		traits = {
			PER_rightful_king_trait
		}
	}
}
### Entity: Character
Component: GBA_abba_jofir
Constructs: has_government
Source: game
File: common/characters/GBA.txt

Code:
GBA_abba_jofir = {
	name = Abba Jofir
	portraits = {
		civilian = {
			large = GFX_r56_portrait_africa_generic_land_4
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		traits = {

		}
		id = -1
	} {
		ideology = fascism_ideology
		traits = {
			eager_collaborator
		}
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected irregulars_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_bose_hiding_ger
Constructs: has_completed_focus, limit, add_mastery_bonus, has_idea, add_timed_idea, removal_cost, fascism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_bose_hiding_ger = {
	picture = german_advisors
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	on_add = {
		add_mastery_bonus = {
			name = idea_RAJ_bose_hiding_ger
			bonus = 0.1
			days = 180
			grand_doctrine = new_mobile_warfare
		}
	}
	cancel = {
		has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	}
	on_remove = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_RAJ_bose_submarine
					has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
				}
			}
			add_timed_idea = {
				idea = idea_RAJ_bose_submarine
				days = 20
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.001
		fascism_drift = 0.05
		fascism_acceptance = 50
		resistance_damage_to_garrison = -1
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.10
Constructs: is_triggered_only
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.10
	title = ww_BEL_event_diplomatic.10.t
	desc = ww_BEL_event_diplomatic.10.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.10.a
		29 = {
			transfer_state_to = ROOT
		}
	}
}
### Entity: Operation
Component: targeted_sabotage_immobilize_rolling_stock
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_immobilize_rolling_stock = {
	name = targeted_sabotage_immobilize_rolling_stock
	desc = targeted_sabotage_immobilize_rolling_stock_desc
	outcome = targeted_sabotage_immobilize_rolling_stock_outcome
	picture = GFX_phase_targeted_sabotage_immobilize_rolling_stock
	icon = GFX_phase_targeted_sabotage_immobilize_rolling_stock_small
	equipment = {
		support_equipment = 250
	}
}
### Entity: Character
Component: BEL_auguste_piccard
Source: game
File: common/characters/BEL.txt

Code:
BEL_auguste_piccard = {
	name = BEL_auguste_piccard
	portraits = {
		army = {
			large = GFX_portrait_BEL_auguste_piccard
		}
	}
	scientist = {
		traits = {
			scientist_trait_submarine_specialist
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Idea
Component: VEN_oil_4
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_4 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.6
		civilian_intel_to_others = 3
		production_speed_buildings_factor = -0.35
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: Idea
Component: SPR_anarchist_society_5
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_5 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.01
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.1
	}
}
### Entity: Event
Component: DOD_romania.161
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.161
	title = DOD_romania.161.t
	desc = DOD_romania.161.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM.FROM = {
				leave_faction = yes
				country_event = {
					id = DOD_romania.162
				}
			}
		}
	}
	option = {
		name = DOD_romania.161.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Fighters
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Fighters
	icon = GFX_goal_generic_air_fighter2
	cost = 10.0
	prerequisite = {
		focus = SPR_Air_Factories
	}
	x = 20
	y = 2
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Fighters
			bonus = 1
			uses = 1
			technology = fighter1 fighter2 fighter3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: CAT_taller_bernat_organization
Constructs: has_cosmetic_tag, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_taller_bernat_organization = {
	name = CAT_taller_bernat
	include = generic_infantry_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
		}
	}
}
### Entity: Modifier Reference
Construct: navy_carrier_air_agility_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_carrier_air_agility_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Idea
Component: CYP_ncs
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = CYP
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: WES
Component: WES_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/WES - Western Sahara.txt

Code:
# Misc for WES
capital = 699
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_benelux_alliance
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, set_rule, create_faction_from_template, every_other_country
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_benelux_alliance
	icon = GFX_goal_benelux
	cost = 10
	x = -8
	y = 0
	relative_position_id = LUX_join_allies
	prerequisite = {
		focus = LUX_seek_protection LUX_begin_rearmament
	}
	mutually_exclusive = {
		focus = LUX_join_allies
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = HOL_benelux
			icon = GFX_faction_logo_generic_13
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				OR = {
					original_tag = HOL BEL WLL FLA
				}
			}
			country_event = generic.5
		}
		add_power_balance_value = {
			id = LUX_neutrality_balance
			value = -0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.14
	title = BBA_italy_interaction_events.14.t
	desc = BBA_italy_interaction_events.14.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.14.a
		ai_chance = {
			base = 90
		}
		ITA = {
			country_event = {
				id = BBA_italy_interaction_events.15
				days = 1
				random = 2
			}
		}
	} {
		name = BBA_italy_interaction_events.14.b
		ai_chance = {
			base = 10
		}
		ITA = {
			country_event = {
				id = BBA_italy_interaction_events.16
				days = 1
				random = 2
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_united_officer_corps
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_united_officer_corps
	icon = GFX_goal_manpower
	relative_position_id = IRQ_favor_shiite_officers
	prerequisite = {
		focus = IRQ_favor_shiite_officers
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = IRQ_military_conflict
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_PRC_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRC
		}
		requested_factories = 2
		progress = 0.33
		efficiency = 15
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_reactivate_farmers_unity_league
Constructs: prerequisite, has_war, limit, remove_ideas, completion_reward, has_civil_war, is_fully_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_reactivate_farmers_unity_league
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = CAN_mend_relations_with_the_trotskyites
	}
	x = -2
	y = 1
	relative_position_id = CAN_mend_relations_with_the_trotskyites
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		has_war = yes
		has_civil_war = no
		469 = {
			is_fully_controlled_by = ROOT
		}
		470 = {
			is_fully_controlled_by = ROOT
		}
		467 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		469 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
			}
		}
		470 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
			}
		}
		467 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		if = {
			limit = {
				has_idea = CAN_great_depression_1
			}
			swap_ideas = {
				remove_idea = CAN_great_depression_1
				add_idea = CAN_great_depression_2
			}
			custom_effect_tooltip = if_no_depression_get_stuff_TT
		}
		else_if = {
			limit = {
				has_idea = CAN_great_depression_2
			}
			remove_ideas = CAN_great_depression_2
			custom_effect_tooltip = if_no_depression_get_stuff_TT
		}
		else = {
			add_timed_idea = {
				idea = CAN_booming_economy
				days = 1095
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_forminiere
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, random_controlled_state
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_forminiere
	dynamic = yes
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CONGO_societe_generale_de_belgique
	} {
		focus = CONGO_the_heart_of_africa
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = -4
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					295
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
			add_autonomy_score = {
				value = 100
				localization = CONGO_forminiere
			}
			show_ideas_tooltip = COG_forminiere
		} {
			limit = {
				original_tag = BEL
			}
			add_timed_idea = {
				idea = COG_forminiere_idea
				days = 365
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					295
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_o
# ... (truncated)
### Entity: Character
Component: SCO_democratic_guy
Constructs: has_government
Source: game
File: common/characters/SCO.txt

Code:
SCO_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SCO_democratic_guy
		allowed = {
			original_tag = SCO
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Scripted Effect
Component: add_ruling_to_com
Constructs: limit, has_government, add_ruling_to_com, add_ruling_to_com_tt, set_variable, add_to_variable, set_popularities
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
add_ruling_to_com = {
	custom_effect_tooltip = add_ruling_to_com_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = neutrality_support_var
				value = 0
			}
			add_to_variable = {
				communism_support_var = neutrality_support_var
			}
		} {
			limit = {
				has_government = fascism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = fascism_support_var
				value = 0
			}
			add_to_variable = {
				communism_support_var = fascism_support_var
			}
		} {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = democratic_support_var
				value = 0
			}
			add_to_variable = {
				communism_support_var = democratic_support_var
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_new_heavy_industries
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_new_heavy_industries
	icon = GFX_goal_generic_light_industry
	x = 2
	y = 4
	cost = 5
	prerequisite = {
		focus = ALG_german_industries
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = ALG_new_industries
	}
}
### Entity: Event
Component: r56_eng.25
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.25
	title = r56_eng.25.t
	desc = r56_eng.25.d
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = r56_eng.25.a
		ENG = {
			country_event = {
				id = r56_eng.26
				hours = 6
			}
		}
	} {
		name = r56_eng.25.b
		ENG = {
			country_event = {
				id = r56_eng.27
				hours = 6
			}
		}
	}
}
### Entity: Technology
Component: Flexible_AT
Constructs: research_cost
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	cavalry = {
		hard_attack = 0.25
		ap_attack = 1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_form_the_provisional_government
Constructs: has_completed_focus, limit, has_country_flag, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_form_the_provisional_government
	icon = GFX_focus_POL_complete_april_constitution
	x = 30
	y = 0
	relative_position_id = MON_hold_plenum_of_central_committee
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = MON_hold_plenum_of_central_committee MON_rely_on_national_strength
			}
		}
	}
	mutually_exclusive = {
		focus = MON_hold_plenum_of_central_committee MON_rely_on_national_strength MON_host_emergency_great_khural_assembly
	}
	available = {
		NOT = {
			has_active_mission = MON_external_policy_negotiations
		}
		has_country_flag = mon_1935_defence_soviet_imprison_genden_or_empty_train
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		set_variable = {
			sov_awareness = 1
		}
		add_political_power = 50
		add_stability = 0.05
		country_event = {
			id = mongol_anti_soviet.1
			hours = 12
		}
		custom_effect_tooltip = MON_tree_is_in_development_tt
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: GOE_RAJ.5
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.5
	title = GOE_RAJ.5.t
	desc = GOE_RAJ.5.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.5.a
		ai_chance = {
			base = 1
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_embrace_persian_identity
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_embrace_persian_identity
	icon = GFX_goal_PER_iran_propaganda
	cost = 10
	prerequisite = {
		focus = PER_appoint_zahedi
	}
	mutually_exclusive = {
		focus = PER_halt_religious_persecutions
	}
	x = -1
	y = 1
	relative_position_id = PER_appoint_zahedi
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_ideas = PER_embrace_persian_identity
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_greater_iraq
Constructs: prerequisite, completion_reward, is_core_of, is_controlled_by, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_greater_iraq
	icon = GFX_focus_IRQ_greater_iraq
	prerequisite = {
		focus = IRQ_carve_up_syria IRQ_take_advantage_of_british_weakness
	}
	x = 0
	y = 2
	relative_position_id = IRQ_align_afghanistan_fasc
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		any_controlled_state = {
			is_core_of = SYR
		}
		656 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		set_cosmetic_tag = IRQ_greater_iraq_tag
		custom_effect_tooltip = IRQ_greater_iraq_tt
	}
}
### Entity: Idea
Component: ITA_cantiere_navale_di_ancona_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantiere_navale_di_ancona_improved = {
	name = ITA_cantiere_navale_di_ancona
	picture = ITA_cantera_navale_di_ancona
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
	}
	available = {
		controls_State = 157
		ITA_is_southern_designer_improved = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {
		spotting_chance = 0.05
	}
}