Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_denounce_chiang
Constructs: prerequisite, limit, joint_focus, add_stability, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_denounce_chiang
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = GXC_rumors_of_deposition
	}
	relative_position_id = GXC_rumors_of_deposition
	x = 0
	y = 1
	cost = 5
	text_icon = GDC_focus_style
	available = {
		original_tag = GDC
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		add_political_power = 50
		add_stability = 0.05
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			CHI = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
	}
}
### Entity: Technology
Component: blackshirt_assault_battalion_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		blackshirt_assault_battalion
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_give_it_your_all_for_the_emperor
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_give_it_your_all_for_the_emperor
	icon = GFX_focus_JAP_give_it_your_all_for_the_emperor
	x = 0
	y = 2
	relative_position_id = JAP_oppose_the_zaibatsus
	prerequisite = {
		focus = JAP_oppose_the_zaibatsus
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = JAP_restructing_the_industrial_conglomerates
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			JAP_industry_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			JAP_industry_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_give_it_your_all_for_the_emperor_tt generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_gotaro_ogawa
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Idea
Component: ARM_mikoyan_aircrafts
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/armenia.txt

Code:
ARM_mikoyan_aircrafts = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = ARM
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Scripted Effect
Component: SIA_pridis_premiership_effects_r56_effects
Constructs: limit, add_ideas, add_country_leader_role, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_pridis_premiership_effects_r56_effects = {
	add_country_leader_role = {
		character = SIA_pridi_banomyong
		promote_leader = yes
		country_leader = {
			ideology = social_nationalism
			traits = {
				SIA_gifted_minister_r56 SIA_humble_anti_imperialist_r56
			}
		}
	}
	add_ideas = SIA_traditionalist_opposition_r56
	custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
	if = {
		limit = {
			has_idea = SIA_siamese_ultranationalist_movement_r56
		}
		swap_ideas = {
			remove_idea = SIA_siamese_ultranationalist_movement_r56
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
	}
	else_if = {
		limit = {
			has_idea = SIA_siamese_ultranationalist_movement_weakened_r56
		}
		swap_ideas = {
			remove_idea = SIA_siamese_ultranationalist_movement_weakened_r56
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
	}
	else = {
		swap_ideas = {
			remove_idea = SIA_strengthen_the_youth_corps_r56_idea
			add_idea = SIA_siamese_ultranationalist_movement_hostile_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_siamese_youth_corps_r56
	}
	show_ideas_tooltip = SIA_song_noppakul_political_advisor
}
### Entity: AI Strategy
Component: EGY_democratic_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/EGY_alternate_strategy_plan.txt

Code:
EGY_democratic_plan = {
	name = EGY: Egypt Democratic AI Plan
	desc = Democratic behaviour for Egypt.
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_country_flag = EGY_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = EGY_ai_behavior
				option = EGY_DEMOCRATIC
			}
		}
	}
	abort = {
		has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
	}
	ai_national_focuses = {
		ARAB_the_holy_war ARAB_arms_shipments ARAB_war_infrastructure ARAB_army_assessments ARAB_get_rid_of_nepotism EGY_sever_the_ties EGY_egyptian_military_academy EGY_banha_industrial_sectors EGY_banque_misr EGY_expand_the_aswan_hydroelectric_facility EGY_develop_the_east EGY_national_defence_funds EGY_emphasise_the_need_for_reform EGY_mansoura_agreement EGY_ministry_of_awqaf EGY_permit_regional_elections EGY_liberalization_of_trade_policies EGY_development_in_sudan EGY_publicize_the_universities EGY_invite_foreign_investors EGY_modernize_our_weaponry EGY_nationalize_the_blue_shirts EGY_ministry_of_resources EGY_sudanese_volunteers EGY_reestablish_control_of_the_EAAF EGY_abu_suweir_air_base EGY_logistical_brigades EGY_victor_taits_legacy EGY_royal_egyptian_airforce EGY_solve_the_canal_issue EGY_expand_the_defence_department EGY_monopoly_over_financial_endowments EGY_lift_restrictions_on_political_parties EGY_support_womens_suffrage EGY_reinforce_the_north EGY_misr_for_trade_and_oil EGY_field_piece_research EGY_radio_technologies EGY_new_military_institute EGY_rural_education_plan EGY_placate_the_army EGY_seek_american_material_aid EGY_join_the_allies
	}
	traits = {
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_ethnic_union
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_ethnic_union
	icon = GFX_focus_generic_befriend_turkey
	cost = 1
	x = 0
	y = 1
	relative_position_id = CYP_neutral
	prerequisite = {
		focus = CYP_neutral
	}
	completion_reward = {

	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_armor_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_armor_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_MARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_MARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_chassis
		value = 4
	}
}
### Entity: Wiki Documentation
Construct: References
Source: wiki
File: wiki/Features.html

Doc:
References[edit]

↑ https://forum.paradoxplaza.com/forum/index.php?threads/within-2015-really.859521/&sdpDevPosts=1

↑ http://forum.paradoxplaza.com/forum/showthread.php?750592-Steam-and-HoI4&p=16770782&viewfull=1#post16770782

↑ 3.0 3.1 IncGamers - 25 Jan 2014

↑ http://forum.paradoxplaza.com/forum/showthread.php?814718-HoIIV-Developer-Diary-11-Map-amp-Graphics-NO-COUNTERS-DISCUSSION&s=4755aaff3f02f29286892c8525c10426&p=18371517&viewfull=1#post18371517

↑ http://forum.paradoxplaza.com/forum/showthread.php?756386-Will-difficulty-level-be-given-more-consideration-in-game&p=16912788&viewfull=1#post16912788

↑ http://forum.paradoxplaza.com/forum/showthread.php?754427-Hearts-of-Iron-IV-Development-Diary-1-Our-Vision/page20&p=16912218#post16912218

↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Softpedia - 3 Mar 2014

↑ http://forum.paradoxplaza.com/forum/showthread.php?752138-Fewer-better-made-scenarios-for-1.00&p=16808110&highlight=#post16808110

↑ http://forum.paradoxplaza.com/forum/showthread.php?752774-Will-the-multiplayer-be-brought-to-modern-standards&p=16822362&highlight=#post16822362

↑ 10.0 10.1 10.2 10.3 10.4 PCGamer - 30 Jan 2014

↑ http://forum.paradoxplaza.com/forum/showthread.php?750592-Steam-and-HoI4/page3&p=16772472#post16772472

↑ Paradox game page

↑ http://forum.paradoxplaza.com/forum/showthread.php?750660-1933-start-date&p=16814476&viewfull=1#post16814476

↑ 14.0 14.1 14.2 14.3 14.4 Paradox Plaza forum rules

↑ https://forum.paradoxplaza.com/forum/index.php?threads/development-diary-14-national-focuses.846137/

↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Development Diary 2: The Tools of War - 7 Mar 2014

↑ Development Diary 1: Our Vision - 7 Feb 2014

↑ Reddit PDS AMA - Winter 2013

↑ http://forum.paradoxplaza.com/forum/showthread.php?752771-Hearts-of-Iron-4-first-look-a-slick-return-for-the-veteran-WWII-strategy-series&p=16822338&viewfull=1#post16822338

↑ http://forum.paradoxplaza.com/forum/showthread.php?756271-This-EU4-Map-is-Perfect...-Could-we-see-THIS-in-HOI4&p=16910791&viewfull=1#post16910791

↑ Softpedia - 28 Jan 2014

↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 AWESOMEoutof10 - 28 Jan 2014

↑ 23.00 23.01 23.02 23.03 23.04 23.05 23.06 23.07 23.08 23.09 23.10 23.11 Strategy Informer - 27 Jan 2014

↑ 24.0 24.1 Rock Paper Shotgun - 31 Jan 2014

↑ http://forum.paradoxplaza.com/forum/showthread.php?751245-Incgamers-report-on-Hearts-of-Iron-4./page5&p=16787321#pos
# ... (truncated)
### Entity: Event
Component: lar_ratify_the_stresa_front.2
Constructs: is_triggered_only, ai_chance, has_war, limit, has_country_flag, is_major, is_guaranteed_by, set_country_flag
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_ratify_the_stresa_front.2
	title = lar_ratify_the_stresa_front.1.t
	desc = lar_ratify_the_stresa_front.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_ratify_the_stresa_front.2.a
		ai_chance = {
			factor = 80
		}
		if = {
			limit = {
				is_guaranteed_by = SOV
			}
			set_country_flag = Franco_soviet_guaarantee
		} {
			limit = {
				is_in_faction = yes
			}
			if = {
				limit = {
					is_faction_leader = yes
				}
				add_to_faction = ITA
				else = {
					random_other_country = {
						limit = {
							is_faction_leader = yes
							is_in_faction_with = ROOT
						}
						add_to_faction = ITA
					}
				}
			}
		} {
			limit = {
				has_global_flag = ITA_agrees_ENG_FRA_concessions
			}
			ENG = {
				country_event = lar_ratify_the_stresa_front.4
			}
		} {
			limit = {
				country_exists = AUS
				AUS = {
					is_subject = no
					is_major = no
					has_war = no
					NOT = {
						is_in_faction_with = GER
					}
				}
			}
			give_guarantee = AUS
		} {
			limit = {
				has_country_flag = Franco_soviet_guaarantee
			}
			give_guarantee = SOV
			SOV = {
				give_guarantee = ROOT
			}
		}
		ITA = {
			transfer_state = 268
		}
		else = {
			create_faction_from_template = {
				template = faction_template_the_little_entente
				name = FRA_stresa_front
			}
			add_to_faction = ITA
		} {
			hidden_effect = {
				news_event = {
					id = lar_news.5
					days = 3
					random_days = 5
				}
			}
		}
	} {
		name = lar_ratify_the_stresa_front.2.b
		ai_chance = {
			factor = 20
			modifier = {
				has_global_flag = ITA_agrees_ENG_FRA_concessions
				factor = 0
			}
		}
		ITA = {
			country_event = lar_ratify_the_stresa_front.3
		}
		ENG = {
			country_event = lar_ratify_the_stresa_front.3
		}
	}
}
### Entity: AI Strategy
Component: mexico_stay_in_britains_faction
Constructs: has_completed_focus, has_war_with, is_in_faction_with, is_subject, is_enemy_ideology
Source: game
File: common/ai_strategy/MEX.txt

Code:
mexico_stay_in_britains_faction = {
	allowed = {
		original_tag = MEX
	}
	enable = {
		OR = {
			is_in_faction_with = ENG
			has_completed_focus = MEX_focus_community_of_nations
		}
	}
	abort = {
		OR = {
			is_subject = yes
			has_war_with = ENG
			ENG = {
				is_enemy_ideology = yes
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = ENG
		value = 100
	}
}
### Entity: Country History
Country: JAM
Component: JAM_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/JAM - Jamaica.txt

Code:
# Misc for JAM
capital = 689
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 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
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: SWI_internalism
Constructs: political_power_gain, production_speed_buildings_factor, send_volunteers_tension
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_internalism = {
	allowed_civil_war = {
		tag = SWI
	}
	picture = generic_pp_unity_bonus
	modifier = {
		political_power_gain = 0.2
		production_speed_buildings_factor = 0.1
		lend_lease_tension = -0.25
		send_volunteers_tension = -0.25
	}
}
### Entity: Character
Component: HUN_innovative_weapons_designer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_innovative_weapons_designer = {
	random = no
	sprite = 13
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_crown_the_bukharan_emir
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_civil_war, is_subject, set_cosmetic_tag, set_nationality
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_crown_the_bukharan_emir
	icon = GFX_focus_SOV_bukharan_republic
	prerequisite = {
		focus = AFG_the_faqirs_revolt
	}
	mutually_exclusive = {
		focus = AFG_crown_the_golden_emir AFG_invite_the_mughal_prince
	}
	x = 0
	y = 2
	relative_position_id = AFG_the_faqirs_revolt
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		set_cosmetic_tag = AFG_BUK_emirate
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		BUK = {
			BUK_mohammed_alim_khan = {
				set_nationality = ROOT
			}
		}
		set_party_name = {
			ideology = neutrality
			name = AFG_manghud_party
			long_name = AFG_manghud_party_long
		}
		country_event = {
			id = AFG_political_events.171
		}
		add_political_power = 100
		remove_dynamic_modifier = {
			modifier = AFG_look_to_the_past_modifier
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_develop_the_eastern_bases_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_develop_the_eastern_bases_r56
	icon = GFX_focus_generic_air_bases
	cost = 5
	ai_will_do = {
		base = 2
	}
	x = 3
	y = 1
	prerequisite = {
		focus = RAJ_expand_the_national_air_force_r56 RAJ_Reform_the_Royal_Indian_Navy
	}
	relative_position_id = RAJ_expand_the_national_air_force_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		640 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
		1020 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
				}
				add_building_construction = {
					type = naval_base
					level = 2
					province = 1330
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = SIA_offensive_infrastructure_investments_r56
			days = 180
		}
	}
}
### Entity: Modding Documentation
Construct: helplog
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## helplog

Print out all console commands to game.log file.
### Entity: National Focus
Tree: fin_focus
Component: FIN_expand_air_force_academy
Constructs: prerequisite, limit, completion_reward, add_to_variable, add_doctrine_cost_reduction, add_building_construction, add_ace
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expand_air_force_academy
	icon = GFX_focus_FIN_expand_air_force_academy
	prerequisite = {
		focus = FIN_pilot_training
	}
	x = 0
	y = 1
	relative_position_id = FIN_pilot_training
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		air_experience = 35
		custom_effect_tooltip = FIN_modify_finnish_airforce_ns_intro
		add_to_variable = {
			FIN_finnish_airforce_air_ace_generation_chance_factor = 0.1
			tooltip = air_ace_generation_chance_factor_tt
		} {
			FIN_finnish_airforce_ace_effectiveness_factor = 0.1
			tooltip = ace_effectiveness_factor_tt
		} {
			FIN_finnish_airforce_air_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		}
		add_doctrine_cost_reduction = {
			name = FIN_expand_air_force_academy
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		if = {
			limit = {
				controls_state = 149
			}
			149 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}
		add_ace = {
			name = Ilmari
			surname = Juutilainen
			callsign = Illu
			type = fighter_genius
		} {
			name = Hans
			surname = Wind
			callsign = Hasse
			type = fighter_genius
		} {
			name = Oiva
			surname = Tuominen
			callsign = Oippa
			type = fighter_unique
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_escalate_the_laguna_del_desierto_issue
Constructs: prerequisite, limit, random_country, has_government, owns_state, has_war_with, completion_reward, has_army_manpower
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_escalate_the_laguna_del_desierto_issue
	icon = GFX_focus_prc_infiltration
	relative_position_id = CHL_revoke_the_treaty_of_lima
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_revoke_the_treaty_of_lima
	}
	mutually_exclusive = {

	}
	will_lead_to_war_with = ARG
	available = {
		has_government = fascism
		NOT = {
			owns_state = 954
		}
		has_army_manpower = {
			size = > 210000
		}
		any_country = {
			owns_state = 954
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
	}
	bypass = {
		OR = {
			owns_state = 954
			any_country = {
				owns_state = 954
				NOT = {
					original_tag = ROOT
				}
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
		}
	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		random_country = {
			limit = {
				owns_state = 954
			}
			country_event = {
				id = CHL_political_events.58
				days = 2
			}
		}
	}
}
### Entity: National Focus
Component: bra_sem_urss
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_sem_urss
	icon = GFX_goal_generic_revolutionize_monroeism
	prerequisite = {
		focus = bra_inimigo_eua
	}
	mutually_exclusive = {
		focus = bra_amigo_alemanha
	} {
		focus = bra_amigo_urss
	}
	available = {
		has_government = communism
		is_subject = no
	}
	relative_position_id = bra_inimigo_eua
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_BRA_internacional_americana
					name = internacional_americana
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = internacional_americana
			}
			if = {
				limit = {
					PAR = {
						has_government = communism
						NOT = {
							is_in_faction = yes
						}
					}
				}
				PAR = {
					country_event = {
						id = generic.5
						hours = 24
					}
				}
			} {
				limit = {
					ARG = {
						has_government = communism
						NOT = {
							is_in_faction = yes
						}
					}
				}
				ARG = {
					country_event = {
						id = generic.5
						hours = 24
					}
				}
			} {
				limit = {
					URG = {
						has_government = communism
						NOT = {
							is_in_faction = yes
						}
					}
				}
				URG = {
					country_event = {
						id = generic.5
						hours = 24
					}
				}
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = bra_comercio_inimigo_modifier
		} {
			target = SOV
			modifier = bra_inimigo_modifier
		}
		SOV = {
			add_opinion_modifier = {
				target = BRA
				modifier = bra_inimigo_outro_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_structured_logistics
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_structured_logistics
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = SER_motorization_effort
	}
	relative_position_id = SER_motorization_effort
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = logistics_company_tech_bonus_name
			bonus = 1
			uses = 2
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/LAO_uprising.txt

Code:
division = {
	location = 1577
	division_template = Pathet Lao Partisan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}