Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: POL_organize_the_peasants_strike
Constructs: add_equipment_to_stockpile, limit, has_country_flag, fire_only_once, add_political_power, is_debug, remove_effect, has_active_mission
Source: game
File: common/decisions/POL.txt

Code:
POL_organize_the_peasants_strike = {
	POL_escelate_the_strike = {
		icon = infiltrate_state
		available = {
			NOT = {
				has_country_flag = POL_interacting_with_peasants_flag
			}
		}
		visible = {
			is_debug = yes
		}
		fire_only_once = no
		days_remove = 1
		ai_will_do = {
			base = 0
		}
		remove_effect = {
			if = {
				limit = {
					has_active_mission = POL_looming_peasants_strike_mission
				}
				add_days_mission_timeout = {
					mission = POL_looming_peasants_strike_mission
					days = -365
				}
			} {
				limit = {
					has_active_mission = POL_peasants_strike
				}
				add_days_mission_timeout = {
					mission = POL_peasants_strike
					days = -150
				}
			}
			clr_country_flag = POL_interacting_with_peasants_flag
		}
		complete_effect = {
			set_country_flag = POL_interacting_with_peasants_flag
		}
	}
	POL_woo_military_staff = {
		icon = infiltrate_state
		available = {
			NOT = {
				has_country_flag = POL_interacting_with_peasants_flag
			}
			any_army_leader = {
				NOT = {
					has_trait = POL_sanation_right_leader
				} {
					has_trait = peasant_sympathiser
				}
			}
		}
		visible = {
			has_country_flag = POL_morges_flag
		}
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		fire_only_once = no
		days_remove = 25
		ai_will_do = {
			factor = 10
		}
		remove_effect = {
			if = {
				limit = {
					has_active_mission = POL_looming_peasants_strike_mission
				}
				add_days_mission_timeout = {
					mission = POL_looming_peasants_strike_mission
					days = -5
				}
			} {
				limit = {
					has_active_mission = POL_peasants_strike
				}
				add_days_mission_timeout = {
					mission = POL_peasants_strike
					days = -10
				}
			}
			IF = {
				limit = {
					var:ROOT.woo_general_selected = {
						has_trait = POL_sanation_left_leader
					}
				}
				var:ROOT.woo_general_selected = {
					remove_unit_leader_trait = POL_sanation_left_leader
				}
			}
			var:ROOT.woo_general_selected = {
				add_unit_leader_trait = peasant_sympathiser
			}
			hidden_effect = {
				if = {
					limit = {
						any_army_leader = {
							NOT = {
								has_trait = POL_sanation_right_leader
							} {
								has_trait = POL_sanation_left_leader
							} {
								has_trait = peasant_sympathiser
							}
						}
					}
					random_army_leader = {
						limit = {
							NOT = {

# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_consolidate_east_africa
Constructs: prerequisite, completion_reward, set_state_flag, add_claim_by
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_consolidate_east_africa
	icon = GFX_focus_ETH_consolidate_east_africa
	prerequisite = {
		focus = ETH_reclaim_the_empire
	}
	x = 0
	y = 1
	relative_position_id = ETH_reclaim_the_empire
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = ETH_consolidate_east_africa_tt
		hidden_effect = {
			886 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			883 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			551 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			767 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			549 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			887 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			884 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			885 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			904 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			548 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			903 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			547 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			905 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			844 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			559 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			269 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			268 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
			550 = {
				set_state_flag = ETH_consolidate_ea_flag
				add_claim_by = ETH
			}
		}
	}
}
### Entity: Event
Component: israel.46
Constructs: is_triggered_only, add_equipment_to_stockpile, random_days, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.46
	title = israel.46.t
	desc = israel.46.d
	is_triggered_only = yes
	option = {
		name = israel.46.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
		hidden_effect = {
			country_event = {
				id = israel.47
				days = 1
				random_days = 3
				random_hours = 24
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_medium_bomber_focus
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_medium_bomber_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = TUR_found_an_air_war_academy
	}
	x = 0
	y = 1
	relative_position_id = TUR_found_an_air_war_academy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = medium_plane_airframe_0
				amount = 65
				producer = ITA
			}
			add_tech_bonus = {
				name = air_bonus
				bonus = 0.35
				uses = 1
				technology = basic_medium_airframe improved_medium_airframe advanced_medium_airframe
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = tac_bomber_equipment_0
				amount = 65
				producer = ITA
			}
			add_tech_bonus = {
				name = air_bonus
				bonus = 0.35
				uses = 1
				technology = tactical_bomber1 tactical_bomber2 tactical_bomber3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_amend_the_thesaban_organization_act_r56
Constructs: prerequisite, add_ideas, completion_reward, has_tech
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_amend_the_thesaban_organization_act_r56
	prerequisite = {
		focus = SIA_continue_the_national_electrification_r56
	}
	icon = GFX_focus_CHI_registry_of_property
	cost = 8
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 2
	relative_position_id = SIA_continue_the_national_electrification_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		has_tech = construction2
	}
	completion_reward = {
		add_ideas = SIA_administrative_reforms_r56
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.025
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.025
			instant = yes
		}
	}
}
### Entity: Idea
Component: INS_braat
Constructs: has_government, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_braat = {
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	visible = {
		OR = {
			is_subject_of = HOL GER
		}
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.15
	}
}
### Entity: Idea
Component: GER_mefo_bills_5
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_5 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 0.8
	}
}
### Entity: Order of Battle
Component: Raggruppamento Verona
Constructs: division_template
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = Raggruppamento Verona
	location = 9613
	division_template = Raggruppamento Celere
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Modifier Reference
Component: r56_ISR_attack_west_bank
Constructs: has_completed_focus, has_war, army_attack_factor, breakthrough_factor, remove_trigger, has_full_control_of_state
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_attack_west_bank = {
	icon = GFX_decision_generic_nationalism
	army_attack_factor = 0.1
	breakthrough_factor = 0.05
	remove_trigger = {
		OR = {
			ISR = {
				has_full_control_of_state = 1017
			} {
				has_completed_focus = ISR_win
				has_war = no
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_labor_camps
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_labor_camps
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = IRQ_royal_armament_factories
	}
	x = 4
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				676
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				675
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_deal_with_the_devil
Constructs: prerequisite, completion_reward, is_subject_of, add_timed_idea, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_deal_with_the_devil
	available = {
		NOT = {
			is_subject_of = SOU
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_enemies_of_our_enemy
	}
	icon = GFX_focus_chi_mission_to_germany
	x = 1
	y = 1
	relative_position_id = SPR_enemies_of_our_enemy
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		effect_tooltip = {
			add_timed_idea = {
				idea = SPR_deal_with_the_devil
				days = 730
			}
		}
		custom_effect_tooltip = SPR_deal_with_the_devil_tt
		GER = {
			country_event = {
				id = lar_spain.74
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_preemptive_defense
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_preemptive_defense
	icon = GFX_focus_generic_coastal_fort
	ai_will_do = {
		factor = 3
	}
	x = -1
	y = 1
	relative_position_id = INS_non_discriminatory_conscription
	mutually_exclusive = {
		focus = INS_guerilla_tactics
	}
	prerequisite = {
		focus = INS_non_discriminatory_conscription
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = INS_army_idea_two_2
			add_idea = INS_army_idea_two_3
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_superior_firepower cat_mobile_warfare cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_implement_currency_controls
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_implement_currency_controls
	icon = GFX_focus_AFG_afghan_bank
	prerequisite = {
		focus = AFG_ministry_of_supply
	}
	x = 0
	y = 1
	relative_position_id = AFG_ministry_of_supply
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		alter_subsistence_economy_modifier_industrialize = yes
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = AFG_da_afghanistan_bank_idea
	}
}
### Entity: State History
Component: 1030
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1030-Varmland.txt

Code:
state = {
	id = 1030
	name = STATE_1030
	manpower = 296653
	state_category = rural
	resources = {
		steel = 4
	}
	history = {
		owner = SWE
		add_core_of = SWE
		add_to_array = {
			state_victory_points = 11114
		}
		victory_points = {
			11114 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		69 147 3128 3141 6028 6195 9054 9138 9218 11114
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_leadership_of_mao
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_leadership_of_mao
	icon = GFX_focus_PRC_embrace_change_in_leadership
	prerequisite = {
		focus = PRC_guide_central_committee
	}
	mutually_exclusive = {
		focus = PRC_reclaim_the_grasp_of_power
	}
	x = -7
	y = 1
	relative_position_id = PRC_guide_central_committee
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PRC_reclaim_the_grasp_of_power PRC_the_unwilling_diarchy_focus
			}
		}
	}
	offset = {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_leadership_of_mao
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = < -0.25
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt PRC_unlock_left_side_bop_decisions_tt generic_skip_one_line_tt
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.89
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.1
			}
		}
		add_country_leader_role = {
			character = PRC_mao_zedong
			promote_leader = yes
			country_leader = {
				ideology = marxism
				traits = {
					PRC_de_facto_leader
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		PRC_add_mediating_general_secretary_idea = yes
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Shared Focus
Component: MICRO_torpedo_bombers
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_torpedo_bombers
	text = MNC_torpedo_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = MICRO_root_naval_academy
	} {
		focus = MICRO_the_root_air_fleet
	}
	relative_position_id = MICRO_the_root_air_fleet
	cost = 10
	x = -1
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = MNC_torpedo_bombers
				technology = improved_medium_airframe
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ICE_aalborg_portland
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/iceland.txt

Code:
ICE_aalborg_portland = {
	name = DEN_aalborg_portland
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	visible = {

	}
	available = {
		has_completed_focus = ICE_industrial_cooperation
	}
	research_bonus = {
		excavation_tech = 0.15
	}
	traits = {
		construction_company
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_one_caribbean_policy
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, is_subject, is_caribbean_tt, has_cosmetic_tag
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_one_caribbean_policy
	icon = GFX_goal_cuba_carribean_anti_imperialism
	cost = 5
	prerequisite = {
		focus = CUB_create_a_central_committee
	}
	relative_position_id = CUB_create_a_central_committee
	x = 0
	y = 3
	available = {
		is_subject = no
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = is_caribbean_tt
			OR = {
				has_cosmetic_tag = CAB VEN_CARIBBEAN
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				state = 994 315 690 693 689 318 319 686 972 694 308 692 691
			}
			add_claim_by = ROOT
		}
		add_war_support = 0.1
		add_ideas = CUB_caribbean_dominance_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: news.318
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.318
	title = news.318.t
	desc = news.318.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = news.318.a
		trigger = {
			TAG = ROM
		}
	} {
		name = news.318.b
		trigger = {
			TAG = BUL
		}
	} {
		name = news.318.c
		trigger = {
			NOT = {
				TAG = ROM BUL
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_relocate_factories_from_the_coast
Constructs: prerequisite, limit, completion_reward, set_variable, has_dlc
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_relocate_factories_from_the_coast
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = CHI_defence_in_depth
	}
	x = -2
	y = 1
	relative_position_id = CHI_defence_in_depth
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_variable = {
			var = CHI_industrial_evacuations_amount_factor
			value = 0.75
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = CHI_relocate_factories_from_the_coast_tt
		}
		ELSE = {
			custom_effect_tooltip = CHI_relocate_factories_from_the_coast_tt_no_aat
		}
	}
}
### Entity: Event
Component: CZE.413
Constructs: is_triggered_only, has_completed_focus, create_country_leader, limit, add_ideas, remove_ideas, set_country_flag, set_party_name
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.413
	title = CZE.413.t
	desc = CZE.413.d
	picture = GFX_military_coup_report
	is_triggered_only = yes
	option = {
		name = CZE.413.a
		if = {
			limit = {
				has_completed_focus = CZE_partial_mobilization
			}
			add_ideas = CZE_militarism_focus
			custom_effect_tooltip = new_government_changed available_military_high_command
			set_country_flag = military_government republic_defense_government
			set_party_name = {
				ideology = democratic
				long_name = CZE_republic_defense_party
				name = CZE_republic_defense_party
			}
			create_country_leader = {
				name = Jan Syrový
				picture = gfx/leaders/CZE/Portrait_Czech_Jan_Syrovy.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					stout_defender army_connections
				}
			}
			show_unit_leaders_tooltip = CZE_radola_gajda
			show_ideas_tooltip = CZE_radola_gajda_high_command
		} {
			limit = {
				has_completed_focus = CZE_czech_fascism_onrise
			}
			hidden_effect = {
				remove_ideas = edvard_benes
			}
			add_ideas = CZE_militarism_focus_2
			custom_effect_tooltip = new_government_changed available_chief_of_army
			set_country_flag = military_government legionary_government
			set_party_name = {
				ideology = democratic
				long_name = CZE_legionary_party
				name = CZE_legionary_party
			}
			create_country_leader = {
				name = Jan Syrový
				picture = gfx/leaders/CZE/Portrait_Czech_Jan_Syrovy.dds
				expire = 1965.1.1
				ideology = conservatism
				traits = {
					warmonger army_connections
				}
			}
			show_ideas_tooltip = CZE_radola_gajda_army_chief
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_northern_lights
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, is_historical_focus_on, has_added_tension_amount
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_northern_lights
	icon = GFX_goal_NOR_nordic_alliance
	prerequisite = {
		focus = SWE_discussions_with_denmark SWE_the_saltsjobaden_agreement
	}
	mutually_exclusive = {
		focus = SWE_neutral_no_more SWE_ally_the_kaiserreich SWE_state_of_selective_neutrality
	}
	relative_position_id = SWE_discussions_with_denmark
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
	}
	ai_will_do = {
		base = 1
		modifier = {
			is_historical_focus_on = yes
			add = -10
		} {
			AND = {
				date = > 1938.6.1
				OR = {
					GER = {
						has_added_tension_amount = > 25
					}
					SOV = {
						has_added_tension_amount = > 25
					}
					ITA = {
						has_added_tension_amount = > 25
					}
					ENG = {
						has_added_tension_amount = > 25
					}
					FRA = {
						has_added_tension_amount = > 25
					}
				}
			}
			add = 10
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				any_country = {
					is_faction_leader = yes
					NOT = {
						has_government = fascism communism
					}
					gen_is_nordic_country = yes
				}
			}
			random_country = {
				limit = {
					is_faction_leader = yes
					NOT = {
						has_government = fascism communism
					}
					gen_is_nordic_country = yes
				}
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_NORDIC_alliance_democratic
				name = northern_european_treaty_organization
			}
			add_faction_initiative = 1
			custom_effect_tooltip = generic_skip_one_line_tt
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					gen_is_nordic_country = yes
				}
				country_event = generic.5
			}
		}
		ELSE = {
			create_faction = northern_european_treaty_organization
			custom_effect_tooltip = generic_skip_one_line_tt
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					gen_is_nordic_country = yes
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}