Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_THIS_has_land_border_with_PREV
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_THIS_has_land_border_with_PREV = {
	set_temp_variable = {
		prev_id = PREV.id
	}
	any_country = {
		EAI_PREV_on_same_side_with_THIS = yes
		any_home_area_neighbor_country = {
			var:prev_id = {
				EAI_PREV_on_same_side_with_THIS = yes
			}
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_contact_foreign_industrial_partners
Constructs: shared_focus, prerequisite, add_ideas, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_contact_foreign_industrial_partners
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = LAT_revitalize_civilian_economy
	}
	relative_position_id = LAT_revitalize_civilian_economy
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = LAT_sentab
		add_ideas = LAT_invite_foreign_investors
		SWE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: QAT_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/qatar.txt

Code:
QAT_fascist_guy = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = QAT
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Military Industrial Organization
Component: IRE_spa_road_works_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
IRE_spa_road_works_organization = {
	name = Spa Road Works
	include = generic_mobile_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		original_tag = IRE
	}
	initial_trait = {
		name = generic_mio_initial_trait_fast_tanks_designer
		equipment_bonus = {
			armor_value = -0.05
			reliability = 0.05
			maximum_speed = 0.1
		}
	}
}
### Entity: Event
Component: news.192
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.192
	title = news.192.t
	desc = news.192.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.192.a
		trigger = {
			tag = YUG
		}
	} {
		name = news.192.b
		trigger = {
			NOT = {
				OR = {
					tag = YUG ITA
				}
			} {
				has_government = fascism
			}
		}
	} {
		name = news.192.c
		trigger = {
			NOT = {
				OR = {
					tag = YUG ITA
				}
			}
			has_government = fascism
		}
	}
}
### Entity: Event
Component: ARG_political_events.4
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.4
	title = ARG_political_events.4.t
	desc = ARG_political_events.4.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = ARG_political_events.4.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_coastal_defense
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_in_faction_with, is_subject_of, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_coastal_defense
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = YUG_expand_the_serbian_shipyards
	}
	x = 0
	y = 1
	relative_position_id = YUG_expand_the_serbian_shipyards
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			has_full_control_of_state = 103 105
			any_other_country = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				has_full_control_of_state = 103
			} {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				has_full_control_of_state = 105
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_full_control_of_state = 103
					any_other_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
						has_full_control_of_state = 103
					}
				}
			}
			103 = {
				custom_effect_tooltip = YUG_coastal_defense_effect_tt1 YUG_coastal_defense_effect_tt2
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
						level = 2
						instant_build = yes
					} {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
						level = 1
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				OR = {
					has_full_control_of_state = 105
					any_other_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
						has_full_control_of_state = 105
					}
				}
			}
			105 = {
				custom_effect_tooltip = YUG_coastal_defense_effect_tt1 YUG_coastal_defense_effect_tt2
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
						level = 2
						instant_build = yes
					} {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Character
Component: URG_cosme_alvarez_berisso
Source: game
File: common/characters/URG.txt

Code:
URG_cosme_alvarez_berisso = {
	advisor = {
		slot = high_command
		idea_token = URG_cosme_alvarez_berisso
		ledger = air
		allowed = {
			original_tag = URG
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: National Focus
Component: scotland_focus
Constructs: shared_focus, has_completed_focus, division_template, prerequisite, has_war, limit, random_country, add_ideas
Source: game
File: common/national_focus/scotland.txt

Code:
focus_tree = {
	id = scotland_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SCO
		}
	}
	continuous_focus_position = {
		x = 1865
		y = 675
	}
	default = no
	shared_focus = CEL_establish_the_army CEL_industrial_modernization CEL_aviation_air_academy CEL_naval_effort GEN_industrial_boom CEL_celtic_unification CEL_brittany_industry CEL_develop_ireland CEL_scottish_steel_sector
	focus = {
		id = SCO_provisional_government
		icon = GFX_focus_generic_self_management
		x = 51
		y = 0
		cost = 5
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 50
		}
		completion_reward = {
			add_political_power = 150
		}
	} {
		id = SCO_favour_republicanism
		icon = GFX_focus_ICE_break_with_the_crown
		prerequisite = {
			focus = SCO_provisional_government
		}
		relative_position_id = SCO_provisional_government
		mutually_exclusive = {
			focus = SCO_choose_a_monarch
		}
		x = -5
		y = 1
		cost = 5
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_political_power = 50
			add_stability = 0.05
		}
	} {
		id = SCO_choose_a_monarch
		icon = GFX_goal_tfv_strengthen_commonwealth_ties
		prerequisite = {
			focus = SCO_provisional_government
		}
		relative_position_id = SCO_provisional_government
		mutually_exclusive = {
			focus = SCO_favour_republicanism
		}
		x = 4
		y = 1
		cost = 5
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			country_event = r56_scotland.1
			set_cosmetic_tag = SCO_MONARCHIST
		}
	} {
		id = SCO_grant_power_to_the_crown
		icon = GFX_focus_rom_royal_dictatorship
		prerequisite = {
			focus = SCO_choose_a_monarch
		}
		mutually_exclusive = {
			focus = SCO_democratic_constitutionalism
		}
		relative_position_id = SCO_choose_a_monarch
		x = 4
		y = 1
		cost = 10
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						has_government = neutrality
					}
				}
			} {
				factor = 0
				is_historical_focus_on = yes
				NOT = {
					has_govern
# ... (truncated)
### Entity: Resistance
Component: compliance_25
Source: game
File: common/resistance_compliance_modifiers/compliance_modifiers.txt

Code:
compliance_25 = {
	type = core_compliance_modifier
	icon = GFX_occupation_compliance_modifier_strip:2
	small_icon = GFX_occupation_compliance_modifier_small_strip:2
	threshold = 25
	margin = 2
	state_modifier = {
		required_garrison_factor = -0.25
		recruitable_population = 0.005
	}
}
### Entity: Idea
Component: r56_LUX_german_funding
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_german_funding = {
	picture = italy_german_military_assistance
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Event
Component: portugal.60
Constructs: is_triggered_only, division_template, create_country_leader, limit, random_country, has_government, set_cosmetic_tag, is_locked
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.60
	title = lar_portugal_promote_monarchist_cause.3.t
	desc = lar_portugal_promote_monarchist_cause.3.desc_anti_monarchist
	is_triggered_only = yes
	picture = GFX_report_event_generic_rifles
	option = {
		name = portugal.60.a
		trigger = {
			NOT = {
				has_government = fascism
			}
		}
		if = {
			limit = {
				fascism = > 0.31
			}
			start_civil_war = {
				ideology = fascism
				ruling_party = ROOT
				states = {
					495 1052 497 1001 1000 1072 1056 1003 498 1004 1005
				}
				size = 0
				navy_ratio = 0.5
			}
		}
		else_if = {
			limit = {
				fascism = > 0.23
			}
			start_civil_war = {
				ideology = fascism
				ruling_party = ROOT
				states = {
					495 1052 497 1001 1000 1072 1056 1003 498 1004 1005
				}
				size = 0
				navy_ratio = 0.5
			}
		}
		else = {
			start_civil_war = {
				ideology = fascism
				ruling_party = ROOT
				states = {
					495 1052 497 1001 1000 1072 1056 1003 498 1004 1005
				}
				size = 0
				navy_ratio = 0.5
			}
		}
		random_country = {
			limit = {
				original_tag = BRA
				NOT = {
					tag = ROOT
				}
			}
			set_cosmetic_tag = EOB_empire_brazil_neutrality
			division_template = {
				name = Divisão de Camisa Azul
				is_locked = no
				template_counter = 3
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				override_model = POR_militia_alt_2_entity
			}
			497 = {
				create_unit = {
					division = division_template = "Divisão de Camisa Azul" start_experience_factor = 0.1 start_equipment_factor = 0.75
					owner = PREV
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 12999
					count = 2
				} {
					division = division_template = "Divisão de Camisa Azul" start_experience_factor = 0.1 start_equipment_factor = 0.75
					owner = PREV
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 12853
					count = 1
				}
			}
			495 = {
				create_unit = {
					division = division_template = "Divisão de Camisa Azul" start_experience_factor = 0.1 start_equipment_factor = 0.75
					owner = PREV
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 13412
					count = 2
				} {
					division = division_template = "Divisão de Camisa Azul" start_experience_factor = 0.1 start_equipment_factor = 0.75
					owner = PREV
					allo
# ... (truncated)
### Entity: Decision
Component: BRA_sway_the_neighbors_cat
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_capital, is_core_of, has_idea, complete_effect
Source: game
File: common/decisions/BRA.txt

Code:
BRA_sway_the_neighbors_cat = {
	BRA_sway_the_neighbors_decision = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = BRA
		}
		visible = {
			has_country_flag = BRA_sway_the_neighbors_no_lar
		}
		available = {
			has_completed_focus = BRA_sway_the_neighbors
			FROM = {
				OWNER = {
					NOT = {
						has_country_flag = BRA_clamped_down_on_communism
					}
				}
			}
		}
		state_target = south_america
		on_map_mode = map_and_decisions_view
		target_trigger = {
			FROM = {
				is_capital = yes
				is_core_of = OWNER
				OWNER = {
					NOT = {
						OR = {
							has_idea = BRA_promoting_communism
							has_government = communism
							tag = ROOT
						}
					}
				}
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 30
		ai_will_do = {
			base = 4
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				OWNER = {
					country_event = {
						id = JUNO_brazil_events.143
						days = 15
						random_days = 5
					}
					add_timed_idea = {
						idea = BRA_promoting_communism
						days = 720
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = TRK_turkestan_unification
	}
	relative_position_id = TRK_turkestan_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_tackle_capitalism
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_tackle_capitalism
	prerequisite = {
		focus = ENG_follow_moscow
	}
	mutually_exclusive = {
		focus = ENG_tackle_fascism
	}
	available = {
		is_subject = no
		country_exists = USA
		USA = {
			has_government = democratic
		}
	}
	icon = GFX_focus_generic_strike_at_democracy3
	x = 1
	y = 1
	relative_position_id = ENG_follow_moscow
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = ENG_tackle_capitalism_idea
		USA = {
			add_opinion_modifier = {
				target = ENG
				modifier = ENG_tackle_capitalism
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.40
				days = 1
			}
		}
	}
}
### Entity: National Focus
Component: infrastructure_effort_2
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = infrastructure_effort_2
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = infrastructure_effort
	}
	x = 0
	y = 1
	relative_position_id = infrastructure_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		base = 2
		modifier = {
			factor = 6
			original_tag = SIA
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		} {
			type = infrastructure
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 895
Constructs: add_core_of
Source: game
File: history/states/895-South West Queensland.txt

Code:
state = {
	id = 895
	name = STATE_873
	provinces = {
		2116 2221 5198 10941 12949
	}
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = AST
		add_core_of = AST
	}
	state_category = pastoral
	manpower = 10000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: sik.3
Constructs: is_triggered_only, annex_country
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.3
	title = sik.3.t
	desc = sik.3.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	option = {
		name = sik.3.a
		ROOT = {
			annex_country = {
				target = KHM
				transfer_troops = yes
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_burger
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_burger
	icon = GFX_focus_SWI_swiss_guiding_principles
	prerequisite = {
		focus = SWI_geistige
	}
	mutually_exclusive = {
		focus = SWI_richtlinienbewegung SWI_rise_of_front
	}
	x = 7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_pro_rearmament_propaganda
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_pro_rearmament_propaganda
	icon = {
		GFX_focus_generic_fascist_propaganda = {
			ROOT = {
				has_government = fascism
			}
		}
		GFX_focus_secret_rearmament = yes
	}
	cost = 5
	prerequisite = {
		focus = CZE_petition_the_nobles CZE_unify_the_fascist_parties
	}
	relative_position_id = CZE_appeal_to_the_castle
	x = 2
	y = 2
	offset = {
		x = -5
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	} {
		x = 3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_petition_the_nobles
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			CZE_ceskoslovenska_armada_dynamic_modifier_mobilization_speed = 0.05
			tooltip = mobilization_speed_tt
		}
		add_timed_idea = {
			idea = CZE_pro_rearmament_propaganda_idea
			days = 180
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Achievement
Component: district_9
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
district_9 = {
	id = 33
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SAF
	}
	happened = {
		275 = {
			industrial_complex = > 8
		}
	}
}
### Entity: National Focus
Component: indonesia_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, limit, add_ideas
Source: game
File: common/national_focus/indonesia.txt

Code:
focus_tree = {
	id = indonesia_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = INS
			has_dlc = Thunder at Our Gates
		}
	}
	default = no
	initial_show_position = {
		x = 0
		y = 0
	}
	shared_focus = INSHOL_dutch_east_indies INSHOL_reasserting_control INSHOL_reform_knil ABDA_abdacom
	continuous_focus_position = {
		x = 200
		y = 1400
	}
	focus = {
		id = INS_underground_revolution
		icon = GFX_focus_generic_limited_social_mobilization
		available = {
			custom_trigger_tooltip = {
				tooltip = INS_soetardjo_petition_debate_done_tt
				OR = {
					has_completed_focus = INS_underground_revolution INS_the_jewel_in_the_crown
				}
			}
		}
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = INS_the_jewel_in_the_crown
				}
			}
		}
		mutually_exclusive = {
			focus = INS_the_jewel_in_the_crown
		}
		x = 0
		y = 0
		offset = {
			x = -74
			y = 0
			trigger = {
				has_completed_focus = INS_underground_revolution
			}
		}
		cost = 0
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			unlock_decision_category_tooltip = INS_revolution_planning_cat
			unlock_decision_tooltip = INS_revolution_planning_hq
			HOL = {
				country_event = {
					id = INS_revolution_events.8
					hours = 2
				}
			}
			hidden_effect = {
				if = {
					limit = {
						has_game_rule = {
							rule = obsolete_focus_branches_visibility
							option = HIDE
						}
					}
					mark_focus_tree_layout_dirty = yes
				}
			}
		}
	} {
		id = INS_infiltrate_the_army
		icon = GFX_focus_generic_infiltration
		available = {

		}
		prerequisite = {
			focus = INS_underground_revolution
		}
		mutually_exclusive = {

		}
		x = 2
		y = 1
		relative_position_id = INS_underground_revolution
		cost = 5
		ai_will_do = {
			base = 0.5
			modifier = {
				add = 5
				NOT = {
					has_completed_focus = INS_the_declaration_of_independence
				}
				has_war_support = < 0.25
			}
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
		}
		completion_reward = {
			add_war_support = 0.1
			army_experience = 50
		}
	} {
		id = INS_volksraad_rumors
		icon = GFX_goal_generic_national_unity
		available = {

		}
		prerequisite = {
			focus = INS_underground_revolution
		}
		mutually_exclusive = {

		}
		x = -4
		y = 1
		re
# ... (truncated)
### Entity: National Focus
Tree: saf_focus
Component: SAF_armor_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_armor_effort
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SAF_south_african_special_forces SAF_mechanization_effort
	}
	x = 0
	y = 6
	relative_position_id = SAF_special_service_battalion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_armor_effort
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
}