Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Operation
Component: FRA_instigate_workers_revolution_spain
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, add_stability, operation_cost, random_list
Source: game
File: common/operations/LaR_FRA_operations.txt

Code:
FRA_instigate_workers_revolution_spain = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = FRA_instigate_workers_revolution_spain
	desc = FRA_carry_the_revolution_west_desc
	days = 180
	allowed = {
		original_tag = FRA
	}
	available = {
		has_completed_focus = FRA_carry_the_revolution_west
		SPR = {
			NOT = {
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	visible = {
		has_completed_focus = FRA_carry_the_revolution_west
		FROM = {
			tag = SPR
			NOT = {
				has_government = communism
			}
		}
	}
	operatives = 1
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	network_strength = 25
	requirements = {

	}
	equipment = {
		infantry_equipment = 5000
		support_equipment = 500
	}
	on_start = {

	}
	outcome_potential = {
		SPR = {
			random_list = {
				33 = {
					start_civil_war = {
						ideology = communism
					}
				}
				67 = {
					add_popularity = {
						ideology = communism
						popularity = 0.25
					}
					add_stability = -0.1
					add_war_support = -0.1
				}
			}
		}
	}
	risk_chance = 0.35
	outcome_extra_chance = 0.25
	outcome_execute = {
		SPR = {
			add_popularity = {
				ideology = communism
				popularity = 0.25
			}
		}
	}
	outcome_extra_execute = {
		SPR = {
			random_list = {
				33 = {
					start_civil_war = {
						ideology = communism
						size = 0.3
						states = {
							165 794 166 172
						}
					}
					random_other_country = {
						limit = {
							original_tag = SPR
							has_government = communism
						}
						ROOT = {
							add_to_faction = PREV
						}
					}
				}
				67 = {
					add_popularity = {
						ideology = communism
						popularity = 0.25
					}
					add_stability = -0.1
					add_war_support = -0.1
					ROOT = {
						add_relation_modifier = {
							target = SPR
							modifier = FRA_carry_the_revolution_south
						}
					}
				}
			}
		}
	}
	phases = {
		infiltration_submarine = {
			base = 33
		}
		infiltration_paradrop = {
			base = 33
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		infiltration_diplomatic = {
			base = 33
		}
	} {
		lar_communist_uprising_organise_cells = {
			base = 33
		}
		lar_communist_uprising_infiltrate_civil_service = {
			base = 33
		}
		lar_communist_uprisi
# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_jet_focus
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_jet_focus
	prerequisite = {
		focus = VNZ_aviation_effort_2
	} {
		focus = VNZ_form_mechanics
	} {
		focus = VNZ_bomber_focus VNZ_long_range_naval_bomber
	}
	icon = GFX_goal_generic_air_jet_new
	x = 3
	y = 1
	relative_position_id = VNZ_aviation_effort_2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = VNZ_jet_focus
			bonus = 1.0
			uses = 2
			category = jet_technology rocketry
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_jet_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_litteracy_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_litteracy_effort
	icon = GFX_focus_research2
	prerequisite = {
		focus = RAJ_form_a_federal_court
	}
	x = 0
	y = 1
	relative_position_id = RAJ_form_a_federal_court
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_literacy_effort_1
			days = 365
		}
		custom_effect_tooltip = will_be_upgraded_to when_expired
		show_ideas_tooltip = idea_RAJ_literacy_effort_2
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_167
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_167 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 167
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 167
		value = 10000
	} {
		type = naval_avoid_region
		id = 167
		value = -200
	} {
		type = strategic_air_importance
		id = 167
		value = 25000
	}
}
### Entity: State History
Component: 357
Constructs: add_core_of
Source: game
File: history/states/357-New England.txt

Code:
state = {
	id = 357
	name = STATE_357
	resources = {
		steel = 12
	}
	state_category = metropolis
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 5
			dockyard = 4
			air_base = 10
			6732 = {
				naval_base = 8
			}
			9832 = {
				naval_base = 3
			}
		}
		add_core_of = USA
		victory_points = {
			6732 20
		} {
			12459 1
		} {
			9832 1
		}
	}
	provinces = {
		715 718 733 905 908 1282 1338 1619 3710 3712 3715 3732 3906 4287 4445 6719 6732 6909 7462 7629 9675 9832 9847 9850 10247 10318 10481 11830 12202 12221 12459 13158
	}
	manpower = 8404713
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Name List
Component: NFL
Source: game
File: common/names/r56_names.txt

Code:
NFL = {
	male = {
		names = {
			John William James Thomas George Joseph Edward Patrick Robert Michael Charles Richard Henry Samuel Frederick Arthur Alber Walter Peter Stephen David Harold Francis Frank Herberg Alexander Andrew Philip Gordon
		}
	}
	female = {
		names = {
			Mary Elizabeth Margaret Sarah Catherine Annie Jane Alice Ann Emma Jessie Martha Eliza Agnes Emily Julia Ethel Lucy
		}
	}
	surnames = {
		Parsons White Smith Power Walsh Murphy Brown King Mercer Taylor Ryan Martin Butler Clarke Penney Daw Young Pike Sheppard Reid Snow Tucker Williams Butt Roberts Noseworthy Bishop Kelly Green Miller Bennett Kennedy Morgan Squires Abbott Rose Collins Moore
	}
	callsigns = {

	}
}
### Entity: Decision
Component: DEN_balance_of_power_category
Constructs: has_dlc, has_civil_war, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_balance_of_power_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	available = {
		has_civil_war = no
	}
	priority = 100
	visible = {
		is_subject = no
	}
}
### Entity: Decision
Component: MAN_yong_ying_category
Constructs: division_template, has_war, limit, has_country_flag, add_stability, fire_only_once, check_variable, complete_effect
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_yong_ying_category = {
	MAN_expand_yong_ying_recruitment = {
		icon = GFX_decision_generic_military
		allowed = {
			original_tag = MAN
		}
		available = {
			check_variable = {
				MAN_levy_cap = < MAN_levy_cap_max
			}
			custom_trigger_tooltip = {
				tooltip = JAP_expand_ashigaru_tt
				check_variable = {
					MAN_levy_cap = < MAN_levy_cap_max
				}
			}
			has_war = no
			NOT = {
				has_country_flag = MAN_raise_yong_yingu_active
			}
		}
		visible = {

		}
		custom_cost_trigger = {
			command_power = > 14.9
		}
		custom_cost_text = AFG_decision_cost_quami
		ai_will_do = {
			base = 25
		}
		fire_only_once = no
		days_remove = 7
		complete_effect = {
			add_command_power = -15
		}
		remove_effect = {
			custom_effect_tooltip = JAP_expand_ashigaru_tt_2
			hidden_effect = {
				add_to_variable = {
					MAN_levy_cap = 1
				}
				clamp_variable = {
					var = MAN_levy_cap
					min = MAN_levy_cap_min
					max = MAN_levy_cap_max
				}
				set_division_template_cap = {
					division_template = Yong Ying
					division_cap = MAN_levy_cap
				}
			}
		}
	}
	MAN_raise_the_yong_ying = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = MAN
		}
		available = {
			OR = {
				has_defensive_war = yes
				AND = {
					has_war_support = > 0.45
					has_offensive_war = yes
				}
			}
			NOT = {
				has_country_flag = MAN_raise_yong_yingu_active
			}
			has_civil_war = no
		}
		visible = {

		}
		cost = 25
		ai_will_do = {
			base = 250
		}
		fire_only_once = no
		days_remove = 14
		remove_effect = {
			set_country_flag = MAN_raise_yong_yingu_active
			custom_effect_tooltip = JAP_raise_ashigaru_tt
			add_stability = -0.05
			set_variable = {
				deployed_divs = 0
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						deployed_divs = < MAN_levy_cap
					}
				}
				add_to_variable = {
					deployed_divs = 1
				}
				capital_scope = {
					create_unit = {
						division = division_template ="Yong Ying" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = MAN
						count = 1
						prioritize_location = 328
					}
				}
			}
		}
	}
	MAN_demobilize_the_yong_ying = {
		icon = GFX_decision_SWI_dismiss_council
		allowed = {
			original_tag = MAN
		}
		available = {
			has_country_flag = MAN_raise_yong_yingu_active
		}
		visible = {

		}
		cost = 5
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
	
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_284
Source: game
File: history/units/NZL_1939_air_bba.txt

Code:
air_wings = {
	284 = {
		small_plane_naval_bomber_airframe_0 = {
			owner = NZL
			amount = 36
			creator = ENG
			version_name = Vickers Vildebeest
		}
	}
}
### Entity: Character
Component: SPR_offensive_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_offensive_military_council = {
	name = SPR_offensive_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPR_offensive_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
	}
}
### Entity: Character
Component: XSM_ma_jiyuan
Constructs: has_country_leader
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_jiyuan = {
	name = XSM_ma_jiyuan
	portraits = {
		army = {
			large = GFX_kr_portrait_central_asia_generic_land_2
			small = GFX_kr_portrait_central_asia_generic_land_2_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_ma_jiyuan1
		allowed = {
			original_tag = XSM
		}
		visible = {

		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = XSM_ma_bufang
			}
		}
		traits = {
			silent_workhorse
		}
	} {
		slot = high_command
		idea_token = XSM_ma_jiyuan2
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_regrouping_2
		}
		available = {
			has_country_leader = {
				ruling_only = yes
				character = XSM_ma_bufang
			}
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			promising cavalry_officer vigorous
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = XSM_ma_bufang
			}
		}
	}
}
### Entity: Order of Battle
Component: 149th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 149th Division
	location = 12141
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_liao_zhen
	}
}
### Entity: Event
Component: news.31311
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/r56_ireland.txt

Code:
news_event = {
	id = news.31311
	title = news.31311.t
	desc = news.31311.d
	picture = GFX_news_event_kiev_ruins
	major = yes
	is_triggered_only = yes
	option = {
		name = news.31311.a
		trigger = {
			NOT = {
				TAG = IRE ENG GER
				is_in_faction_with = ENG GER
			}
		}
	} {
		name = news.31311.b
		trigger = {
			TAG = IRE
		}
	} {
		name = news.31311.c
		trigger = {
			TAG = ENG
			is_in_faction_with = ENG
		}
	} {
		name = news.31311.e
		trigger = {
			TAG = GER
			is_in_faction_with = GER
		}
	}
}
### Entity: Decision
Component: propaganda_efforts
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
propaganda_efforts = {
	icon = generic_propaganda
	visible = {

	}
}
### Entity: Event
Component: congo_independence_struggle.11
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, complete_national_focus, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.11
	title = congo_independence_struggle.11.t
	desc = congo_independence_struggle.11.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.11.a
		ai_chance = {
			base = 100
		}
		add_political_power = 100
		add_war_support = -0.05
		add_stability = 0.05
		ROOT = {
			complete_national_focus = CONGO_dominion_of_congo
		}
		hidden_effect = {
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: Character
Component: questionable_agenda
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
questionable_agenda = {
	random = no
	stability_factor = -0.1
	drift_defence_factor = -0.75
}
### Entity: Event
Component: tfv_australia.72
Constructs: is_triggered_only
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.72
	title = tfv_australia.72.t
	desc = tfv_australia.72.d
	picture = GFX_report_event_ast_paras
	is_triggered_only = yes
	option = {
		name = tfv_australia.72.a
	}
}
### Entity: Event
Component: GOE_RAJ.30
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, is_subject, is_dynamic_country, has_autonomy_state
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.30
	title = GOE_RAJ.30.t
	desc = GOE_RAJ.30.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.30.a
		ai_chance = {
			base = 1
		}
		was_uk_dominion_a_subject = yes
		add_ideas = idea_RAJ_the_long_goodbye
		if = {
			limit = {
				is_subject = yes
				tag = RAJ
				is_dynamic_country = no
				OVERLORD = {
					has_government = fascism
				}
				NOT = {
					has_autonomy_state = autonomy_satellite
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = RAJ
					autonomy_state = autonomy_satellite
					freedom_level = 0
					end_wars = no
					end_civil_wars = no
				}
			}
			raj_was_a_subject_reset_party_ideology_after_independence = yes
		} {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
				tag = RAJ
				is_dynamic_country = no
				NOT = {
					has_autonomy_state = autonomy_dominion
				}
			}
			OVERLORD = {
				set_autonomy = {
					target = RAJ
					autonomy_state = autonomy_dominion
					freedom_level = 0
					end_wars = no
					end_civil_wars = no
				}
			}
			raj_was_a_subject_reset_party_ideology_after_independence = yes
		}
	} {
		name = GOE_RAJ.30.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: POR_humberto_carmona
Constructs: has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_humberto_carmona = {
	advisor = {
		slot = army_chief
		idea_token = POR_humberto_carmona
		allowed = {
			original_tag = POR
			NOT = {
				has_dlc = La Resistance
			}
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_humberto_carmona
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Character
Component: CZE_josef_kalfus
Constructs: has_completed_focus, limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_kalfus = {
	name = CZE_josef_kalfus
	portraits = {
		army = {
			small = GFX_portrait_CZE_josef_kalfus_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_josef_kalfus
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_devaluate_the_koruna
		}
		traits = {
			CZE_minister_of_finance
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_preserve_burma
Constructs: add_stability, completion_reward, is_owned_by, add_country_leader_trait
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_preserve_burma
	icon = GFX_goal_generic_befriend_burma
	x = 1
	y = 0
	cost = 5
	mutually_exclusive = {
		focus = BRM_unite_the_burmese_people
	}
	available = {
		all_core_state = {
			is_owned_by = ROOT
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_country_leader_trait = stout_defender
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_demand_pomerania
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, is_in_faction_with
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_demand_pomerania
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = POL_assert_western_claims POL_claim_russia
	}
	relative_position_id = POL_assert_western_claims
	allow_branch = {
		has_dlc = No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_organize_the_peasants_strike POL_restore_the_sejm POL_complete_april_constitution POL_nationalist_constitution
				}
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes yes
	available = {
		NOT = {
			is_in_faction_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		GER = {
			country_event = pavel_events.3
		}
	}
}
### Entity: Character
Component: JAP_gotaro_ogawa
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_gotaro_ogawa = {
	name = JAP_gotaro_ogawa
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_gotaro_ogawa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_gotaro_ogawa
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_okadas_military_purge_speech
			}
		}
		available = {
			OR = {
				has_completed_focus = JAP_give_it_your_all_for_the_emperor JAP_form_the_great_japan_industrial_patriotic_association
			}
		}
		traits = {
			technocrat
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_our_own_way
Constructs: prerequisite, completion_reward, has_capitulated, has_autonomy_state, is_subject, set_autonomy
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_our_own_way
	icon = GFX_goal_tfv_sever_ties_with_uk
	cost = 8
	x = 3
	y = 1
	relative_position_id = SAM_aftermath_of_the_goodwill_mission
	available = {
		OR = {
			threat = > 0.5
			ENG = {
				OR = {
					has_capitulated = yes
					exists = no
				}
			}
		} {
			AND = {
				has_autonomy_state = autonomy_dominion
				compare_autonomy_progress_ratio = > 0.09
			} {
				has_autonomy_state = autonomy_satellite
				compare_autonomy_progress_ratio = > 0.09
			} {
				has_autonomy_state = autonomy_wtt_imperial_associate
				compare_autonomy_progress_ratio = > 0.09
			}
			ROOT = {
				OVERLORD = {
					surrender_progress = > 0.2
				}
			}
		}
	}
	bypass = {
		is_subject = no
	}
	prerequisite = {
		focus = SAM_aftermath_of_the_goodwill_mission
	}
	ai_will_do = {
		factor = 1
		modifier = {
			add = 10
			is_subject = no
		}
	}
	completion_reward = {
		set_autonomy = {
			target = SAM
			autonomous_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
	}
}
### Entity: Event
Component: GER_inner_circle_speer.01
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, set_country_flag, has_shine_effect_on_focus, set_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_speer.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_ascension_of_speer
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 2
			} {
				GER_ascended_advisor_2 = 2
			} {
				GER_ascended_advisor_3 = 2
			}
		}
	}
	immediate = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_employ_philipp_holzmann
				}
			}
			activate_shine_on_focus = GER_employ_philipp_holzmann
			set_country_flag = {
				flag = GER_employ_philipp_holzmann_in_progress_flag
				days = @inner_circle_time_tier_1_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_speer.02
				days = @inner_circle_time_tier_1
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_plenipotentiary_of_armaments
				} {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				} {
					check_variable = {
						GER_industrialist_prevailed = 3
					}
				}
			}
			activate_shine_on_focus = GER_plenipotentiary_of_armaments
			set_country_flag = {
				flag = GER_plenipotentiary_of_armaments_in_progress_flag
				days = @inner_circle_time_tier_2_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_speer.02
				days = @inner_circle_time_tier_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_wunderwaffe
				} {
					has_shine_effect_on_focus = GER_wunderwaffe
				} {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				} {
					check_variable = {
						GER_industrialist_prevailed = 3
					}
				}
			}
			activate_shine_on_focus = GER_wunderwaffe
			set_country_flag = {
				flag = GER_wunderwaffe_in_progress_flag
				days = @inner_circle_time_tier_3_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_speer.02
				days = @inner_circle_time_tier_3
			}
			set_variable = {
				GER_wonder_weapons_focus_advisor = 2
			}
		}
		else = {

		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_island_defense
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_island_defense
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = PHI_study_allied_and_axis_naval_tactics
	}
	mutually_exclusive = {
		focus = PHI_strike_force
	}
	relative_position_id = PHI_study_allied_and_axis_naval_tactics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}