Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: turkey_sadabat.1
Constructs: is_triggered_only, ai_chance, limit, random_hours, set_country_flag, has_global_flag, set_global_flag
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey_sadabat.1
	title = turkey_sadabat.1.t
	desc = turkey_sadabat.1.d
	picture = GFX_report_event_tur_the_saadabad_pact
	is_triggered_only = yes
	option = {
		name = turkey_sadabat.1.a
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
			}
		}
		FROM = {
			country_event = {
				id = turkey_sadabat.2
				days = 1
				random_hours = 5
			}
		}
		set_country_flag = TUR_saadabad_pact_member
		if = {
			limit = {
				NOT = {
					has_global_flag = TUR_saadabad_pact
				}
			}
			set_global_flag = TUR_saadabad_pact
		}
	} {
		name = turkey_sadabat.1.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = turkey_sadabat.3
				days = 1
				random_hours = 5
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_burma_road.1
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_burma_road.1
	title = wtt_burma_road.1.t
	desc = wtt_burma_road.1.desc
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}
### Entity: Event
Component: GER_inner_circle_todt.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_todt.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_ascension_of_todt
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 1
			} {
				GER_ascended_advisor_2 = 1
			} {
				GER_ascended_advisor_3 = 1
			}
		}
	}
	immediate = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_form_organization_todt
				}
			}
			activate_shine_on_focus = GER_form_organization_todt
			set_country_flag = {
				flag = GER_form_organization_todt_in_progress_flag
				days = @inner_circle_time_tier_1_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_todt.02
				days = @inner_circle_time_tier_1
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_autonomous_organization_todt
				} {
					check_variable = {
						GER_industrialist_prevailed = 2
					}
				} {
					check_variable = {
						GER_industrialist_prevailed = 3
					}
				}
			}
			activate_shine_on_focus = GER_autonomous_organization_todt
			set_country_flag = {
				flag = GER_autonomous_organization_todt_in_progress_flag
				days = @inner_circle_time_tier_2_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_todt.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 = 2
					}
				} {
					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_todt.02
				days = @inner_circle_time_tier_3
			}
			set_variable = {
				GER_wonder_weapons_focus_advisor = 1
			}
		}
		else = {

		}
	}
}
### Entity: Event
Component: news.14
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.14
	title = news.14.t
	desc = news.14.d
	picture = GFX_news_event_006
	major = yes
	is_triggered_only = yes
	option = {
		name = news.14.a
		trigger = {
			NOT = {
				TAG = SOV
			}
		}
	} {
		name = news.14.b
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Character
Component: COS_julio_acosta_garcia
Source: game
File: common/characters/COS.txt

Code:
COS_julio_acosta_garcia = {
	advisor = {
		slot = political_advisor
		idea_token = COS_julio_acosta_garcia
		allowed = {
			original_tag = COS
		}
		traits = {
			war_industrialist
		}
	}
	name = Julio Acosta Garcia
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_garrison_north_africa
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_garrison_north_africa = {
	allowed = {
		tag = ITA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.1
		states = {
			451 663 450
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_securing_the_free_world
Constructs: prerequisite, limit, has_government, is_major, completion_reward, has_global_flag, every_other_country, is_on_continent
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_securing_the_free_world
	available = {
		has_global_flag = scw_over
		threat = > 0.4
		has_government = democratic
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_allow_free_elections
	}
	icon = GFX_focus_generic_treaty
	x = 2
	y = 1
	relative_position_id = POR_they_need_our_help
	cost = 10
	completion_reward = {
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					OR = {
						has_government = democratic neutrality
					}
					is_major = no
				}
				POR = {
					give_guarantee = PREV
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 100
					}
				}
			}
		}
		custom_effect_tooltip = portugal_guarantees_freedom_tt
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_xuan_kamo
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_xuan_kamo = {
	random = no
	sprite = 14
	experience_gain_navy = 0.5
}
### Entity: AI Strategy
Component: AOI_unit_production
Source: game
File: common/ai_strategy/r56_AOI.txt

Code:
AOI_unit_production = {
	allowed = {
		original_tag = AOI
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 10
	} {
		type = role_ratio
		id = infantry
		value = 85
	} {
		type = role_ratio
		id = cavalry
		value = 5
	} {
		type = role_ratio
		id = armor
		value = -10
	} {
		type = equipment_production_factor
		id = infantry
		value = 250
	} {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -300
	}
}
### Entity: Wiki Documentation
Construct: Land_Units
Source: wiki
File: wiki/United_Kingdom_units.html

Doc:
Land Units[edit]
Motorized[edit]

Name

&#160;? |
&#160;? |
&#160;? |
&#160;?
|

Type

Motorized I |
Mechanized I |
Mechanized II |
Mechanized III
|

Year

1936 |
1941 |
1943 |
1945
|

Tanks[edit]

Name
Type
Techyear

FT-17 |
Great War Tank |
1918
|

Vickers II |
Light Tank I |
1934
|

Matilda |
Light Tank II |
1936
|

Valentine |
Light Tank III |
1941
|

Crusader |
Medium Tank I |
1939
|

Cromwell |
Medium Tank II |
1941
|

Comet |
Medium Tank III |
1943
|

Vickers |
Heavy Tank I |
1934
|

Churchill |
Heavy Tank II |
1941
|

Black Prince |
Heavy Tank III |
1943
|

Tortoise |
Superheavy Tank |
1943
|

Centurion |
MBT |
1945
|
### Entity: Event
Component: greece.75
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.75
	title = greece.75.t
	desc = greece.75.d
	picture = GFX_report_event_german_advisors_remain
	is_triggered_only = yes
	option = {
		name = greece.75.a
		ai_chance = {
			base = 70
		}
		ENG = {
			country_event = {
				id = greece.76
			}
		}
	} {
		name = greece.75.b
		ai_chance = {
			base = 30
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_moses_hess_legacy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_moses_hess_legacy
	icon = GFX_goal_ISR_rome_and_jerusalem
	relative_position_id = ISR_operation_ezra_nehamiah
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_operation_ezra_nehamiah
	} {
		focus = ISR_herzl_successor ISR_sharett_diplomacy
	}
	cost = 10
	completion_reward = {
		add_ideas = ISR_rome_and_jerusalem
	}
}
### Entity: Country History
Country: SNG
Component: SNG_technology
Constructs: set_technology
Source: game
File: history/countries/SNG - Singapore.txt

Code:
# Starting Technologies for SNG
set_technology = {
	infantry_weapons = 1
}
### Entity: Achievement
Component: new_world_order
Constructs: has_government, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
new_world_order = {
	id = 30
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		all_country = {
			has_government = fascism
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_acquire_italian_planes
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_acquire_italian_planes
	icon = GFX_goal_fighters_italy
	prerequisite = {
		focus = PRU_start_aircraft_purchase
	}
	mutually_exclusive = {
		focus = PRU_acquire_usa_planes
	}
	relative_position_id = PRU_start_aircraft_purchase
	x = -1
	y = 1
	cost = 5
	available = {
		ITA = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Ca.101
				type = medium_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					engine_type_slot = engine_1_3x
					special_type_slot_1 = lmg_defense_turret
				}
				icon = GFX_ITA_early_bomber_old_medium
			} {
				name = Ca.111
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ITA_iw_small_airframe_medium
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 100
				producer = ITA
			} {
				type = medium_plane_airframe_0
				amount = 100
				producer = ITA
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = cas_equipment_1
				amount = 100
				producer = ITA
			} {
				type = tac_bomber_equipment_0
				amount = 100
				producer = ITA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_wargaming_division
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_global_flag, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_wargaming_division
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CHI_sea_chinese_general_staff
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_chinese_general_staff
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_global_flag = falkenhausen_recalled
		}
		GER_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_wargaming_division
		add_doctrine_cost_reduction = {
			name = CHI_wargaming_division
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: ITA_papal_state_catholic_dominion_no_lar
Constructs: has_completed_focus, stability_factor, industrial_capacity_factory, army_attack_factor, removal_cost, neutrality_drift, puppet_cost_factor, guarantee_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_state_catholic_dominion_no_lar = {
	name = ITA_papal_state_catholic_dominion
	removal_cost = -1
	picture = ITA_papal_state_ns
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_the_catholic_dominion
	}
	modifier = {
		political_power_factor = 0.2
		neutrality_drift = 0.05
		stability_factor = 0.1
		justify_war_goal_time = 0.2
		opinion_gain_monthly_factor = 0.15
		compliance_growth = 0.1
		puppet_cost_factor = -0.1
		industrial_capacity_factory = 0.1
		army_attack_factor = 0.05
		offensive_war_stability_factor = 0.5
		weekly_manpower = 500
		consumer_goods_factor = -0.1
		guarantee_cost = -0.35
		guarantee_tension = -0.35
		custom_modifier_tooltip = ITA_papal_state_catholic_dominion_puppet_discount_tt
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_uproot_secret_army
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_command_power, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_uproot_secret_army
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = NOR_contain_the_labor_movement
	}
	x = -1
	y = 1
	relative_position_id = NOR_contain_the_labor_movement
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_command_power = 30
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = NOR
		}
	}
}
### Entity: State History
Component: 523
Constructs: add_core_of
Source: game
File: history/states/523-New Guinea.txt

Code:
state = {
	id = 523
	name = STATE_523
	manpower = 185000
	state_category = rural
	history = {
		add_core_of = PNG
		owner = AST
		buildings = {
			infrastructure = 1
			air_base = 3
			4329 = {
				naval_base = 4
			}
		}
		victory_points = {
			4329 5
		} {
			1283 1
		} {
			10260 1
		} {
			7305 1
		}
	}
	provinces = {
		1222 1242 1283 1310 4289 4329 4346 7305 7333 7349 7362 7378 10147 10231 10248 10260 12123 12135 12484 12995 10974
	}
	buildings_max_level_factor = 1
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cog_focus
Component: COG_spirit_of_loko_yima
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_spirit_of_loko_yima
	icon = GFX_focus_generic_monarchy_2
	prerequisite = {
		focus = COG_children_of_woot
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	dynamic = yes
	x = 0
	y = 2
	relative_position_id = COG_children_of_woot
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		COG_mbop_mabiinc_mambeky = {
			add_country_leader_trait = COG_god_upon_the_earth_trait
		}
	}
}
### Entity: Event
Component: WW_hungary.27
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, fire_only_once, add_to_faction, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.27
	title = WW_hungary.27.t
	desc = WW_hungary.27.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.27.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_to_faction = ROOT
		}
		hidden_effect = {
			IF = {
				limit = {
					ROOT = {
						has_completed_focus = wuw_HUN_strengthen_horthys_reign
					}
				}
				news_event = {
					id = wuw_HUN_news_events.2
					days = 2
					random_days = 5
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: air_force_ties
Constructs: is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
air_force_ties = {
	type = land
	trait_type = personality_trait
	planning_skill = 1
	modifier = {
		army_bonus_air_superiority_factor = 0.08
	}
	planning_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Event
Component: india.442
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.442
	title = india.442.t
	desc = india.442.desc
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	is_triggered_only = yes
	option = {
		name = india.442.a
		add_opinion_modifier = {
			target = FROM
			modifier = granted_food_aid
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_gain_religious_support_for_reforms
Constructs: prerequisite, has_government, completion_reward, add_political_power, has_country_leader, has_civil_war, add_country_leader_trait
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_gain_religious_support_for_reforms
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = AFG_promote_the_counter_elite
	}
	x = 2
	y = 1
	relative_position_id = AFG_promote_the_counter_elite
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_government = communism
		} {
			has_country_leader = {
				ruling_only = yes
				character = AFG_provisional_government
			}
		}
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_trait = {
			trait = AFG_faith_in_god
		}
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_establish_provincial_capitals
Constructs: prerequisite, limit, completion_reward, has_war_with_major, every_controlled_state, is_fully_controlled_by, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_establish_provincial_capitals
	icon = GFX_focus_ITA_strengthen_ascari_corps
	prerequisite = {
		focus = AOI_securing_east_africa
	}
	x = -2
	y = 1
	relative_position_id = AOI_securing_east_africa
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		ROOT = {
			exists = yes
			NOT = {
				has_war_with_major = yes
			}
		}
	}
	completion_reward = {
		army_experience = 5
		every_controlled_state = {
			limit = {
				is_fully_controlled_by = AOI
				OR = {
					state = 841 838 271 835 559 550
				}
			}
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					all_provinces = yes
					limit_to_victory_point = > 0
					limit_to_supply_node = yes
				}
				instant_build = yes
			}
			hidden_effect = {
				add_building_construction = {
					type = bunker
					level = 1
					province = {
						all_provinces = yes
						limit_to_victory_point = > 0
						limit_to_naval_base = yes
					}
					instant_build = yes
				}
			}
			add_dynamic_modifier = {
				modifier = r56_AOI_provincial_capital
				scope = AOI
			}
			add_claim_by = AOI
		}
		hidden_effect = {
			if = {
				limit = {
					AND = {
						838 = {
							is_fully_controlled_by = AOI
						}
						835 = {
							is_fully_controlled_by = AOI
						}
						841 = {
							is_fully_controlled_by = AOI
						}
					}
				}
			}
			841 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 1984
					instant_build = yes
				}
			}
			838 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 7912
					instant_build = yes
				}
			}
			835 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 13298
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: ADR_spanish_refugees
Constructs: political_power_gain, neutrality_drift
Source: game
File: common/ideas/andorra.txt

Code:
ADR_spanish_refugees = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		neutrality_drift = -0.03
		political_power_gain = 0.05
		monthly_population = 1
	}
}
### Entity: Character
Component: PER_complient_king
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_complient_king = {
	sprite = 5
	autonomy_gain = 0.3
	stability_factor = 0.2
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: BOS_dobroslav_jevdevic
Source: game
File: common/characters/BOS.txt

Code:
BOS_dobroslav_jevdevic = {
	name = BOS_dobroslav_jevdevic
	portraits = {
		civilian = {
			small = GFX_idea_BOS_dobroslav_jevdevic
			large = gfx/leaders/BOS/r56_portrait_BOS_Dobroslav_Jevdevic.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = BOS_dobroslav_jevdevic
		ledger = army
		cost = 150
		allowed = {
			original_tag = BOS
		}
		traits = {
			army_regrouping_3
		}
		ai_will_do = {
			factor = 15
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_support_heavy_industry_in_sao_paulo
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_support_heavy_industry_in_sao_paulo
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = BRA_R56_matarazzo_united_industries
	}
	relative_position_id = BRA_R56_matarazzo_united_industries
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				501
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_forced_quebec_conscription
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_forced_quebec_conscription
	icon = GFX_goal_tfv_can_forced_quebec_conscription
	prerequisite = {
		focus = CAN_long_branch_arsenal CAN_independent_command
	}
	mutually_exclusive = {
		focus = CAN_compromise_with_quebec
	}
	x = 2
	y = 6
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		remove_ideas = CAN_conscription_crisis
		custom_effect_tooltip = CAN_ANGERED_WORKERS
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_dismantle_khedive
Constructs: prerequisite, has_war_with, completion_reward, is_ally_with, has_cosmetic_tag, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_dismantle_khedive
	icon = GFX_goal_generic_attack_egypt
	prerequisite = {
		focus = PAL_the_second_arab_revolt
	} {
		focus = PAL_avenge_sykes_picot
	}
	x = -1
	y = 1
	relative_position_id = PAL_the_second_arab_revolt
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		EGY = {
			NOT = {
				exists = no
				is_ally_with = PAL
				has_war_with = PAL
			}
			has_cosmetic_tag = EGY_khedive
		}
	}
	completion_reward = {
		PAL = {
			create_wargoal = {
				target = EGY
				type = annex_everything
				expire = 0
			}
		}
	}
}