Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_military_infrastructure
Constructs: has_war, limit, is_core_of, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_military_infrastructure = {
	name = military_infrastructure_goal_name
	description = military_infrastructure_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	visible = {
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_core_of = CONTROLLER
						is_controlled_by_ROOT_or_ally = yes
						any_neighbor_state = {
							controller = {
								NOT = {
									is_in_faction_with = ROOT
								}
							}
						}
						infrastructure = < 4
					}
				}
				name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE
			}
			value = > 0
		}
	}
	completed = {
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_controlled_by_ROOT_or_ally = yes
						any_neighbor_state = {
							controller = {
								NOT = {
									is_in_faction_with = ROOT
								}
							}
						}
						infrastructure = < 4
					}
				}
				name = COLLECTION_FACTION_BORDER_STATES_FULL_INFRASTRUCTURE
			}
			value = < 10
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_military_infrastructure
					}
				}
				army_experience = 50
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_militaristic_society
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_militaristic_society
	icon = GFX_goal_extensive_conscription_fascism
	prerequisite = {
		focus = QUE_purge_clerical_elements
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 0
	y = 4
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_fascism_army_boyos
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: SIA_GAR_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		SIA_INF_01
	}
	fallback_name = %dth Royal Thai Division
	ordered = {
		1 = {
			%dst Royal Thai Division
		}
		2 = {
			%dnd Royal Thai Division
		}
		3 = {
			%drd Royal Thai Division
		}
		4 = {
			%dth Royal Thai Division
		}
		6 = {
			%dth Royal Thai Division
		}
		7 = {
			%dth Royal Thai Division
		}
		8 = {
			%dth Royal Thai Division
		}
		9 = {
			%dth Royal Thai Division
		}
		10 = {
			%dth Royal Thai Division
		}
		11 = {
			%dth Royal Thai Division
		}
		12 = {
			%dth Royal Thai Division
		}
		13 = {
			%dth Royal Thai Division
		}
		14 = {
			%dth Royal Thai Division
		}
		15 = {
			%dth Royal Thai Division
		}
		16 = {
			%dth Royal Thai Division
		}
		17 = {
			%dth Royal Thai Division
		}
		18 = {
			%dth Royal Thai Division
		}
		19 = {
			%dth Royal Thai Division
		}
		20 = {
			%dth Royal Thai Division
		}
		21 = {
			%dst Royal Thai Division
		}
		22 = {
			%dnd Royal Thai Division
		}
		23 = {
			%drd Royal Thai Division
		}
		24 = {
			%dth Royal Thai Division
		}
		25 = {
			%dth Royal Thai Division
		}
		26 = {
			%dth Royal Thai Division
		}
		27 = {
			%dth Royal Thai Division
		}
		28 = {
			%dth Royal Thai Division
		}
		29 = {
			%dth Royal Thai Division
		}
		30 = {
			%dth Royal Thai Division
		}
		31 = {
			%dst Royal Thai Division
		}
		32 = {
			%dnd Royal Thai Division
		}
		33 = {
			%drd Royal Thai Division
		}
		34 = {
			%dth Royal Thai Division
		}
		35 = {
			%dth Royal Thai Division
		}
		36 = {
			%dth Royal Thai Division
		}
		37 = {
			%dth Royal Thai Division
		}
		38 = {
			%dth Royal Thai Division
		}
		39 = {
			%dth Royal Thai Division
		}
		40 = {
			%dth Royal Thai Division
		}
		41 = {
			%dst Royal Thai Division
		}
		42 = {
			%dnd Royal Thai Division
		}
		43 = {
			%drd Royal Thai Division
		}
		44 = {
			%dth Royal Thai Division
		}
		45 = {
			%dth Royal Thai Division
		}
		46 = {
			%dth Royal Thai Division
		}
		47 = {
			%dth Royal Thai Division
		}
		48 = {
			%dth Royal Thai Division
		}
		49 = {
			%dth Royal Thai Division
		}
		50 = {
			%dth Royal Thai Division
		}
		51 = {
			%dst Royal Thai Division
		}
		52 = {
			%dnd Royal Thai Division
		}
		53 = {
			%drd Royal Thai Division
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_second_five_year_plan
Constructs: prerequisite, limit, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_second_five_year_plan
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = MAN_social_research_unit
	} {
		focus = MAN_expand_showa_steel_works
	} {
		focus = MAN_mamc
	}
	x = 0
	y = 4
	relative_position_id = MAN_first_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		if = {
			limit = {
				has_idea = MAN_five_year_plan_air
			}
			NOT = {
				has_idea = MAN_five_year_plan_air
			}
		} {
			limit = {
				has_idea = MAN_five_year_plan_tank
			}
			NOT = {
				has_idea = MAN_five_year_plan_tank
			}
		} {
			limit = {
				has_idea = MAN_five_year_plan_industry
			}
			NOT = {
				has_idea = MAN_five_year_plan_industry
			}
		} {
			limit = {
				NOT = {
					has_idea = MAN_five_year_plan_air
				} {
					has_idea = MAN_five_year_plan_tank
				} {
					has_idea = MAN_five_year_plan_industry
				}
			}
			NOT = {
				has_idea = MAN_five_year_plan_air
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = wtt_manchukou.11
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_peoples_liberation_army_sea
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_peoples_liberation_army_sea
	icon = GFX_focus_PRC_peoples_liberation_army
	prerequisite = {
		focus = PRC_prepare_for_third_phase
	}
	x = -7
	y = 1
	relative_position_id = PRC_prepare_for_third_phase
	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_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt PRC_rename_red_army_tt generic_skip_one_line_tt PRC_pla_ground_force_modify_tt
		add_to_variable = {
			PRC_the_chinese_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = PRC_the_chinese_red_army
			}
			add_dynamic_modifier = {
				modifier = PRC_pla_ground_force
			}
		}
	}
}
### Entity: Character
Component: PRC_fang_zeyi
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_fang_zeyi = {
	name = PRC_fang_zeyi
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = PRC_fang_zeyi
		allowed = {
			original_tag = PRC
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_claim_the_great_lakes
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_subject, every_state, is_claimed_by
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_claim_the_great_lakes
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = COG_reclaim_bujumbura
	}
	x = 1
	y = 1
	relative_position_id = COG_reclaim_bujumbura
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
				OR = {
					state = 769 768 546 890 548 904 771
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Modifier Reference
Component: r56_AFG_attack_state
Constructs: army_attack_factor, breakthrough_factor, remove_trigger, has_full_control_of_state, has_civil_war
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_AFG_attack_state = {
	icon = GFX_decision_generic_nationalism
	army_attack_factor = 0.1
	breakthrough_factor = 0.05
	terrain_penalty_reduction = 0.1
	river_crossing_factor = -0.15
	remove_trigger = {
		OR = {
			AFG = {
				has_full_control_of_state = 1011
			} {
				NOT = {
					has_civil_war = yes
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_protect_against_the_red_army
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, is_subject_of, is_in_faction_with, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_protect_against_the_red_army
	prerequisite = {
		focus = EST_foreign_cooperation EST_standardization_of_equipment
	}
	icon = GFX_focus_ger_bulwark_against_bolshevism
	x = 11
	y = 2
	cost = 10
	available = {
		controls_state = 191
		NOT = {
			is_subject_of = SOV
		} {
			is_in_faction_with = SOV
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = EST_fortification_studies
		191 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 4640
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 592
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 9221
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: BEL_mae_organization
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_mae_organization = {
	name = BEL_mae
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		OR = {
			original_tag = BEL
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_end_the_revolutionary_turbulence_r56
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, has_country_leader, add_popularity, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_end_the_revolutionary_turbulence_r56
	prerequisite = {
		focus = SIA_consolidate_the_peoples_assembly_r56 SIA_push_wichitwathakan_to_the_forefront_r56
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	icon = GFX_goal_centralize_power
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_consolidate_the_peoples_assembly_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = SIA_luang_wichitwathakan
					ruling_only = yes
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.1
			}
			add_war_support = 0.1
		} {
			limit = {
				has_idea = SIA_siamese_youth_corps_r56
			}
			swap_ideas = {
				remove_idea = SIA_siamese_youth_corps_r56
				add_idea = SIA_siamese_youth_corps_2_r56
			}
		}
		else = {
			SIA_phraya_songsuradet = {
				swap_country_leader_traits = {
					remove = SIA_reactionary_old_guard_r56
					add = SIA_restorer_of_siams_unity_and_traditions_r56
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_standarized_parts
Constructs: prerequisite, joint_focus, completion_reward, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_standarized_parts
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = NORDIC_nordic_military_industry
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_nordic_military_industry
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_of_military_factories = > 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			add_to_variable = {
				var = NORDIC_mil_industry_originator_dmod_efficiency_gain_factor
				value = 0.2
			} {
				var = NORDIC_mil_industry_member_dmod_efficiency_gain_factor
				value = 0.1
			}
		}
	}
	completion_reward_joint_originator = {
		NORDIC_mil_industry_member_to_originator = yes
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_originator_dmod_efficiency_gain_factor
				value = 0.2
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		}
	}
	completion_reward_joint_member = {
		NORDIC_mil_industry_originator_to_member = yes
		custom_effect_tooltip = NORDIC_modify_nordic_military_industry_dmod
		effect_tooltip = {
			add_to_variable = {
				var = NORDIC_mil_industry_member_dmod_efficiency_gain_factor
				value = 0.1
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		}
	}
}
### Entity: Decision
Component: CHI_consolidate_the_national_unity_government_category
Constructs: has_completed_focus, has_government, is_subject_of, is_neighbor_of
Source: game
File: common/decisions/categories/r56_warlord_decision_categories.txt

Code:
CHI_consolidate_the_national_unity_government_category = {
	priority = 101
	icon = GFX_decision_category_jap_intervene_in_china
	visible_when_empty = yes
	allowed = {
		OR = {
			original_tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND
		}
	}
	visible = {
		tag = NCG
		any_country = {
			is_subject_of = ROOT
			has_government = fascism
			is_neighbor_of = ROOT
			OR = {
				original_tag = CHI YUN XSM GXC SIK KHM SHX SIC XIC GDC HBC SND PRC
			}
		}
		has_completed_focus = CHI_consolidate_the_national_unity_government
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ZAM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1846
	division_template = Irregular Force
	start_experience_factor = 0.0
}
### Entity: Scripted Trigger
Component: frloc_ruler_with_title_vow
Constructs: has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_ruler_with_title_vow = {
	OR = {
		has_country_leader = {
			character = ETH_abuna_qerellos_iv
		} {
			character = ETH_abuna_abraham
		} {
			character = RAJ_agha_khan_iii
		} {
			character = YEM_imam_yahya
		}
	}
}
### Entity: Character
Component: NGR_ncs
Source: game
File: common/characters/NGR.txt

Code:
NGR_ncs = {
	advisor = {
		slot = high_command
		idea_token = NGR_ncs
		ledger = navy
		allowed = {
			original_tag = NGR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_reorganize_the_aviation_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_reorganize_the_aviation_industry
	icon = GFX_goal_generic_air_production
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_nationalize_key_industry
	}
	relative_position_id = FRA_nationalize_key_industry
	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_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				16 24 15 20 31
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = FRA_reorganize_aviation_industry_north
			show_effect_tooltip = no
		} {
			decision = FRA_reorganize_aviation_industry_west
			show_effect_tooltip = no
		} {
			decision = FRA_reorganize_aviation_industry_center
			show_effect_tooltip = no
		} {
			decision = FRA_reorganize_aviation_industry_south_east
			show_effect_tooltip = no
		} {
			decision = FRA_reorganize_aviation_industry_south_west
			show_effect_tooltip = no
		}
	}
}
### Entity: Effect Reference
Construct: every_core_state
Constructs: limit, every_core_state, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_core_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every core State of the country in scope (or \"random_select_amount\" of random state if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching state with display_individual_scopes.
ex:
SOV = {
	every_core_state = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... state scope effects ...
	}
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_annex_tannu_tuva
Constructs: prerequisite, completion_reward, has_civil_war, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_annex_tannu_tuva
	icon = GFX_SOV_annex_tannu_tuva_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_war_measures_in_the_east
	}
	x = -1
	y = 1
	relative_position_id = SOV_war_measures_in_the_east
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		is_subject = no
		TAN = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		TAN = {
			country_event = {
				id = soviet.14
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.80
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.80
	title = AUS_political_events.80.t
	desc = AUS_political_events.80.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.80.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Idea
Component: direct_fire_support_army_spirit
Constructs: has_dlc, has_doctrine, equipment_bonus
Source: game
File: common/ideas/army_spirits.txt

Code:
direct_fire_support_army_spirit = {
	ledger = army
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = superior_firepower self_propelled_support
		}
	}
	modifier = {
		tactic_overwhelming_fire_preferred_weight_factor = 1
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			instant = yes
			hard_attack = 0.5
			ap_attack = 1
		}
	} {
		medium_tank_artillery_chassis = {
			instant = yes
			hard_attack = 0.5
			ap_attack = 1
		}
	} {
		heavy_tank_artillery_chassis = {
			instant = yes
			hard_attack = 0.5
			ap_attack = 1
		}
	} {
		modern_tank_artillery_chassis = {
			instant = yes
			hard_attack = 0.5
			ap_attack = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = self_propelled_support
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_increase_border_patrols
Constructs: prerequisite, has_war, completion_reward, add_timed_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_increase_border_patrols
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = MON_reorganize_homeland_security MON_separate_army_and_politics
	}
	x = 2
	y = 1
	relative_position_id = MON_reorganize_homeland_security
	cost = 5
	available = {
		OR = {
			threat = > 0.05
			any_neighbor_country = {
				has_war = yes
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_timed_idea = {
			idea = MON_border_patrols_recruitment
			days = 140
		}
		unlock_decision_tooltip = MON_expand_the_recruitment_campaign
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: AFG_turkestan_legion_idea
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_turkestan_legion_idea = {
	picture = ETH_peacekeeping_forces
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	removal_cost = -1
	modifier = {
		send_volunteers_tension = -0.35
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.25
	}
}
### Entity: Event
Component: INS_limited_war_events.2
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.2
	title = INS_limited_war_events.2.t
	desc = INS_limited_war_events.2.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.2.a
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = INS_limited_war_events.3
				hours = 2
			}
		}
	} {
		name = INS_limited_war_events.2.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.5
		add_war_support = -0.5
		FROM = {
			country_event = {
				id = INS_limited_war_events.4
				hours = 2
			}
		}
	}
}
### Entity: Idea
Component: NORDIC_joint_army_originator_ns_3
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_originator_ns_3 = {
	name = NORDIC_joint_army_originator_ns
	picture = generic_manpower_bonus
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		command_power_gain = 0.1
		max_command_power = 25
		weekly_manpower = 250
		training_time_factor = -0.15
		experience_gain_army = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_work_with_local_leaders
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_work_with_local_leaders
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = RAJ_the_government_of_india_act
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_government_of_india_act
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 70
		activate_mission = RAJ_investments_from_local_leaders
	}
}