Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_democratic_victory
Constructs: has_completed_focus, prerequisite, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_democratic_victory
	icon = GFX_goal_MPL_democracy
	relative_position_id = MPL_elections
	x = 6
	y = 1
	mutually_exclusive = {
		focus = MPL_communism_victory
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_election_tt
			OR = {
				has_completed_focus = MPL_communism_victory MPL_democratic_victory
			}
		}
	}
	prerequisite = {
		focus = MPL_elections
	}
	cost = 1
	completion_reward = {
		effect_tooltip = {
			add_popularity = {
				ideology = democratic
				popularity = 0.2
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_reward_warheros
Constructs: prerequisite, completion_reward, add_attack, add_doctrine_cost_reduction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_reward_warheros
	icon = GFX_goal_generic_army_hat_and_medal
	prerequisite = {
		focus = PAL_the_capital_question
	}
	x = 2
	y = 0
	cost = 5
	relative_position_id = PAL_seize_west_bank_arms_factories
	completion_reward = {
		PAL_fawzi_al_qawuqji = {
			add_attack = 1
		}
		PAL_abdul_rahman_alhajj = {
			add_attack = 1
		}
		PAL_abdulhalim_algolani = {
			add_attack = 1
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: CHI_an_almighty_nra
Constructs: has_government, army_attack_factor, removal_cost, is_subject, is_subject_of, breakthrough_factor
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_an_almighty_nra = {
	picture = generic_war_preparation
	removal_cost = -1
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			AND = {
				is_subject = yes
				NOT = {
					is_subject_of = CHI
				}
			}
		}
	}
	modifier = {
		attrition = -0.15
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_attack_factor = 0.05
		army_org_factor = 0.05
		breakthrough_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AUnits.html

Doc:
b
This edit was performed by a bot
(±123)
The page size changed by this number of bytes

Show last 50 | 100 | 250 | 500 changes in last 1 | 3 | 7 | 14 | 30 days
Hide minor edits | Show bots | Hide anonymous users | Hide registered users | Hide my edits
Show new changes starting from 15:21, 13 April 2016

Namespace: |
### Entity: National Focus
Tree: por_focus
Component: POR_army_reorganization
Constructs: prerequisite, remove_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_army_reorganization
	available = {

	}
	bypass = {

	}
	prerequisite = {

	}
	icon = GFX_focus_generic_combined_arms
	x = 7
	y = 0
	relative_position_id = POR_second_navy_reequipment
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		remove_ideas = POR_unreliable_army
		army_experience = 15
		add_stability = -0.05
	}
}
### Entity: Unit Template
Component: POR_SS_HISTORICAL
Source: game
File: common/units/names_ships/POR_ship_names.txt

Code:
POR_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		POR
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = NRP 
	fallback_name = Submarino %d
	unique = {
		Delfim Espadarte Golfinho Narval Nautilo Neptuno Albacora Barracuda Cachalote Foca Hidra
	}
}
### Entity: Character
Component: NEN_air_chief_aw
Source: game
File: common/characters/NEN.txt

Code:
NEN_air_chief_aw = {
	advisor = {
		slot = air_chief
		cost = 100
		idea_token = NEN_air_chief_aw
		allowed = {
			original_tag = NEN
		}
		traits = {
			air_chief_all_weather_2
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_generic_sami_air_1
		}
	}
}
### Entity: Character
Component: HON_abraham_williams_calderon
Source: game
File: common/characters/HON.txt

Code:
HON_abraham_williams_calderon = {
	advisor = {
		slot = political_advisor
		idea_token = HON_abraham_williams_calderon
		allowed = {
			original_tag = HON
		}
		traits = {
			prince_of_terror
		}
	}
	name = Abraham Williams Calderon
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Character
Component: PAK_acgs
Source: game
File: common/characters/PAK.txt

Code:
PAK_acgs = {
	advisor = {
		slot = air_chief
		idea_token = PAK_acgs
		allowed = {
			original_tag = PAK
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: IRQ_militant_politician
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_militant_politician = {
	random = no
	sprite = 18
	modifier_army_sub_unit_militia_attack_factor = 0.05
	modifier_army_sub_unit_militia_defence_factor = 0.1
	army_core_defence_factor = 0.1
	political_power_factor = 0.05
}
### Entity: Scripted Trigger
Component: SWI_is_cantons_guy
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_cantons_guy = {
	OR = {
		has_trait = SWI_radical_democrat SWI_democratic_capitalist SWI_cantonal_conservative SWI_anarchist SWI_trade_unionist
	}
}
### Entity: State History
Component: 206
Constructs: add_core_of
Source: game
File: history/states/206-Minsk.txt

Code:
state = {
	id = 206
	name = STATE_206
	manpower = 1163163
	state_category = city
	history = {
		owner = SOV
		victory_points = {
			11370 20
		} {
			9289 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 8
		}
		add_core_of = SOV BLR
		1939.1.1 = {
			buildings = {
				industrial_complex = 3
			}
		}
	}
	provinces = {
		216 294 342 3267 3378 6292 9289 11216 11322 11370
	}
	local_supplies = 5.0
}
### Entity: AI Strategy
Component: jap_conserve_fuel_for_usa_fight
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
jap_conserve_fuel_for_usa_fight = {
	enable = {
		tag = JAP
		date = < 1941.1.1
		NOT = {
			has_war_with = USA
		}
	}
	abort = {
		OR = {
			date = > 1941.1.1
			has_war_with = USA
		}
	}
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 20
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_standardized_mass_production_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_standardized_mass_production_r56
	icon = GFX_goal_ROM_torpedo_submarines
	cost = 8
	x = 1
	y = 1
	mutually_exclusive = {
		focus = SIA_specialized_utility_submarines_r56
	}
	relative_position_id = SIA_develop_submarine_facilities_r56
	prerequisite = {
		focus = SIA_develop_submarine_facilities_r56
	}
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = submarines
			}
			add_daily_mastery = {
				name = SIA_standardized_mass_production_r56
				amount = 0.2
				days = 180
				track = submarines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_standardized_mass_production_r56
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		add_ideas = SIA_mass_submarine_production_r56
	}
}
### Entity: Decision
Component: democratic_on_the_rise
Constructs: fire_only_once, has_trait, has_idea, cancel_effect, complete_effect, random_hours
Source: game
File: common/decisions/ETH.txt

Code:
democratic_on_the_rise = {
	ETH_coup_haile_selassie_imru = {
		allowed = {
			tag = ETH
		}
		icon = GFX_decision_generic_prepare_civil_war
		available = {
			democratic = > 0.35
			ETH_haile_selassie = {
				has_trait = imperator_absentis
			}
			has_idea = ETH_prince_regent_idea
		}
		fire_only_once = yes
		cost = 100
		visible = {
			ETH_haile_selassie = {
				has_trait = imperator_absentis
			}
			democratic = > 0.3
			has_idea = ETH_prince_regent_idea
		}
		cancel_effect = {

		}
		complete_effect = {
			custom_effect_tooltip = ETH_palace_coup_tt
			hidden_effect = {
				ETH_ras_imru_haile_selassie = {
					unit_leader_event = {
						id = BBA_ethiopia_imperial_events.20
						hours = 2
						random_hours = 4
					}
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: Character
Component: CHI_dai_jitao
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_dai_jitao = {
	name = CHI_dai_jitao
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_dai_jitao_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHI_dai_jitao
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_prepare_for_a_change_in_leadership CHI_denounce_feudalism CHI_end_military_primacy
			}
		}
		available = {
			has_completed_focus = CHI_revive_the_western_hills_group
		}
		cost = 100
		traits = {
			CHI_president_of_examination_yuan
		}
		ai_will_do = {
			base = 7.5
		}
	}
}
### Entity: Event
Component: denmark_occupation_event.8
Constructs: is_triggered_only, has_completed_focus, division_template, limit, has_war_with, has_country_flag, clr_country_flag, is_in_faction_with
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.8
	title = denmark_occupation_event.8.t
	desc = denmark_occupation_event.8.desc
	picture = GFX_report_event_DEN_celebration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = DEN_is_protectorate_flag
				}
				clr_country_flag = DEN_is_protectorate_flag
			}
		}
	}
	option = {
		name = denmark_occupation_event.8.a
		var:DEN.DEN_overlord_nation = {
			end_puppet = ROOT
		}
		DEN_drop_occupation_tag = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_pledge_allegiance
				}
			}
			IF = {
				limit = {
					FROM = {
						is_in_faction_with = ROOT
					}
				}
				ROOT = {
					leave_faction = yes
				}
			}
			every_other_country = {
				limit = {
					has_war_with = FROM ROOT
				}
				white_peace = ROOT
			}
		} {
			limit = {
				has_country_leader_with_trait = DEN_plenipotentiary
			}
			retire_country_leader = yes
		} {
			limit = {
				OR = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					} {
						modifier = DEN_resistance_dynamic_modifier_improved
					}
				}
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier_improved
					}
				}
				remove_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
		} {
			limit = {
				has_country_flag = DEN_create_danish_brigades_flag
			}
			set_division_template_lock = {
				division_template = Danske Brigade
				is_locked = no
			}
			37 = {
				create_unit = {
					division = name = "1. Brigade" division_template = "Danske Brigade" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "2. Brigade" division_template = "Danske Brigade" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "3. Brigade" division_template = "Danske Brigade" start_experience_factor = 0.6
					owner = ROOT
				} {
					division = name = "4. Brigade" division_template = "Danske Brigade" start_experience_factor = 0.6
					owner = ROOT
				}
			}
		}
		DEN_restore_manpower = yes
		set_power_balance = {
			id = DEN_balance_of_power
			
# ... (truncated)
### Entity: Scripted Trigger
Component: check_for_warlord_none
Constructs: has_country_flag, check_for_warlord_none, is_warlords, is_in_faction_with
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
check_for_warlord_none = {
	count_triggers = {
		amount = 0
		CHI = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SHX = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XIC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GDC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		HBC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		SND = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		GXC = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		YUN = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		XSM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		KHM = {
			has_country_flag = is_warlords
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_innovate_production
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_innovate_production
	icon = GFX_goal_generic_machinery
	prerequisite = {
		focus = PAL_kickstart_military_industrial_complex
	}
	mutually_exclusive = {
		focus = PAL_weapon_conservatism
	}
	x = -1
	y = 1
	cost = 5
	relative_position_id = PAL_kickstart_military_industrial_complex
	completion_reward = {
		add_ideas = PAL_innovative_production
		add_tech_bonus = {
			name = PAL_innovate_production
			bonus = 2
			uses = 2
			category = infantry_weapons
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.13
Constructs: has_completed_focus
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.13
	title = NSB_soviet_fascist_tsarist.13.t
	desc = NSB_soviet_fascist_tsarist.13.desc
	picture = GFX_report_event_soviet_tanks
	trigger = {
		original_tag = USA
		NOT = {
			SOV = {
				has_completed_focus = SOV_eastern_expansion
			}
		}
		SOV = {
			focus_progress = {
				focus = SOV_eastern_expansion
				progress = > 0.33
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = NSB_soviet_fascist_tsarist.13.a
	}
}
### Entity: Event
Component: austria.116
Constructs: is_triggered_only, limit, every_controlled_state, is_core_of, add_core_of, annex_country
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.116
	title = austria.116.t
	desc = austria.116.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = austria.116.a
		FROM = {
			every_controlled_state = {
				limit = {
					is_core_of = PREV
				}
				add_core_of = AUS
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.93
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.93
	title = BBA_italy_missiolinis.93.t
	desc = BBA_italy_missiolinis.93.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.93.a
		ITA_missiolini_expand_intelligence_service_success_effect = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_gdynia_seaport
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, complete_tooltip, random_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_gdynia_seaport
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = POL_attract_poles_to_gdynia
	} {
		focus = POL_study_foreign_built_ships
	}
	x = 1
	y = 1
	relative_position_id = POL_attract_poles_to_gdynia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_coastal = yes
			NOT = {
				state = 85
			}
			is_controlled_by = ROOT
		}
	}
	available_if_capitulated = yes
	complete_tooltip = {
		random_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = uncontrolled_exports
			}
			swap_ideas = {
				remove_idea = uncontrolled_exports
				add_idea = export_focus
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				807
			}
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		807 = {
			add_building_construction = {
				type = bunker
				province = 9263
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 334
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 389
				level = 2
				instant_build = yes
			}
		}
		85 = {
			add_building_construction = {
				type = bunker
				province = 362
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, add_ideas, has_government, owns_state, add_war_support, has_country_flag
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
political_actions = {
	GER_restore_prosperity_for_german_workers = {
		icon = GFX_decision_gre_paying_ifc_debt
		allowed = {
			original_tag = GER
		} {
			original_tag = GER
		}
		visible = {
			has_completed_focus = GER_the_revolution_secured
		}
		cancel_trigger = {
			NOT = {
				has_government = communism
			}
			num_of_civilian_factories = > 80
		}
		complete_effect = {
			set_country_flag = GER_commie_eco_1
		}
		cost = 15
		available = {

		}
		cancel_effect = {
			IF = {
				limit = {
					has_government = communism
				}
				add_political_power = 50
				add_popularity = {
					ideology = ROOT
					popularity = 0.05
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
		modifier = {
			production_speed_industrial_complex_factor = 0.075
			production_speed_infrastructure_factor = 0.1
		}
		fire_only_once = yes
		days_remove = 400
		remove_effect = {
			add_political_power = -50
			add_popularity = {
				ideology = ROOT
				popularity = -0.075
			}
			custom_effect_tooltip = GER_commie_eco_tt
		}
	}
	GER_ready_the_economy_for_the_global_revolution = {
		icon = GFX_decision_generic_industry
		allowed = {
			original_tag = GER
		} {
			original_tag = GER
		}
		visible = {
			has_country_flag = GER_commie_eco_1
			has_completed_focus = GER_the_revolution_secured
		}
		cancel_trigger = {
			NOT = {
				has_government = communism
			}
			num_of_military_factories = > 100
		}
		available = {
			NOT = {
				has_decision = GER_restore_prosperity_for_german_workers
			}
		} {

		}
		complete_effect = {
			set_country_flag = GER_commie_eco_2
		}
		fire_only_once = yes
		cost = 25
		cancel_effect = {
			IF = {
				limit = {
					has_government = communism
				}
				add_political_power = 50
				add_popularity = {
					ideology = ROOT
					popularity = 0.05
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_constr
# ... (truncated)
### Entity: AI Strategy
Component: r56_com_hate_anti_com_GRE
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_GRE = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		GRE = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = GRE
		value = -800
	} {
		type = support
		id = GRE
		value = -25
	} {
		type = befriend
		id = GRE
		value = -25
	} {
		type = alliance
		id = GRE
		value = -75
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_naval_bomber_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_naval_bomber_experiments
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = CUB_air_innovations
	}
	relative_position_id = CUB_air_base_expansion
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_naval_bomber_experiments
			bonus = 1
			uses = 1
			category = naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_affordable_housing
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_affordable_housing
	icon = GFX_goal_generic_construct_civilian
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_individual_liberty_and_prosperity_for_all
	}
	relative_position_id = SWE_individual_liberty_and_prosperity_for_all
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				141
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		add_stability = 0.03
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_pact_of_middle_eastern_solidarity
Constructs: prerequisite, add_war_support, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_pact_of_middle_eastern_solidarity
	icon = GFX_goal_generic_major_diplo
	relative_position_id = EGY_dominate_the_balkans
	x = 4
	y = 1
	cost = 5
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_reclaim_the_sehzade EGY_revive_the_eyalet
	}
	mutually_exclusive = {
		focus = EGY_join_the_central_powers EGY_militarize_the_saadabad_pact
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
	}
}