Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: GOE_RAJ.43
Constructs: is_triggered_only, set_state_owner_to, limit, has_truce_with, set_truce
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.43
	is_triggered_only = yes
	title = GOE_RAJ.43.t
	desc = GOE_RAJ.43.desc
	picture = GFX_report_event_indian_parade
	option = {
		name = GOE_RAJ.43.a
		trigger = {
			tag = RAJ
		}
		transfer_state = 431
		if = {
			limit = {
				has_truce_with = PAK
			}
			set_truce = {
				target = PAK
				days = 0
			}
		}
	} {
		name = GOE_RAJ.43.b
		trigger = {
			tag = PAK
		}
		effect_tooltip = {
			431 = {
				set_state_owner_to = RAJ
			}
		}
	}
}
### Entity: Idea
Component: WAF_hajre_fetahu
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
WAF_hajre_fetahu = {
	ledger = navy
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		naval_doctrine = 0.1
	}
	traits = {
		naval_theorist
	}
}
### Entity: Character
Component: fortress_architecht
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
fortress_architecht = {
	random = no
	sprite = 13
	production_speed_bunker_factor = 0.15
	production_speed_coastal_bunker_factor = 0.15
	production_speed_arms_factory_factor = 0.05
	industrial_capacity_factory = 0.05
}
### Entity: Character
Component: PAN_july_portocarrero
Source: game
File: common/characters/PAN.txt

Code:
PAN_july_portocarrero = {
	name = July Portocarrero
	portraits = {
		civilian = {
			large = GFX_portrait_July_Portocarrero
		}
	}
	country_leader = {
		ideology = marxism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Decision
Component: BEL_cores_in_gallic_france_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/BEL_decision_categories.txt

Code:
BEL_cores_in_gallic_france_cat = {
	icon = GFX_decision_category_generic_propaganda
	priority = 8
	allowed = {
		original_tag = BEL
	}
	visible = {
		has_completed_focus = BEL_demand_further_gallic_concessions
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_restore_the_customs_union
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, has_country_leader
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_restore_the_customs_union
	icon = GFX_goal_generic_banking_legislation
	prerequisite = {
		focus = LIE_realign_with_habsburgs
	}
	relative_position_id = LIE_realign_with_habsburgs
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			HUN = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				has_country_leader = {
					character = HUN_otto_von_habsburg
					ruling_only = yes
				}
			}
			AUS = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				has_country_leader = {
					character = AUS_otto_von_habsburg
					ruling_only = yes
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = LIE_customs_union_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				AUS = {
					NOT = {
						has_war_with = ROOT
					}
					has_country_leader = {
						character = AUS_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
			AUS = {
				add_ideas = LIE_customs_union_idea
			}
		}
		else_if = {
			limit = {
				HUN = {
					NOT = {
						has_war_with = ROOT
					}
					has_country_leader = {
						character = HUN_otto_von_habsburg
						ruling_only = yes
					}
				}
			}
			HUN = {
				add_ideas = LIE_customs_union_idea
			}
		}
		effect_tooltip = {
			AUS = {
				add_ideas = LIE_customs_union_idea
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_to_support_the_army
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_to_support_the_army
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = PRC_extend_emergency_measures
	}
	x = 0
	y = 1
	relative_position_id = PRC_extend_emergency_measures
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_idea = PRC_emergency_supply_protocols_idea PRC_emergency_prodction_protocols_idea
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_emergency_supply_protocols PRC_emergency_prodction_protocols
				}
			}
			custom_effect_tooltip = PRC_to_support_the_army_1_tt generic_skip_one_line_tt PRC_to_support_the_army_2_tt
			if = {
				limit = {

				}
			}
			swap_ideas = {
				remove_idea = PRC_emergency_supply_protocols_idea
				add_idea = PRC_to_supply_an_army_idea
			} {
				remove_idea = PRC_emergency_prodction_protocols_idea
				add_idea = PRC_to_equip_an_army
			}
		}
		else_if = {
			limit = {
				has_completed_focus = PRC_emergency_supply_protocols
			}
			swap_ideas = {
				remove_idea = PRC_emergency_supply_protocols_idea
				add_idea = PRC_to_supply_an_army_idea
			}
		}
		else = {
			swap_ideas = {
				remove_idea = PRC_emergency_prodction_protocols_idea
				add_idea = PRC_to_equip_an_army
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_funds_for_the_cause
Constructs: prerequisite, limit, has_government, is_major, completion_reward, add_political_power, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_funds_for_the_cause
	icon = GFX_SOV_funds_for_the_cause_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_approach_tukhachevsky SOV_approach_primakov SOV_committee_in_exile
	}
	x = -1
	y = 1
	relative_position_id = SOV_approach_tukhachevsky
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SOV_funds_for_the_cause_tt
		add_political_power = 50
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					tag = MEX
				} {
					has_government = democratic communism
				}
			}
			country_event = {
				id = NSB_soviet_civil_war_common.118
				days = 3
				random_days = 5
			}
		}
	}
}
### Entity: Modifier Reference
Component: ARG_political_corruption_modifier
Constructs: war_support_factor, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_political_corruption_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_political_corruption_modifier
	political_power_factor = ARG_corruption_political_power_factor
	production_factory_max_efficiency_factor = ARG_corruption_production_factory_max_efficiency_factor
	production_speed_buildings_factor = ARG_corruption_production_speed_buildings_factor
	war_support_factor = ARG_corruption_war_support_factor
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_british_industrial_support
Constructs: prerequisite, completion_reward, is_subject, add_offsite_building
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_british_industrial_support
	icon = GFX_goal_industrial_investment
	relative_position_id = MPL_wauchope_resigns
	x = 2
	y = 1
	prerequisite = {
		focus = MPL_wauchope_resigns
	}
	available = {
		is_subject = yes
	}
	cost = 10
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: YUN_zhang_wu
Source: game
File: common/characters/YUN.txt

Code:
YUN_zhang_wu = {
	name = YUN_zhang_wu
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = YUN_zhang_wu
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_exiled_intelligence_service
Constructs: prerequisite, limit, completion_reward, allow_branch, has_dlc, has_intelligence_agency, has_capitulated, create_intelligence_agency
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_exiled_intelligence_service
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = BEL_why_we_fight
	}
	relative_position_id = BEL_why_we_fight
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		base = 35
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		NOT = {
			has_intelligence_agency = yes
		}
		has_capitulated = yes
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			create_operative_leader = {
				name = Philippe de Liedekerke
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_7.dds
				traits = {
					operative_infiltrator operative_escape_artist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					BEL
				}
			} {
				name = Idesbald Floor
				portrait_path = gfx/leaders/Europe/portrait_europe_generic_operative_male_9.dds
				traits = {
					operative_demolition_expert
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG BEL
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_oil_revenue_reinvestment
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_oil_revenue_reinvestment
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = MEX_focus_royal_dutch_shell MEX_focus_nationalize_the_oil_fields
	}
	x = 0
	y = 2
	relative_position_id = MEX_focus_oil_field_expansion
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 477 479
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: JAP_military_prime_minister
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_military_prime_minister = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	land_doctrine_cost_factor = -0.1
	experience_gain_army = 0.03
	political_power_factor = -0.1
}
### Entity: Shared Focus
Component: BALTIC_baltic_fleet
Constructs: shared_focus, every_owned_state, prerequisite, limit, has_government, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_baltic_fleet
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = BALTIC_allied_shipments
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_allied_shipments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 30
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		if = {
			limit = {
				tag = LIT
			}
			if = {
				limit = {
					controls_state = 189
				}
				189 = {
					add_building_construction = {
						type = coastal_bunker
						province = 6314
						level = 4
						instant_build = yes
					}
				}
			} {
				limit = {
					controls_state = 188
				}
				188 = {
					add_building_construction = {
						type = coastal_bunker
						province = 3288
						level = 4
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				tag = EST
			}
			every_owned_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					OR = {
						state = 811 13 812 813
					}
				}
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				tag = LAT
			}
			every_owned_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					OR = {
						state = 190 809 808 12
					}
				}
				add_building_construction = {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_ichiro_hatoyama
Source: game
File: common/characters/JAP.txt

Code:
JAP_ichiro_hatoyama = {
	name = JAP_ichiro_hatoyama
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_ichiro_hatoyama
			small = GFX_portrait_JAP_ichiro_hatoyama_small
		}
	}
}
### Entity: Technology
Component: motorized_rocket_unit
Constructs: enable_subunits, enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		motorized_rocket_brigade
	}
	enable_equipments = {
		motorized_rocket_equipment_1
	}
	dependencies = {
		rocket_artillery = 1
	}
	research_cost = 1.5
	start_year = 1939
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = SOV
		}
	}
	categories = {
		mot_rockets mio_cat_tech_all_motorized_mechanized
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_stand_with_giants
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_game_rule, add_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_stand_with_giants
	icon = GFX_focus_PER_stand_with_giants
	prerequisite = {
		focus = PER_the_pahlavi_imperium
	}
	x = -6
	y = 1
	relative_position_id = PER_the_pahlavi_imperium
	mutually_exclusive = {
		focus = PER_legacy_of_greatness
	}
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_legacy_of_greatness PER_rally_the_reformers
			}
		}
	}
	offset = {
		x = 6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_stand_with_giants
		}
	}
	ai_will_do = {
		factor = 80
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = PER_stand_with_giants_modifier
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Country History
Country: GEO
Component: GEO_characters
Constructs: recruit_character
Source: game
File: history/countries/GEO - Georgia.txt

Code:
# Leaders & Characters for GEO
recruit_character = GEO_noe_zhordania GEO_kandid_charkviani GEO_george_bagration GEO_giorgi_kvinitadze GEO_shalva_maglakelidze GEO_grigol_robakidze GEO_ioseb_jughashvili
### Entity: National Focus
Tree: tur_focus
Component: TUR_nationalist_policies
Constructs: prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_nationalist_policies
	icon = GFX_goal_TUR_flag
	prerequisite = {
		focus = TUR_continue_the_moderate_course
	}
	x = 2
	y = 1
	relative_position_id = TUR_continue_the_moderate_course
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 35
		add_war_support = 0.03
		custom_effect_tooltip = TUR_nationalist_policies_tt TUR_nationalist_policies2_tt
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_rallying_the_peasants
Constructs: prerequisite, has_government, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_rallying_the_peasants
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = PRU_public_universities
	}
	relative_position_id = PRU_public_universities
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_timed_idea = {
			idea = PRU_peasant_rallying
			days = 98
		}
		add_stability = -0.1
	}
}
### Entity: Character
Component: JUNO_gobernar_es_educar
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_gobernar_es_educar = {
	random = no
	sprite = 13
	research_speed_factor = 0.1
	stability_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: JAP_jiro_horikoshi
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_jiro_horikoshi = {
	name = JAP_jiro_horikoshi
	portraits = {
		army = {
			large = GFX_portrait_JAP_jiro_horikoshi
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 3
		}
		visible = {
			owner = {
				has_completed_focus = JAP_7075_aluminium_alloy
			}
		}
	}
}
### Entity: Effect Reference
Construct: build_railway
Constructs: build_railway, build_only_on_allied
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## build_railway

* Supported Scopes: any
* Supported Targets: any

```
Builds/adds railway level between two provinces or along a path. Example:
build_railway = {
  level = 1 # Defaults to 1
  build_only_on_allied = yes # No by default. If yes and the effect scope is country, it will only build on allied territories for the country

  # You can specify a weight function that will be used in pathing. The scope will be the controller of the province it is trying to path to.
  # A negative value will make it not to path to that controller.
  # Non-negative values will be used as a path cost for that province.
  controller_priority = {
    base = 1

    modifier = {
      tag = MAN
      add = 2
    }
  }

  # The following options are used for picking a path. You can specify multiple options and it will pick in following order:
  fallback = yes # Default no. If yes, each option will try to fallback to next one.
  # option 1: List of provinces to draw railways. If fallback = yes uses start and end provinces of the path as fallback in option 2.
  path = { 10 20 30 40 }
  # option 2: Specify start & end province IDs. It will pick the shortest path. If provinces are not valid and if fallback = yes it will use states of those provs and use in option 3.
  start_province = 42
  target_province = 84
  # option 3: Specify start & end state IDs. It will pick provinces with the best node (capital > nodes > naval )
  start_state = 50
  target_state = 100
}

```
### Entity: Character
Component: agrarian_old_guard
Source: game
File: common/country_leader/00_traits.txt

Code:
agrarian_old_guard = {
	random = no
	monthly_population = 0.1
	trade_laws_cost_factor = 0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_sway_the_nordics
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_sway_the_nordics
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = DEN_scandinavian_security DEN_rally_the_nation
	}
	relative_position_id = DEN_king_assumes_power
	x = 0
	y = 3
	cost = 5
	available = {
		OR = {
			SWE = {
				exists = yes
			}
			NOR = {
				exists = yes
			}
			FIN = {
				exists = yes
			}
			EST = {
				exists = yes
			}
			LAT = {
				exists = yes
			}
			LIT = {
				exists = yes
			}
			SMI = {
				exists = yes
			}
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = DEN_sway_the_nordics_tt
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_womens_defence_league
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_rule, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_womens_defence_league
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = EST_republican_defence_league
	}
	x = 0
	y = 1
	relative_position_id = EST_republican_defence_league
	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_MANPOWER
	}
	completion_reward = {
		set_rule = {
			can_generate_female_aces = yes
		}
		swap_ideas = {
			remove_idea = EST_republican_defence_league_idea
			add_idea = EST_republican_defence_league_idea_1
		}
	}
}
### Entity: Order of Battle
Component: 2ya KOVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 2ya KOVO Tankovaya Gruppa
	location = 9554
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = T-26TU mod. 1933
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bicameral_legislature
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_bicameral_legislature
	icon = GFX_focus_generic_improve_the_administration_2
	prerequisite = {
		focus = PHI_nationality_act PHI_open_borders
	}
	relative_position_id = PHI_nationality_act
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PHI_government_reform
			days = 360
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_completed_focus = PHI_treaty_of_manila
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		}
		else = {
			custom_effect_tooltip = PHI_modify_recovering_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_political_power_gain = 0.15
			tooltip = political_power_gain_tt
		} {
			PHI_the_great_depression_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		hidden_effect = {
			PHI_central_focuses_done_T3 = yes
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_prevent_an_officers_coup
Constructs: prerequisite, add_ideas, completion_reward, retire_character
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_prevent_an_officers_coup
	prerequisite = {
		focus = TIB_appoint_thutob_regent
	}
	relative_position_id = TIB_appoint_thutob_regent
	icon = GFX_goal_control_army
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		retire_character = TIB_changra_sapron
		add_ideas = TIB_military_purged
	}
}