Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_appoint_a_royal_council
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_appoint_a_royal_council
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = COG_reclaim_loango
	}
	mutually_exclusive = {
		focus = COG_the_kings_divine_power
	}
	x = 1
	y = 1
	relative_position_id = COG_reclaim_loango
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_loango_royal_council
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_spanish_civil_war_involvement
Constructs: prerequisite, has_war, completion_reward, is_historical_focus_on, has_global_flag, set_rule, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_spanish_civil_war_involvement
	icon = GFX_goal_generic_spanish_civil_war_soldier
	prerequisite = {
		focus = PRU_hispanism
	}
	x = -1
	y = 1
	relative_position_id = PRU_hispanism
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			factor = 500
		}
	}
	available = {
		has_global_flag = spanish_civil_war
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR
	}
}
### Entity: Character
Component: MET_joseph_hamelin
Source: game
File: common/characters/MET.txt

Code:
MET_joseph_hamelin = {
	name = Joseph Hamelin
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_1.dds
		}
	}
	country_leader = {
		expire = 1965.1.1
		id = -1
		ideology = conservatism_n
		traits = {
			r56_trait_opposed_to_communism
		}
	}
}
### Entity: AI Strategy
Component: armored_GER
Constructs: has_tech, has_equipment
Source: game
File: common/ai_templates/templates_GER.txt

Code:
armored_GER = {
	available_for = {
		GER
	}
	role = armor
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 4
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		}
	}
	light_armor_early_GER = {
		division_names_group = GER_Arm_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				artillery = 1
				signal_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				light_armor = 3
				motorized = 7
			}
		}
		replace_at_match = 1.5
		replace_with = medium_armor_early_GER
		target_min_match = 0.75
	}
	medium_armor_early_GER = {
		division_names_group = GER_Arm_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		can_upgrade_in_field = {
			has_equipment = {
				light_tank_chassis = < 600
			}
		}
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				signal_company = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 2
				light_armor = 2
				motorized = 6
			}
		}
		replace_at_match = 1.5
		replace_with = medium_armor_mid_GER
		target_min_match = 0.75
	}
	medium_armor_mid_GER = {
		division_names_group = GER_Arm_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
				date = > 1939.10.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				signal_company = 1
			}
			regimental_support = {
				mot_fire_support = 1
				anti_air_battery = 1
				medium_tank_destroyer_support = 1
			}
			regiments = {
				medium_armor = 4
				motorized = 6
				mot_artillery_brigade = 1
			}
		}
		replace_at_match = 1.5
		replace_with = medium_armor_late_GER
		target_min_match = 0.75
	}
	medium_armor_late_GER = {
		division_names_group = GER_Arm_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engine
# ... (truncated)
### Entity: Country History
Country: MLT
Component: MLT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MLT - Malta.txt

Code:
# Politics & Parties for MLT
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 8
	communism = 15
	neutrality = 27
}
### Entity: Joint Focus
Component: HABSBURG_joint_ventures_in_resource_extraction
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_joint_ventures_in_resource_extraction
	dynamic = yes
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = HABSBURG_joint_industry_spirit
	}
	relative_position_id = HABSBURG_joint_industry_spirit
	x = 3
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_local_resources_factor = 0.1
				tooltip = local_resources_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_local_resources_factor = 0.1
				tooltip = local_resources_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Nav_Air
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Nav_Air
	icon = GFX_goal_generic_air_fighter
	cost = 10.0
	prerequisite = {
		focus = SPR_Carriers
	}
	x = 15
	y = 4
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = SPR_Nav_Air_Bonus
			bonus = 1
			uses = 1
			category = naval_bomber
		}
		add_doctrine_cost_reduction = {
			name = SPR_Nav_Doc
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: TUR_historical_plan
Constructs: has_government, has_war_with, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/TUR_historical_strategy_plan.txt

Code:
TUR_historical_plan = {
	name = Turkey Historical Plan
	desc = Turkey will pursue neutrality for as long as possible, and then join the Allies.
	allowed = {
		original_tag = TUR
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = TUR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = TUR_AI_RANDOM_NEUTRALITY_HISTORICAL
			has_game_rule = {
				rule = TUR_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_war_with = GER ITA FRA ENG SOV GRE
			has_government = communism democratic fascism
		}
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_continue_the_policy_of_etatism TUR_hava_okulu TUR_continue_the_sumerbank_industrialization_scheme TUR_ratify_the_six_arrows TUR_peace_at_home TUR_turkish_state_railways TUR_millet_mektebi_focus TUR_the_second_five_year_plan TUR_treaty_of_saadabad TUR_the_sanayiciler TUR_learning_from_the_great_war SSB_joint_military_exercises TUR_the_guardians_of_kemalism TUR_assess_our_future TUR_the_hatay_issue TUR_turk_ulusu TUR_cooperate_with_the_debt_council SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_utilize_foreign_capital TUR_modernising_the_army TUR_expand_the_air_bases TUR_expand_the_golcuk_naval_base TUR_peace_in_the_world SSB_combined_arms SSB_saadabad_research_cooperation TUR_variant_turkish_tax_focus TUR_abuse_the_office_of_soil_products TUR_reconfigure_our_foreign_policy TUR_the_anglo_turkish_agreement TUR_the_german_turkish_friendship_treaty TUR_renew_the_turkish_soviet_non_aggression_pact TUR_host_exiled_scientists TUR_embrace_military_tradition TUR_superiority_of_arms TUR_the_clodius_agreement TUR_construct_the_cakmak_line TUR_the_batumi_accord TUR_provide_refuge_to_the_victims_of_fascism TUR_the_pontic_redoubt TUR_purchase_italian_light_tanks TUR_applying_british_oil_embargoes_on_iraq TUR_the_chester_concession TUR_american_motor_factories TUR_relocate_from_yildiz_palace TUR_accelerate_native_fighter_designs TUR_bomber_schematics TUR_the_italo_turkish_naval_academy TUR_the_path_of_the_wolf TUR_patrol_the_seas TUR_turkish_air_defense_platforms TUR_approve_the_funkplan TUR_soviet_tank_factories TUR_adana_to_baku_highway TUR_invite_german_officers_to_izmir TUR_utilising_our_terrain TUR_fortified_defensive_bases TU
# ... (truncated)
### Entity: Idea
Component: GLC_acr
Source: game
File: common/ideas/galicia.txt

Code:
GLC_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = GLC
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AUS_political_events.9
Constructs: is_triggered_only, add_opinion_modifier, retire_character
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.9
	title = AUS_political_events.9.t
	desc = AUS_political_events.9.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.9.a
		custom_effect_tooltip = AUS_political_events.9.a_tt AUS_anschluss_ratio_lowered
		hidden_effect = {
			retire_character = AUS_wilhelm_zehner
		}
		add_opinion_modifier = {
			target = GER
			modifier = large_decrease
		}
		AUS_lower_anschluss_ratio = yes
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_secure_international_protection
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, random_other_country
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_secure_international_protection
	icon = GFX_ENG_alliance
	prerequisite = {
		focus = ADU_secure_parlementarianism
	}
	relative_position_id = ADU_secure_parlementarianism
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = democratic
		NOT = {
			has_war = yes
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_other_country = {
			limit = {
				num_of_factories = > 50
				has_government = democratic
				capital_scope = {
					OR = {
						is_on_continent = north_america europe
					}
				}
				NOT = {
					has_war_with = ROOT
					has_wargoal_against = ROOT
				}
			}
			give_guarantee = ROOT
		}
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: HRZ_acr
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_acr = {
	advisor = {
		slot = air_chief
		idea_token = HRZ_acr
		allowed = {
			original_tag = HRZ
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.18
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, set_autonomy, is_alpine_state
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.18
	title = BBA_swiss_expansion.18.t
	desc = BBA_swiss_expansion.18.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.18.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
			}
			every_owned_state = {
				limit = {
					is_alpine_state = yes
				}
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_zaibatsu_faction_goes_down_from_tier_2_to_tier_1
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_zaibatsu_faction_goes_down_from_tier_2_to_tier_1 = {
	swap_ideas = {
		remove_idea = JAP_zaibatsu_faction_tier_2
		add_idea = JAP_zaibatsu_faction_tier_1
	}
}
### Entity: Military Industrial Organization
Component: ALB_kekuruda_shqiptare_organiztion
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_ALB_organization.txt

Code:
ALB_kekuruda_shqiptare_organiztion = {
	name = Hekurudha Shqiptare
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = ALB
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Event
Component: INS_union_events.4
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.4
	title = INS_union_events.4.t
	desc = INS_union_events.4.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = INS_union_events.4.a
		custom_effect_tooltip = INS_army_located_tt
	}
}
### Entity: Idea
Component: QAT_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/qatar.txt

Code:
QAT_democratic_guy = {
	picture = generic_political_advisor_arab_1
	allowed = {
		original_tag = QAT
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: army_concealment_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_concealment_1 = {
	sprite = 9
	enemy_army_bonus_air_superiority_factor = -0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: PAL_medium_civilian_power_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_medium_civilian_power_idea = {
	picture = chi_war_of_resistance2
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
		political_power_factor = 0.15
		conscription_factor = -0.1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_citizen_military_forces
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_citizen_military_forces
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = AST_volunteer_defence_corps
	}
	x = 2
	y = 2
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = AST_citizen_military_forces
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_ratify_the_stresa_front
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, is_subject, is_in_faction_with, has_wargoal_against
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_ratify_the_stresa_front
	icon = GFX_focus_focus_fra_ratify_stresa
	prerequisite = {
		focus = ITA_negotiate_italian_claims
	}
	x = 0
	y = 1
	relative_position_id = ITA_negotiate_italian_claims
	cost = 10
	available = {
		is_subject = no
		OR = {
			AND = {
				NOT = {
					has_war_with = ENG FRA
				}
				FRA = {
					is_in_faction_with = ENG
				}
			} {
				NOT = {
					has_war_with = FRA
				}
				FRA = {
					NOT = {
						is_in_faction_with = ENG
					}
				}
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG FRA
		}
	}
	search_filters = {

	}
	completion_reward = {
		FRA = {
			country_event = {
				id = BBA_italy_interaction_events.40
				days = 3
				random = 6
			}
		}
		effect_tooltip = {
			every_country = {
				limit = {
					OR = {
						is_in_faction_with = FRA
						tag = FRA
					}
					ROOT = {
						has_wargoal_against = PREV
					}
				}
				custom_effect_tooltip = if_they_accept_tt
				ROOT = {
					remove_wargoal = {
						type = all
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_log_majors
Constructs: limit, every_country, is_major
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_log_majors = {
	every_country = {
		limit = {
			OR = {
				is_major = yes
				tag = CHI
			}
		}
		EAI_set_logging_flags = yes
	}
}
### Entity: Country History
Country: WAF
Component: WAF_army
Source: game
File: history/countries/WAF - Cingdom of Cat.txt

Code:
# OOB & Army Setup for WAF
oob = WAF_1936
### Entity: Character
Component: navy_capital_ship_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_capital_ship_3 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.15
	navy_capital_ship_defence_factor = 0.15
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_invite_german_military_mission
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_subject_of, is_in_faction_with, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_invite_german_military_mission
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = SLO_doctrine_effort
	}
	mutually_exclusive = {
		focus = SLO_firepower_focus SLO_planning_focus SLO_mass_assault_focus SLO_guerilla_tactics_focus SLO_mobile_warfare_focus
	}
	x = 3
	y = 2
	relative_position_id = SLO_army_effort
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		GER = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
		OR = {
			is_subject_of = GER
			is_in_faction_with = GER
		}
		has_doctrine = new_mobile_warfare
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare
		}
		add_tech_bonus = {
			name = armor_bonus
			bonus = 0.5
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_claim_greater_lithuania
Constructs: prerequisite, completion_reward, create_wargoal, take_state_focus
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_claim_greater_lithuania
	icon = GFX_focus_LIT_restore_the_grand_duchy
	prerequisite = {
		focus = LIT_claim_livonia_monarchy
	}
	relative_position_id = LIT_claim_livonia_monarchy
	will_lead_to_war_with = SOV
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		claim_greater_LIT_effect = yes
		create_wargoal = {
			type = take_state_focus
			target = SOV
			generator = {
				96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194 834
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_fund_propaganda_films
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_political_power, cancel_if_invalid, add_to_variable, has_taken_the_war_propaganda_film_industry_decision
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_fund_propaganda_films
	icon = GFX_focus_JAP_fund_propaganda_films
	x = 4
	y = 2
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	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_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_weekly_casualties_war_support = 0.001
			tooltip = weekly_casualties_war_support_tt
		}
		IF = {
			limit = {
				has_country_flag = has_taken_the_war_propaganda_film_industry_decision
			}
			custom_effect_tooltip = JAP_fund_propaganda_films_tt generic_skip_one_line_tt
		}
		ELSE = {
			custom_effect_tooltip = JAP_fund_propaganda_films_2_tt generic_skip_one_line_tt
		}
		JAP_small_naval_faction_gain = yes
	}
}