Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_rice_husk_steam_turbines
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_core_state, random_select_amount, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_rice_husk_steam_turbines
	icon = GFX_focus_SIA_rice_husk_steam_turbines
	x = 0
	y = 1
	relative_position_id = SIA_fuel_oil_act
	prerequisite = {
		focus = SIA_fuel_oil_act
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_factory_energy_consumption = -0.1
			tooltip = factory_energy_consumption_tt
		} {
			SIA_aep_extraction = 0.05
			tooltip = local_resources_factor_tt
		}
		every_core_state = {
			random_select_amount = 2
			limit = {
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_support_the_allied_war_effort
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_support_the_allied_war_effort
	icon = GFX_focus_ARG_join_the_allies
	prerequisite = {
		focus = IRQ_embargo_the_axis_powers IRQ_restore_regent
	}
	x = 0
	y = 2
	relative_position_id = IRQ_embargo_the_axis_powers
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		NOT = {
			has_government = fascism
		}
	}
	bypass = {
		OR = {
			ENG = {
				is_faction_leader = yes
				is_in_faction_with = ROOT
				has_government = democratic
			}
			USA = {
				is_faction_leader = yes
				is_in_faction_with = ROOT
				has_government = democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					exists = yes
					has_government = democratic
					is_faction_leader = yes
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
		}
		ELSE_IF = {
			limit = {
				USA = {
					exists = yes
					has_government = democratic
					is_faction_leader = yes
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 4
				}
			}
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			} {
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_greater_east_asian_customs_union
Constructs: prerequisite, limit, completion_reward, is_subject, is_faction_leader, cancel_if_invalid, is_ally_with, every_other_country
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_greater_east_asian_customs_union
	icon = GFX_focus_GER_customs_union
	x = -1
	y = 1
	relative_position_id = JAP_create_greater_east_asian_treaty_organization
	prerequisite = {
		focus = JAP_create_greater_east_asian_treaty_organization
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		num_faction_members = > 1
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					any_other_country = {
						is_ally_with = ROOT
					}
				}
			}
			custom_effect_tooltip = GER_trade_agreements_tt generic_skip_one_line_tt
			show_ideas_tooltip = JAP_customs_union_trade_idea
		}
		ELSE = {
			every_other_country = {
				limit = {
					is_ally_with = ROOT
				}
				set_country_flag = JAP_trade_agreement_event_flag
				country_event = {
					id = SEA_japan_foreign_policy.97
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = if_they_accept_tt they_will_gain_tt generic_skip_one_line_tt
			show_ideas_tooltip = JAP_customs_union_trade_idea
		}
		custom_effect_tooltip = JAP_form_greater_east_asian_customs_union_tt
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_accelerate_military_indianization_r56
Constructs: shared_focus, completion_reward, add_command_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_accelerate_military_indianization_r56
	icon = GFX_focus_RAJ_indianisation_of_army
	cost = 5
	ai_will_do = {
		base = 3
	}
	x = 6
	y = 0
	relative_position_id = RAJ_prepare_an_autonomous_defense_r56
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		army_experience = 50
		add_command_power = 10
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = r56_south_asia_prioritize_hindu_officer_recruitment r56_south_asia_prioritize_muslim_officer_recruitment r56_south_asia_sikh_lion_recruitment
	}
}
### Entity: Order of Battle
Component: 14. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 14. SS-Sturmbrigade
	location = 3500
	division_template = SS-Sturmbrigade
}
### Entity: Character
Component: SWE_close_ties_to_the_military
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_close_ties_to_the_military = {
	sprite = 10
	random = no
	max_command_power = 30
	training_time_factor = -0.1
}
### Entity: AI Strategy
Component: generic_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_medium_tank_anti_air = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = t
# ... (truncated)
### Entity: Decision
Component: RAJ_akhand_bharat_cat
Constructs: limit, fire_only_once, is_raj_or_raj_inheritor, is_controlled_by, is_core_of, complete_effect, every_state, add_to_array
Source: game
File: common/decisions/RAJ_GOE.txt

Code:
RAJ_akhand_bharat_cat = {
	RAJ_akhand_bharat_claim_afg = {
		icon = generic_civil_support
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		available = {
			OR = {
				AFG = {
					all_core_state = {
						is_controlled_by = ROOT
					}
				}
				all_of_scopes = {
					array = claimed_by_akhand_bharat
					is_controlled_by = ROOT
					tooltip = RAJ_akhand_bharat_availability_tt
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_core_of = AFG
			}
		}
		visible = {
			AFG = {
				any_core_state = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
		}
		cost = 0
		days_re_enable = 0
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = AFG
				}
				ROOT = {
					add_to_array = {
						array = claimed_by_akhand_bharat
						value = PREV
					}
				}
				add_core_of = ROOT
			}
			for_each_scope_loop = {
				array = claimed_by_akhand_bharat
				if = {
					limit = {
						is_core_of = AFG
						owner = {
							is_subject_of = ROOT
						}
					}
					ROOT = {
						transfer_state = PREV
					}
				}
			}
			AFG = {
				custom_effect_tooltip = RAJ_akhand_bharat_annex_subject
			}
		}
	}
	RAJ_akhand_bharat_claim_ban = {
		icon = generic_civil_support
		allowed = {
			is_raj_or_raj_inheritor = yes
		}
		available = {
			OR = {
				BAN = {
					all_core_state = {
						is_controlled_by = ROOT
					}
				}
				all_of_scopes = {
					array = claimed_by_akhand_bharat
					is_controlled_by = ROOT
					tooltip = RAJ_akhand_bharat_availability_tt
				}
			}
			NOT = {
				has_dynamic_modifier = {
					modifier = idea_RAJ_famine_country
				}
			}
		}
		visible = {
			BAN = {
				any_core_state = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
		}
		cost = 0
		days_re_enable = 0
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			every_state = {
				limit = {
					is_core_of = BAN
				}
				ROOT = {
					add_to_array = {
						array = claimed_by_akhand_bharat
						value = PREV
					}
				}
				add_core_of = ROOT
			}
			for_each_scope_loop = {
				array = claimed_by_akhand_bharat
				if = {
					limit = {
						is_core_of = BAN
						owner = {
							is_subject_of = ROOT
						}
					}
					ROOT = {
						transfer_state = PREV
					}
				}
			}
			BAN = {
				custom_effect_tooltip = RAJ_akhand_bharat_annex_subject
			}
		}
	}
	RAJ_akhand_bharat_claim_nep = {
		ico
# ... (truncated)
### Entity: Technology
Component: miniature_fighters
Constructs: is_special_project_completed, is_special_project_tech, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_mothership_aircraft
		}
	}
	is_special_project_tech = yes
	path = {
		leads_to_tech = aerial_hangars
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1944
	folder = {
		name = bba_air_techs_folder
		position = {
			x = @mothership_x_bba
			y = 10
		}
	} {
		name = air_techs_folder
		position = {
			x = @mothership_x
			y = 10
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	mothership = {
		air_agility = 0.06
		air_attack = 0.06
		fuel_consumption_factor = -0.08
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_prepare_for_the_worst
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_prepare_for_the_worst
	icon = GFX_goal_generic_construct_military
	cost = 10
	prerequisite = {
		focus = VIN_asian_proletarian_solidarity VIN_woo_the_stalinists
	}
	completion_reward = {
		custom_effect_tooltip = FRI_fortify_the_chinese_border_tt
		hidden_effect = {
			671 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 7093
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 9948
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12065
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 7518
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12008
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 12319
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 7
	y = 2
}
### Entity: Event
Component: PER_ssb_events.7
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.7
	title = PER_ssb_events.7.t
	desc = PER_ssb_events.7.desc
	picture = GFX_report_event_generic_train
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.7.a
	}
}
### Entity: Idea
Component: r56_AFG_zahir_shah_improved_idea
Constructs: has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
r56_AFG_zahir_shah_improved_idea = {
	picture = r56_AFG_zahir_shah
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			is_subject = yes
			has_government = communism fascism
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			has_government = communism fascism
		}
	}
	removal_cost = -1
	traits = {
		AFG_politically_disengaged_2
	}
}
### Entity: Scripted Effect
Component: trade_policy_open_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/trade_policy_reform_scripted_effects.txt

Code:
trade_policy_open_up = {
	custom_effect_tooltip = trade_policy_open_up_tooltip
	if = {
		limit = {
			has_idea = export_focus
		}
		swap_ideas = {
			remove_idea = export_focus
			add_idea = free_trade
		}
	}
	else_if = {
		limit = {
			has_idea = limited_exports
		}
		swap_ideas = {
			remove_idea = limited_exports
			add_idea = export_focus
		}
	} {
		limit = {
			has_idea = closed_economy
		}
		swap_ideas = {
			remove_idea = closed_economy
			add_idea = limited_exports
		}
	} {
		limit = {
			NOT = {
				has_idea = closed_economy
			}
		}
		add_ideas = closed_economy
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_request_dalian
Constructs: prerequisite, owns_state, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_request_dalian
	icon = GFX_focus_PER_fascist_reach_out_to_japan
	prerequisite = {
		focus = MAN_tsr_alliance_with_the_kwantung_army
	}
	x = 3
	y = 1
	relative_position_id = MAN_tsr_alliance_with_the_kwantung_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP = {
			owns_state = 745
			controls_state = 745
		}
		ROOT = {
			is_subject_of = JAP
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		JAP = {
			country_event = {
				id = tsr_manchukuo.2
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Radio_Research
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Radio_Research
	icon = GFX_goal_generic_radar
	cost = 10
	prerequisite = {
		focus = PAK_Electrical_Research
	}
	x = 28
	y = 4
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Radio_Research
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
}
### Entity: AI Strategy
Component: garrison_ENG
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
garrison_ENG = {
	available_for = {
		ENG
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 20
			NOT = {
				ai_has_role_template = garrison
			}
		}
	}
	garrison_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		reinforce_prio = 0
		custom_icon = 7
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Military_Build
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Military_Build
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = TAN_neutrality_focus TAN_interventionism_focus
	}
	mutually_exclusive = {
		focus = TAN_Anti_Invasion
	}
	x = 1
	y = 1
	relative_position_id = TAN_neutrality_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: albania.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.7
	title = albania.7.t
	desc = albania.7.d
	fire_only_once = yes
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = albania.7.a
	}
}
### Entity: Character
Component: infantry_equipment_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_offense_1 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.1
			breakthrough = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_preemptive_measures
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_preemptive_measures
	icon = GFX_goal_generic_defence
	relative_position_id = CHL_consolidate_the_government
	x = 1
	y = 5
	cost = 10
	prerequisite = {
		focus = CHL_reestablish_the_republican_guard_r56
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CHL_preemptive_idea
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_inviting_the_observers
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_inviting_the_observers
	icon = GFX_focus_AUS_inviting_the_observers
	prerequisite = {
		focus = AUS_danubian_unity
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = AUS_danubian_unity
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_inviting_the_observers_tt
	}
}
### Entity: Idea
Component: FRI_surete_generale_indochinoise
Constructs: removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_surete_generale_indochinoise = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		drift_defence_factor = 0.25
		resistance_damage_to_garrison = -0.25
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_depoliticize_army
Constructs: prerequisite, add_ideas, completion_reward, set_variable
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_depoliticize_army
	icon = GFX_goal_generic_army_professionalism
	prerequisite = {
		focus = PAL_smc_takes_responsibility
	}
	x = -2
	y = 1
	relative_position_id = PAL_smc_takes_responsibility
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PER_de_militarize_politics
		set_variable = {
			PAL_add_religion = -10
		}
		PAL_religion_add = yes
		custom_effect_tooltip = PAL_conservative_up_marginal
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_vandervelde_minority
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_vandervelde_minority
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = BEL_government_resigns
	}
	mutually_exclusive = {
		focus = BEL_government_of_national_unity
	}
	relative_position_id = BEL_government_resigns
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_COMPLETED_BY_EVENT
	}
	x = 23
	y = 1
	cost = 0
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BEL_government_of_national_unity
			}
		}
	}
	offset = {
		x = -19
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_vandervelde_minority
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_auto_complete_government_resigns_tt
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_government_resigns_complete_vandervelde_tt
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: israel.3
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_political_power, add_popularity, set_victory_points
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.3
	title = israel.3.t
	desc = israel.3.d
	is_triggered_only = yes
	option = {
		name = israel.3.a
		if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.05
			}
		}
		else_if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = -0.075
			}
		} {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.025
			}
		}
		ai_chance = {
			base = 0
		}
	} {
		name = israel.3.b
		ai_chance = {
			base = 2
			modifier = {
				has_government = neutrality
				factor = 2
			}
		}
		set_victory_points = {
			province = 1086
			value = 8
		} {
			province = 4206
			value = 5
		}
		set_capital = {
			state = 1016
		}
		add_stability = -0.05
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_seek_german_alignment
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, has_capitulated, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_seek_german_alignment
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = POL_demand_slovakia_pavel
	} {
		focus = POL_governorate_livonia
	}
	relative_position_id = POL_demand_LIT_pavel
	mutually_exclusive = {
		focus = POL_assert_western_claims POL_claim_russia
	}
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_government = fascism
		GER = {
			NOT = {
				has_war_with = ROOT
			}
			has_government = fascism
			has_capitulated = no
			is_faction_leader = yes
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = POL
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = NSB_polish_fascist_events.1
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			POL_become_german_puppet_effect = yes
		}
	}
}