Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mongol_anti_soviet.3
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_stability, add_popularity, clr_country_flag, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_anti_soviet.3
	title = mongol_anti_soviet.3.t
	desc = mongol_anti_soviet.3.d
	picture = GFX_report_event_TIB_british_mission
	is_triggered_only = yes
	option = {
		name = mongol_anti_soviet.3.a
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.01
		}
		clr_country_flag = MON_search_for_khan_in_progress
	} {
		name = mongol_anti_soviet.3.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		if = {
			limit = {
				has_completed_focus = MON_search_new_bogd_khan
			}
			uncomplete_national_focus = {
				focus = MON_search_new_bogd_khan
				uncomplete_children = yes
			}
		}
		set_country_flag = MON_abandoned_khan_search
		clr_country_flag = MON_search_for_khan_in_progress
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_hellenic_air_force
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, random_owned_controlled_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_hellenic_air_force
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = GRE_hellenic_armed_forces
	}
	x = -7
	y = 1
	relative_position_id = GRE_hellenic_armed_forces
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		OR = {
			has_full_control_of_state = 182 185 47
		}
	}
	completion_reward = {
		air_experience = 50
		random_owned_controlled_state = {
			prioritize = {
				182
			}
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		} {
			prioritize = {
				185
			}
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
		} {
			prioritize = {
				47
			}
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = air_base
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: BRA_augusto_fragoso
Source: game
File: common/characters/BRA.txt

Code:
BRA_augusto_fragoso = {
	name = BRA_augusto_fragoso
	portraits = {
		army = {
			large = GFX_portrait_BRA_augusto_fragoso
			small = GFX_portrait_BRA_augusto_fragoso_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Modding Documentation
Construct: set_ruling_party
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_ruling_party
* Arguments: <ideology>

Sets ruling party for the country
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed, suppression_factor
Source: game
File: common/units/military_police.txt

Code:
sub_units = {
	military_police = {
		abbreviation = MP
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		battalion_mult = {
			category = category_all_infantry
			default_morale = 0.2
		}
		regimental = no
		combat_width = 0
		max_strength = 1
		max_organisation = 0
		default_morale = 0.3
		manpower = 500
		training_time = 180
		weight = 0.1
		supply_consumption = 0.02
		can_be_parachuted = yes
		suppression_factor = 0.2
		essential = {
			infantry_equipment support_equipment
		}
		need = {
			support_equipment = 10
			infantry_equipment = 40
		}
		same_support_type = military_police
	}
	motorized_military_police = {
		abbreviation = MMP
		sprite = motorized_military_police
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = no
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_divisional_support_battalions category_army
		}
		battalion_mult = {
			category = category_all_infantry
			default_morale = 0.2
		} {
			category = category_vehicle_infantry
			suppression_factor = 0.2
		}
		regimental = no
		combat_width = 0
		max_strength = 2
		max_organisation = 10
		default_morale = 0.3
		manpower = 500
		training_time = 200
		weight = 0.1
		supply_consumption = 0.03
		can_be_parachuted = no
		suppression_factor = 0.3
		recon = 1
		essential = {
			infantry_equipment support_equipment motorbike_equipment
		}
		need = {
			support_equipment = 5
			infantry_equipment = 20
			motorbike_equipment = 20
		}
		same_support_type = military_police
	}
}
### Entity: Idea
Component: ADU_mt
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_mt = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = ADU
	}
	traits = {
		military_theorist
	}
}
### Entity: Event
Component: bftb_greece.234
Constructs: is_triggered_only, ai_chance, has_war, add_opinion_modifier, fire_only_once, add_political_power, has_guaranteed, has_opinion
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.234
	title = bftb_greece.234.t
	desc = bftb_greece.234.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_guaranteed = TUR
	}
	option = {
		name = bftb_greece.234.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.8
				strength_ratio = {
					tag = ENG
					ratio = > 0.2
				}
			} {
				factor = 0.5
				strength_ratio = {
					tag = ENG
					ratio = > 0.4
				}
			} {
				factor = 0.8
				strength_ratio = {
					tag = FRA
					ratio = > 0.2
				}
			} {
				factor = 0.5
				strength_ratio = {
					tag = FRA
					ratio = > 0.4
				}
			} {
				factor = 0
				has_opinion = {
					target = TUR
					value = > 90
				}
				NOT = {
					surrender_progress = > 0.1
				}
			}
		}
		add_political_power = -25
		diplomatic_relation = {
			country = TUR
			relation = guarantee
			active = no
		}
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BFTB_ROM_abandoned_us
			}
		} {
			country_event = bftb_greece.235
		}
	} {
		name = bftb_greece.234.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				has_opinion = {
					target = TUR
					value = > 50
				}
			} {
				factor = 2
				has_opinion = {
					target = TUR
					value = > 75
				}
			} {
				factor = 0.2
				has_war = yes
			} {
				factor = 0
				surrender_progress = > 0.1
			}
		}
		TUR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BFTB_ROM_stood_by_us
			}
		}
	}
}
### Entity: Idea
Component: POL_fb
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_fb = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	picture = generic_infantry_equipment_manufacturer_2
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_singapore
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_singapore = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 336
				 = .id
			}
		}
		controls_state = 336
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			336
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: agitated_peasants
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/yugoslavia.txt

Code:
agitated_peasants = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.2
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_expand_urban_schools
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_expand_urban_schools
	icon = GFX_focus_research2
	cost = 10
	prerequisite = {
		focus = VIN_vietnam_national_university
	} {
		focus = VIN_bidv
	}
	completion_reward = {
		remove_ideas = VIN_illiteracy
	}
	x = 51
	y = 4
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_550
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_550 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 550
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 550
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_into_the_atlantic
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_into_the_atlantic
	icon = GFX_goal_generic_attack_morocco
	prerequisite = {
		focus = PAL_the_token_of_arabistan
	} {
		focus = PAL_down_the_sands_of_arabia
	} {
		focus = PAL_to_the_resources_of_halab
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		ALG = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		MOR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_the_token_of_arabistan
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = ALG MOR
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fund_the_rearmament
Constructs: prerequisite, has_war, has_government, add_war_support, completion_reward, has_civil_war, has_war_support, has_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_fund_the_rearmament
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = NOR_army
	}
	x = 3
	y = 1
	relative_position_id = NOR_army
	ai_will_do = {
		base = 90
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 2
		}
	}
	cost = 2
	available = {
		OR = {
			threat = > 0.3
			has_war_support = > 0.3
			has_war = yes
			has_government = fascism communism
			has_idea = NOR_pro-rearmament_politics NOR_atlantic_defense_policy NOR_nordic_defense_policy
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = NOR_policy_of_disarmament
			add_idea = NOR_meager_defense_budget
		}
		custom_effect_tooltip = NOR_fund_the_rearmament_tt
		add_war_support = 0.03
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: siam.5
Constructs: is_triggered_only, add_timed_idea, retire_character
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.5
	title = siam.5.t
	desc = siam.5.desc
	picture = GFX_report_event_SWI_assembly_hall
	is_triggered_only = yes
	option = {
		name = siam.5.a
		add_timed_idea = {
			idea = idea_SIA_purged_senior_military
			days = var:SIA_purged_military_timer
		}
		retire_character = SIA_rangsit_prayurasakdi
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_reinforce_the_kashag
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_reinforce_the_kashag
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = TIB_persuade_the_regent
	}
	relative_position_id = TIB_persuade_the_regent
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = TIB_reinforced_kashag
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_nationalize_foreign_industries
Constructs: prerequisite, limit, has_government, completion_reward, add_to_variable, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_nationalize_foreign_industries
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	relative_position_id = CHL_the_future_of_Chile
	x = -1
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_support_for_the_international_revolution CHL_align_with_the_russian_soviet
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro CHL_skip_one_line_tt
		add_to_variable = {
			CHL_economy_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHL_economy_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		} {
			CHL_economy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			CHL_economy_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				NOT = {
					state = 948
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_karsta
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_karsta = {
	random = no
	sprite = 14
	experience_gain_air = 0.05
	experience_gain_navy = 0.05
	experience_gain_army = 0.05
}
### Entity: Character
Component: SAA_philipp_daub
Source: game
File: common/characters/SAA.txt

Code:
SAA_philipp_daub = {
	name = SAA_philipp_daub
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_4.dds
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1976.6.14
		id = -1
	}
}
### Entity: Order of Battle
Component: Blindata 1 Brigada
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ROM_1939_nsb.txt

Code:
division = {
	name = Blindata 1 Brigada
	location = 9617
	division_template = Blindata Brigada
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = ROM
			creator = FRA
			amount = 72
			version_name = FT Char Cannon
		}
	}
}
### Entity: Idea
Component: VIN_the_shining_dragon
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

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

	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		stability_factor = 0.25
		political_power_gain = 0.15
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_specialized_breakthrough_divisions_r56
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_specialized_breakthrough_divisions_r56
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = SIA_standardize_troop_recruitment_r56
	}
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_standardize_troop_recruitment_r56
	ai_will_do = {
		base = 3
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = SIA_specialized_breakthrough_divisions_r56
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = SIA_specialized_breakthrough_divisions_r56
				bonus = 1
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = SIA_specialized_breakthrough_divisions_r56
			bonus = 1
			uses = 1
			category = mountaineers_tech r56_shock_infantry_tech
		}
	}
}
### Entity: Idea
Component: KMT_modern_army2
Constructs: research_speed_factor, has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_modern_army2 = {
	removal_cost = -1
	picture = General_Staff
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		research_speed_factor = 0.05
		max_planning_factor = 0.1
		army_armor_attack_factor = 0.1
	}
}
### Entity: Event
Component: netherlands.23
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.23
	title = netherlands.23.t
	desc = netherlands.23.desc
	picture = GFX_report_event_benelux
	is_triggered_only = yes
	option = {
		name = netherlands.23.a
		ai_chance = {
			base = 100
		}
		add_ideas = BEL_HOL_benelux_customs_union
		add_political_power = 50
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_spirit
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_spirit = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_protector_of_the_gulf
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_owned_by, cancel_if_invalid, every_state
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_protector_of_the_gulf
	icon = GFX_focus_IRQ_protector_of_the_gulf
	prerequisite = {
		focus = IRQ_support_the_allied_war_effort
	}
	x = 1
	y = 1
	relative_position_id = IRQ_support_the_allied_war_effort
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		NOT = {
			656 = {
				OWNER = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		656 = {
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				KUW = {
					exists = yes
					is_subject = yes
				}
			}
			KUW = {
				OVERLORD = {
					country_event = {
						id = IRQ_political_events.50
						hours = 1
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				puppet = KUW
			}
		}
		ELSE = {
			656 = {
				OWNER = {
					country_event = {
						id = IRQ_political_events.50
						hours = 1
					}
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				every_state = {
					limit = {
						is_core_of = KUW
					}
					transfer_state_to = ROOT
				}
			}
		}
	}
}
### Entity: Name List
Component: KOS
Source: game
File: common/names/tymodern_names.txt

Code:
KOS = {
	male = {
		names = {
			Ahmet Ali Azem Bajram Behxhet Davud Ekrem Elez Enver Eqrem Esad Fatmir Fejzi Fiqri Gjergj Gjon Hasan Hashim Ibrahim Idhomene Iliaz Ishak Ismail Izet Kara Kastriot Koçi Köpryly Kostaq Lekë Maliq Marin Mehdi Musa Mustafa Pandeli Petro Qamil Qazim Ramush Rexhep Shefqet Skënder Sulejman Tewfik Theofan Turhan Vasil Veton Xhafer
		}
	}
	female = {
		names = {
			Gjylo Afërdita Blerta Bora Dafina Dardana Era Fatmire Flutura Gentiana Jehona Lindita Lule Luljeta Pranvera Shpresa Shqipe Teuta Venera Vera Vesa Yllka
		}
	}
	surnames = {
		Ahmeti al-Albani Bardha Bazna Bej Alizoti Bej Biçakçiu Bej Delvina Bej Frashëri Bej Libohova Bej Ndroque Bej Prishtina Bej Verlaci Bej Vrioni Bej Ypi Bej Zogu Belishi Burbank Bushati Buza Çabej Çeku Dine Dragoti Dukagiini Dushku Evangjeli Feza Hoxha Islami Kadare Koculi Konica Konushevci Kosturi Kota Logoreci Merlika-Kruja Mitrovica Mula Noli Pashë Përmeti Pashë Tepelena Pashë Toptani Poga Qemal Bej Shahini Skiroi Thaçi Troja Xoxe
	}
	callsigns = {

	}
}
### Entity: Decision
Component: GER_waning_patience_within_the_kriegsmarine_cat
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_waning_patience_within_the_kriegsmarine_cat = {
	icon = GFX_decision_category_ITA_cooperation_programs
	picture = GFX_decision_cat_picture_ger_case_anton
	allowed = {
		original_tag = GER
	}
	priority = 100
	visible = {
		has_completed_focus = GER_oppose_hitler_ww
		has_country_flag = GER_promised_erich_raeder_a_great_navy_flag
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_consolidate_malenkovs_position_old
Constructs: prerequisite, has_government, completion_reward, has_global_flag, remove_country_leader_trait, set_country_flag, add_country_leader_trait
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_consolidate_malenkovs_position_old
	text = SOV_consolidate_malenkovs_position
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = SOV_grieve_stalin_old
	}
	mutually_exclusive = {
		focus = SOV_khruschev_takes_the_lead_old SOV_berias_goons_strike_old
	}
	available = {
		has_global_flag = stalin_dead
		has_government = communism
	}
	bypass = {

	}
	x = 0
	y = 1
	relative_position_id = SOV_grieve_stalin_old
	cost = 20
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		remove_country_leader_trait = sov_power_truggle
		set_country_flag = purge_beria
		add_country_leader_trait = captain_of_industry
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_salvador
Constructs: prerequisite, has_war, remove_ideas, completion_reward, has_army_manpower, has_guaranteed, is_ally_with, add_core_of
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_salvador
	icon = GFX_goal_generic_attack_el_salvador
	prerequisite = {
		focus = HON_liberate_guatemala
	}
	relative_position_id = HON_liberate_guatemala
	x = 0
	y = 1
	will_lead_to_war_with = ELS
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = ELS
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 35000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = ELS
					is_ally_with = ELS
				}
			}
		}
	}
	available = {
		has_army_manpower = {
			size = > 35000
		}
		r56_script_i_am_sane = yes
		ELS = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		ELS = {
			r56_script_standard_bypass = yes
		}
	}
	bypass_effect = {
		314 = {
			add_core_of = ROOT
		}
	}
	completion_reward = {
		314 = {
			add_core_of = HON
		}
		ELS = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		declare_war_on = {
			target = ELS
			type = take_core_state
			generator = {
				314
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}