Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_italy_missiolinis.02_north
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, fire_only_once, has_dlc, complete_national_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.02_north
	title = BBA_italy_missiolinis.02_north.t
	desc = BBA_italy_missiolinis.02_north.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.02_north.a
		trigger = {
			OR = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				NOT = {
					has_country_flag = ITA_missiolini_conquer_the_north_failed_flag
				}
			}
		}
		ai_chance = {
			base = 10
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
	} {
		name = BBA_italy_missiolinis.02_north.b
		trigger = {
			has_dlc = By Blood Alone
			NOT = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				has_country_flag = ITA_missiolini_conquer_the_south_failed_flag
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1000
				OR = {
					ITA_is_socialist_ai = yes
					ITA_is_communist_ai = yes
				}
			}
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_struggle_in_ethiopia
				} {
					has_completed_focus = ITA_solid_progress
				}
			}
			complete_national_focus = ITA_the_abyssinian_fiasco
		}
	} {
		name = BBA_italy_missiolinis.02_north.c
		trigger = {
			NOT = {
				has_completed_focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
				has_country_flag = ITA_missiolini_conquer_the_south_failed_flag
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					ITA_is_socialist_ai = yes
					ITA_is_communist_ai = yes
				}
			}
		}
		ITA_missiolini_progress_in_ethiopia_failure_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_the_abyssinian_fiasco
				} {
					has_completed_focus = ITA_solid_progress
				}
			}
			complete_national_focus = ITA_struggle_in_ethiopia
		}
	}
}
### Entity: Trigger Reference
Construct: Example
Constructs: Example, has_government
Source: vanilla_docs
File: documentation/script_collection_operator.md

Doc:
### Example
```
collection_size = {
    input = game:all_countries
    operators = { trigger = { has_government = democratic } }
    value > 2
}
```
### Entity: Idea
Component: r56_LUX_politicised_army
Constructs: has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_politicised_army = {
	picture = generic_communist_army
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		army_morale_factor = 0.12
		army_core_defence_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: bba_create_heavy_fighter_license_effect
Constructs: limit, has_tech, create_production_license, cost_factor
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_create_heavy_fighter_license_effect = {
	if = {
		limit = {
			has_tech = advanced_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_2
			}
			cost_factor = 0
		}
	} {
		limit = {
			has_tech = basic_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_fighter_airframe_1
			}
			cost_factor = 0
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_nomouse
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_nomouse
|
Toggles mouse scrollwheel on/off
|

|
### Entity: National Focus
Tree: lie_focus
Component: LIE_wenzel_gun
Constructs: prerequisite, limit, completion_reward, set_technology, allow_branch, has_dlc, has_tech, add_equipment_production
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_wenzel_gun
	icon = GFX_focus_generic_railway_gun
	prerequisite = {
		focus = LIE_defence_in_depth
	} {
		focus = LIE_the_rhine_gunboat
	}
	x = -1
	y = 1
	relative_position_id = LIE_defence_in_depth
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = No Step Back
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = railway_gun
				}
			}
			set_technology = {
				railway_gun = 1
			}
		}
		add_equipment_production = {
			equipment = {
				type = railway_gun_equipment_1
				creator = LIE
			}
			requested_factories = 2
			progress = 0.5
			amount = 1
		}
	}
}
### Entity: Idea
Component: CZE_mil_acad_2
Constructs: has_government, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_mil_acad_2 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = ARG_war_division
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = ROM YUG AUS HUN CZE
			}
		}
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		max_dig_in_factor = 0.1
		army_artillery_attack_factor = 0.05
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: EIS_soekawati
Source: game
File: common/characters/EIS.txt

Code:
EIS_soekawati = {
	name = EIS_soekawati
	portraits = {
		civilian = {
			large = GFX_portrait_sunda_sukawati
		}
		army = {
			small = GFX_idea_sunda_sukawati
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_buildable, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/mechanized.txt

Code:
equipments = {
	mechanized_equipment = {
		year = 1936
		is_archetype = yes
		picture = archetype_motorized_equipment
		is_buildable = no
		type = {
			mechanized
		}
		upgrades = {
			tank_reliability_upgrade tank_engine_upgrade tank_armor_upgrade mech_cost_upgrade
		}
		group_by = archetype
		interface_category = interface_category_land
		maximum_speed = 8
		reliability = 0.8
		defense = 26
		breakthrough = 6
		hardness = 0.6
		armor_value = 10
		ap_attack = 11
		air_attack = 0
		lend_lease_cost = 5
		build_cost_ic = 8
		resources = {
			steel = 2
			rubber = 1
		}
		fuel_consumption = 2.4
		supply_truck = no
	}
	mechanized_equipment_1 = {
		year = 1940
		archetype = mechanized_equipment
		priority = 40
		visual_level = 0
	}
	mechanized_equipment_2 = {
		year = 1942
		archetype = mechanized_equipment
		parent = mechanized_equipment_1
		priority = 40
		visual_level = 1
		maximum_speed = 10
		defense = 30
		breakthrough = 8
		hardness = 0.7
		armor_value = 15
		ap_attack = 16
		build_cost_ic = 10
		resources = {
			steel = 3
			rubber = 1
		}
	}
	mechanized_equipment_3 = {
		year = 1944
		archetype = mechanized_equipment
		parent = mechanized_equipment_2
		priority = 40
		visual_level = 2
		maximum_speed = 12
		defense = 34
		breakthrough = 10
		hardness = 0.75
		armor_value = 20
		ap_attack = 21
		build_cost_ic = 12
		resources = {
			steel = 4
			rubber = 1
		}
	}
}
### Entity: Event
Component: ww_congo.43
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.43
	title = ww_congo.43.t
	desc = ww_congo.43.desc
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.43.a
		ai_chance = {
			factor = 50
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	} {
		name = ww_congo.43.b
		ai_chance = {
			factor = 50
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	}
}
### Entity: State History
Component: 978
Constructs: add_core_of, set_demilitarized_zone
Source: game
File: history/states/978 - Actual Baden.txt

Code:
state = {
	id = 978
	name = STATE_978
	manpower = 2056854
	resources = {
		aluminium = 6
	}
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER WUR
		victory_points = {
			3530 10
		} {
			11640 1
		} {
			6712 1
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			air_base = 1
		}
		set_demilitarized_zone = yes
		1936.3.7 = {
			set_demilitarized_zone = no
		}
		1939.1.1 = {
			buildings = {
				arms_factory = 3
				industrial_complex = 2
				3530 = {
					bunker = 2
				}
				6542 = {
					bunker = 2
				}
				6712 = {
					bunker = 2
				}
				11640 = {
					bunker = 2
				}
			}
		}
	}
	provinces = {
		3530 3679 3692 6542 6568 6712 11640
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: manchukuo_events.5
Constructs: is_triggered_only, ai_chance, limit, has_full_control_of_state
Source: game
File: events/WTT_Manchukuo.txt

Code:
country_event = {
	id = manchukuo_events.5
	title = The [MAN.GetName] requests control over continental territory
	desc = manchukuo_events.5.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = Their loyalty is assured. Let them have it.
		ai_chance = {
			base = 95
		}
		if = {
			limit = {
				has_full_control_of_state = 621
			}
			MAN = {
				transfer_state = 621
			}
		} {
			limit = {
				has_full_control_of_state = 609
			}
			MAN = {
				transfer_state = 609
			}
		} {
			limit = {
				has_full_control_of_state = 745
			}
			MAN = {
				transfer_state = 745
			}
		}
	} {
		name = We cannot trust them, we shall remain in control.
		ai_chance = {
			base = 5
		}
	}
}
### Entity: Decision
Component: CHL_the_hispanic_revolutions_decisions
Constructs: has_government, has_dlc
Source: game
File: common/decisions/categories/CHL_decision_categories.txt

Code:
CHL_the_hispanic_revolutions_decisions = {
	icon = GFX_decision_category_SOV_permanent_revolution
	priority = 90
	visible_when_empty = no
	allowed = {
		original_tag = CHL
	}
	visible = {
		has_dlc = Trial of Allegiance
		has_government = communism
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_social_research_unit
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_social_research_unit
	icon = GFX_focus_research
	prerequisite = {
		focus = MAN_expand_the_railways
	}
	x = 0
	y = 2
	relative_position_id = MAN_invite_japanese_investors
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CMR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 2080
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_promote_chemical_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_promote_chemical_industry
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = SCO_democratic_constitutionalism
	}
	mutually_exclusive = {
		focus = SCO_support_trade
	}
	x = -2
	y = 1
	relative_position_id = SCO_democratic_constitutionalism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				121
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = POL_promote_chemical_industry
			bonus = 1.0
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Character
Component: NZL_sidney_holland
Source: game
File: common/characters/NZL.txt

Code:
NZL_sidney_holland = {
	name = NZL_sidney_holland
	portraits = {
		civilian = {
			large = GFX_NZL_sidney_holland
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		traits = {
			NZL_pro_american_nationalist_trait
		}
		id = -1
	}
}
### Entity: Effect Reference
Construct: effects
Constructs: effects, create_faction, create_faction_from_template, set_faction_leader, set_faction_spymaster, set_faction_name, add_to_faction, remove_from_faction
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
### List of faction-related effects
- *create_faction* - creates a faction without a template (OBSOLETE)
- *create_faction_from_template* - the new fancy way of creating factions
- *dismantle_faction* - dismantles faction
- *set_faction_leader* - changes faction's leader
- *set_faction_spymaster* - changes faction's spymaster
- *set_faction_name* - changes faction's name
- *add_to_faction* - adds a country to a faction
- *remove_from_faction* - removes a country from a faction
- *leave_faction* - removes the current country from faction
- *set_faction_rule* - sets a rule on a faction
- *set_faction_manifest* - changes faction's manifest (main goal)
- *add_faction_goal* - adds a goal to a faction
- *remove_faction_goal* - removes a goal from a faction
- *add_faction_initiative* - adds FI to faction
- *add_faction_power_projection* - adds power to the faction
- *add_faction_influence_score* - adds influence to the country in the faction
- *add_faction_influence_ratio* - adds influence to the country based on the given ratio of the faction's total influence
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_40w_marine_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_40w_marine_role = {
	set_country_flag = {
		flag = EAI_MARINE_ROLE
		value = 3
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 311
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 321
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 331
		}
	}
}
### Entity: Idea
Component: CHI_jinling_arsenal_organization
Constructs: has_completed_focus, limit, is_literally_china, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_jinling_arsenal_organization = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^6
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^6
				}
			}
		}
	}
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Idea
Component: SWE_vintertraning
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_vintertraning = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_the_road_of_life
	modifier = {
		winter_attrition_factor = -0.1
		acclimatization_cold_climate_gain_factor = 0.1
	}
}
### Entity: National Focus
Component: bra_mercosul_expansao_focus
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_on_continent, create_wargoal
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_mercosul_expansao_focus
	icon = GFX_focus_focus_fra_fascist_threat
	prerequisite = {
		focus = BRA_invite_platine_countries BRA_invite_andean_countries BRA_allies_in_the_north
	}
	relative_position_id = BRA_invite_platine_countries
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		num_faction_members = > 2
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = BRA_champions_of_democracy_tooltip
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					has_government = fascism
				}
				USA = {
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = no
					}
				}
				BRA = {
					create_wargoal = {
						type = topple_government
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: num_of_available_civilian_factories
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_available_civilian_factories
* description: check amount of available civilian factories
* (Auto generated using the trigger with same name)
### Entity: State History
Component: 1141
Constructs: add_core_of
Source: game
File: history/states/1141 - Vanuatu.txt

Code:
state = {
	id = 1141
	name = STATE_1141
	resources = {

	}
	state_category = small_island
	history = {
		owner = FRA
		add_core_of = VAN
		victory_points = {
			12120 1
		}
		buildings = {
			infrastructure = 1
			12120 = {
				naval_base = 1
			}
			4247 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1237 4247 12120
	}
	manpower = 43000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Unit Template
Component: RAJ_PAR_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_PAR_01 = {
	name = Airborne Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		RAJ_INF_01
	}
	fallback_name = %d Indian Airborne Division
	ordered = {
		44 = {
			%dth Indian Airborne Division
		}
		9 = {
			%dth Indian Airborne Division
		}
		33 = {
			%drd Indian Airborne Division
		}
		35 = {
			%dth Indian Airborne Division
		}
		37 = {
			%dth Indian Airborne Division
		}
		38 = {
			%dth Indian Airborne Division
		}
		40 = {
			%dth Indian Airborne Division
		}
		41 = {
			%dst Indian Airborne Division
		}
		42 = {
			%dnd Indian Airborne Division
		}
		13 = {
			%dth Indian Airborne Division
		}
		15 = {
			%dth Indian Airborne Division
		}
		18 = {
			%dth Indian Airborne Division
		}
		22 = {
			%dnd Indian Airborne Division
		}
		24 = {
			%dth Indian Airborne Division
		}
		27 = {
			%dth Indian Airborne Division
		}
		28 = {
			%dth Indian Airborne Division
		}
		29 = {
			%dth Indian Airborne Division
		}
		30 = {
			%dth Indian Airborne Division
		}
		2 = {
			%dnd Indian Airborne Division
		}
		4 = {
			%dth Indian 'Red Eagle' Division
		}
		5 = {
			%dth Indian 'Ball of Fire' Div.
		}
		6 = {
			%dth Indian Airborne Division
		}
		7 = {
			%dth Indian 'Golden Arrow' Div.
		}
		8 = {
			%dth Indian 'Clover' Division
		}
		10 = {
			%dth Indian Airborne Division
		}
		11 = {
			%dth Indian Airborne Division
		}
	}
}
### Entity: Event
Component: mexico.4
Constructs: is_triggered_only, ai_chance, has_war, limit, add_political_power, has_opinion_modifier, remove_opinion_modifier, is_historical_focus_on
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.4
	title = mexico.4.title
	desc = mexico.4.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = mexico.4.a
		if = {
			limit = {
				has_opinion_modifier = embargo
			}
			remove_opinion_modifier = {
				target = FROM
				modifier = embargo
			}
			FROM = {
				remove_opinion_modifier = {
					target = ROOT
					modifier = embargo
				}
			}
		}
		ai_chance = {
			factor = 80
		}
	} {
		name = mexico.4.b
		trigger = {
			has_opinion_modifier = embargo
		}
		add_political_power = -25
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0.1
				has_war = yes
			} {
				factor = 0.5
				tag = USA
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: BRA_nobel_peace_prize_nominee
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_nobel_peace_prize_nominee = {
	sprite = 13
	random = no
	justify_war_goal_time = 0.2
	enemy_justify_war_goal_time = 0.2
	send_volunteers_tension = -0.75
	send_volunteer_divisions_required = 0.3
	send_volunteer_size = 3
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_seize_production_means
Constructs: prerequisite, limit, add_stability, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_seize_production_means
	icon = GFX_goal_generic_communist_industries
	prerequisite = {
		focus = PAL_workers_councils PAL_solidify_hakim
	}
	x = 1
	y = 1
	relative_position_id = PAL_workers_councils
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_stability = -0.05
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_literacy_programs
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_literacy_programs
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_collectivization_and_workers_control
	} {
		focus = SPR_mujeres_libres
	}
	icon = GFX_focus_research
	x = 1
	y = 1
	relative_position_id = SPR_collectivization_and_workers_control
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_revolutionary_goverment
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_revolutionary_goverment
	prerequisite = {
		focus = PRU_select_a_successor_for_benavides
	}
	icon = GFX_goal_generic_multinational_army
	x = 1
	y = 1
	relative_position_id = PRU_select_a_successor_for_benavides
	mutually_exclusive = {
		focus = PRU_select_montagne_as_successor
	}
	cost = 10
	available = {
		has_country_leader = {
			character = PRU_velasco_alvarado
			ruling_only = yes
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = PRU_military_revolution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}