Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: set_add_fascist_game_weight_large
Constructs: limit, set_add_fascist_game_weight_large, has_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
set_add_fascist_game_weight_large = {
	GER = {
		if = {
			limit = {
				NOT = {
					has_variable = fascist_game_weight
				}
			}
			set_variable = {
				var = fascist_game_weight
				value = 20
			}
		}
		else = {
			add_to_variable = {
				var = fascist_game_weight
				value = 20
			}
		}
	}
}
### Entity: Event
Component: PER_communist_events.9
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.9
	title = PER_communist_events.9.t
	desc = PER_communist_events.9.desc
	picture = GFX_report_event_merchant_ship_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.9.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.1
		add_stability = 0.05
	}
}
### Entity: Wiki Documentation
Construct: oos
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
oos
|
Out of Synch
|
Only for developers.
|

trigger_docs (effect_docs, scripting_docs, docs)
|
Print docs for triggers, effects, and variables
|
Documentation for triggers/effects printed to game.log file
|

threat [Threat amount]
|
Adds or show threat level of the current tag, which is the world tension generated by the tag.
|
Positive values will add to the world tension generated by the active tag, while negative values will subtract from the world tension generated by the active tag, with corresponding entries in the world tension history log. By tag-switching, it is possible to raise or lower the world tension generated by any particular country. If one does "threat 999999999" it will reset the world tension to 0.
|

3dstats
|
Toggles 3D Stats
|

|
### Entity: National Focus
Tree: saf_focus
Component: SAF_replace_the_blenheim
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_replace_the_blenheim
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = SAF_commit_to_the_five_year_plan
	}
	mutually_exclusive = {
		focus = SAF_improve_the_hawker_hartbees
	}
	x = 1
	y = 1
	relative_position_id = SAF_commit_to_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 0.6
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_replace_the_blenheim
			bonus = 1.0
			uses = 1
			category = tactical_bomber cas_bomber naval_bomber
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_direct_army_fundings_towards_the_navy
Constructs: prerequisite, add_ideas, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_direct_army_fundings_towards_the_navy
	icon = GFX_focus_generic_sway_navy
	x = 0
	y = 1
	relative_position_id = SIA_royal_thai_navy
	prerequisite = {
		focus = SIA_royal_thai_navy
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_SIA_diverting_army_funds_to_navy
		SIA_increase_civilian_approval = yes yes
		SIA_decrease_military_approval = yes yes
		unlock_decision_tooltip = {
			decision = SIA_divert_army_funds_to_navy_toggle
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_phoideratoi
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, has_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_phoideratoi
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = GRE_reviving_the_double_headed_eagle
	}
	x = 0
	y = 1
	relative_position_id = GRE_reviving_the_double_headed_eagle
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_reviving_the_double_headed_eagle_spirit
			add_idea = GRE_reviving_the_double_headed_eagle_2
		}
		if = {
			limit = {
				has_idea = GRE_political_instability_republican
			}
			swap_ideas = {
				remove_idea = GRE_political_instability_republican
				add_idea = GRE_state_of_the_nation_fascism
			}
		}
		else_if = {
			limit = {
				has_idea = GRE_political_instability_republican_2
			}
			swap_ideas = {
				remove_idea = GRE_political_instability_republican_2
				add_idea = GRE_state_of_the_nation_fascism
			}
		}
	}
}
### Entity: Idea
Component: PAL_jewish_palestinian_citizenship
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_jewish_palestinian_citizenship = {
	picture = MPL_two_people_union_2_idea
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 1
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Idea
Component: bra_antropofagia_com_1
Constructs: stability_factor, war_support_factor, has_government, removal_cost, is_subject, is_puppet, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_com_1 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		communism_drift = 0.1
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_domestic_aircraft_designs
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mio_funds
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_domestic_aircraft_designs
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = SWE_found_saab
	}
	relative_position_id = SWE_found_saab
	mutually_exclusive = {
		focus = SWE_foreign_aircraft_designs
	}
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 100
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SWE_domestic_aircraft_designs
				bonus = 0.25
				uses = 2
				category = light_air medium_air
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SWE_saab_organization = {
				add_mio_funds = 500
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_domestic_aircraft_designs
				bonus = 0.75
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Trigger Reference
Construct: pc_turn
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_turn

* Supported Scopes: any
* Supported Targets: none

```
Checks turn number in PC.
Example:
pc_turn > 20
```
### Entity: Scripted Effect
Component: FIN_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = -1
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_red_army
	icon = GFX_postive_heroism
	prerequisite = {
		focus = SUD_marxist_pan_islamism SUD_enforce_atheism
	}
	x = 1
	y = 1
	relative_position_id = SUD_marxist_pan_islamism
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_louisiana_maneuvers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_skill_level
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_louisiana_maneuvers
	icon = GFX_goal_generic_cavalry
	x = 0
	y = 1
	prerequisite = {
		focus = USA_selective_training_act
	}
	relative_position_id = USA_selective_training_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 20
		add_doctrine_cost_reduction = {
			name = USA_louisiana_maneuvers
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		USA_george_s_patton = {
			add_skill_level = 1
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_aspirations_of_new_france
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_aspirations_of_new_france
	icon = GFX_goal_tfv_can_compromise_with_quebec
	prerequisite = {
		focus = QUE_advantage_francophones
	} {
		focus = QUE_encourage_christian_mutualism
	}
	relative_position_id = QUE_glorify_clerical_past
	x = 1
	y = 5
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_from_shadows
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: ARG_political_events.42
Constructs: is_triggered_only, ai_chance, add_stability, add_relation_rule_override
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.42
	title = ARG_political_events.42.t
	desc = ARG_political_events.42.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ARG_political_events.42.a
		ai_chance = {
			base = 80
		}
		add_relation_rule_override = {
			target = ARG
			can_send_volunteers = yes
		}
		ARG = {
			country_event = {
				id = ARG_political_events.43
				days = 1
			}
		}
	} {
		name = ARG_political_events.42.b
		ai_chance = {
			base = 20
		}
		add_stability = -0.05
		ARG = {
			country_event = {
				id = ARG_political_events.44
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: ARG_monroe_doctrine_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_monroe_doctrine_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_monroe_doctrine_idea
	modifier = {
		army_core_defence_factor = 0.2
		conscription_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_giant_of_central_europe_industry
Constructs: prerequisite, limit, add_ideas, completion_reward, check_variable, cancel_if_invalid, add_to_variable, has_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_giant_of_central_europe_industry
	icon = GFX_focus_generic_modernize_industry
	overlay = GFX_focus_overlay_cze_level_four
	prerequisite = {
		focus = CZE_merge_skodas_consumer_good_plants
	} {
		focus = CZE_consolidate_mining_operations
	} {
		focus = CZE_merge_the_oil_companies
	}
	relative_position_id = CZE_bolster_domestic_construction
	x = 0
	y = 5
	cost = 15
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_three_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 3
				compare = greater_than
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_idea = CZE_czech_state_mines
				}
			}
			add_ideas = CZE_giant_of_central_europe_industry_idea
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			swap_ideas = {
				remove_idea = CZE_czech_state_mines
				add_idea = CZE_giant_of_central_europe_industry_idea
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}

# ... (truncated)
### Entity: Decision
Component: unify_the_peninsula_category
Constructs: limit, add_ideas, every_country, fire_only_once, is_subject, has_cosmetic_tag, has_global_flag, complete_effect
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
unify_the_peninsula_category = {
	unite_korea = {
		icon = GFX_decision_korea_unification
		allowed = {
			OR = {
				original_tag = KOR NKR
			}
		}
		fire_only_once = yes
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_joseon_south_korea_required_states_tt
				controls_state = 525 919 920
			} {
				tooltip = form_country_joseon_north_korea_required_states_tt
				controls_state = 527 917 918
			}
			NOT = {
				has_cosmetic_tag = KOR_unified
			}
		}
		visible = {
			original_tag = JAP
			NOT = {
				has_global_flag = unite_joseon_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = KOR_unified
			custom_effect_tooltip = form_country_joseon_korea_coring_states_tt
			hidden_effect = {
				every_state = {
					limit = {
						OR = {
							is_core_of = KOR NKR
						}
					}
					add_core_of = ROOT
				}
				set_global_flag = unite_joseon_flag
				if = {
					limit = {
						has_dlc = La Resistance
					}
					every_country = {
						every_operative = {
							limit = {
								OR = {
									has_nationality = KOR NKR
								}
								NOT = {
									has_nationality = ROOT
								}
							}
							add_nationality = ROOT
						}
					}
				}
			}
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Event
Component: IRQ_political_events.23
Constructs: is_triggered_only, ai_chance, limit, is_subject_of, retire_country_leader
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.23
	title = IRQ_political_events.23.t
	desc = IRQ_political_events.23.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.23.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				PAL = {
					exists = yes
					is_subject_of = ENG
				}
			}
			PAL = {
				drop_cosmetic_tag = yes
				retire_country_leader = yes
			}
			IRQ = {
				puppet = PAL
			}
		}
		ELSE = {
			455 = {
				transfer_state_to = IRQ
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_found_the_great_japan_press_association
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_found_the_great_japan_press_association
	icon = GFX_focus_generic_printing_press
	x = -1
	y = 1
	relative_position_id = JAP_form_cabinet_intelligence_bureau
	prerequisite = {
		focus = JAP_form_cabinet_intelligence_bureau
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_press_association_idea
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = doumei_tsushin
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_anti_aircraft_defense
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_anti_aircraft_defense
	icon = GFX_goal_generic_construct_military
	cost = 10
	prerequisite = {
		focus = PER_ghale_morghi_air_bases PER_air_officers_academy
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		266 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		410 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		419 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = PER_ghale_morghi_air_bases
	x = 1
	y = 1
}
### Entity: Idea
Component: IVO_pot
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = IVO
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Effect Reference
Construct: add_ideas
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_ideas
* Arguments: all|<idea1> <idea2> ...>

Adds ideas (ministers or national spirits) with <ID> to the country. Use 'all' to add them all
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Seek_Trading_Partners
Constructs: shared_focus, prerequisite, limit, completion_reward, add_popularity, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Seek_Trading_Partners
	icon = GFX_goal_generic_building_our_industry
	cost = 5
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Commercial_Port_Expansion
	} {
		focus = RAJ_Open_our_Markets
	}
	x = 2
	y = 2
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_capital_ships
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_capital_ships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = HUN_restauration
	}
	x = -2
	y = 3
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = HUN_capital_ships
			bonus = 1.0
			uses = 2
			category = bc_tech bb_tech
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_increase_research_funds
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_increase_research_funds
	icon = GFX_focus_research2
	cost = 10
	prerequisite = {
		focus = PER_electronic_development
	}
	x = 2
	y = 4
	available = {
		num_of_factories = > 30
	}
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: XSM_may_chongan
Source: game
File: common/characters/XSM.txt

Code:
XSM_may_chongan = {
	name = XSM_may_chongan
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = XSM_may_chongan
		allowed = {
			original_tag = XSM
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_continue_the_fight_underground_r56
Constructs: prerequisite, add_ideas, completion_reward, has_capitulated, add_manpower
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_continue_the_fight_underground_r56
	icon = GFX_focus_generic_surrender
	cost = 5
	x = -2
	y = 2
	relative_position_id = SIA_study_defense_in_depth_models_r56
	prerequisite = {
		focus = SIA_study_defense_in_depth_models_r56
	}
	ai_will_do = {
		base = 999
	}
	available_if_capitulated = yes
	available = {
		has_capitulated = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 50000
		1134 = {
			add_manpower = -30000
		}
		869 = {
			add_manpower = -7500
		}
		868 = {
			add_manpower = -4000
		}
		1132 = {
			add_manpower = -4000
		}
		289 = {
			add_manpower = -4000
		}
		724 = {
			add_manpower = -3500
		}
		1133 = {
			add_manpower = -3500
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_taking_the_fight_underground_r56
	}
}