Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wuw_GER_monroe.13
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.13
	title = wuw_GER_monroe.13.t
	desc = wuw_GER_monroe.13.desc
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe.13.a
	}
}
### Entity: Idea
Component: r56w_idea_minister_toast
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_toast = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_toast
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_indirect_combat
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus, artillery_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_indirect_combat
	icon = GFX_goal_CZE_indirect_combat
	x = 0
	y = 1
	relative_position_id = CZE_mobile_army
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_mobile_army
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_army_artillery_attack_factor = 0.1
			tooltip = army_artillery_attack_factor_tt
		}
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 0.75
			uses = 1
			category = artillery
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_financial_stimulation
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_financial_stimulation
	icon = GFX_focus_BRA_growth
	prerequisite = {
		focus = BRA_centralize_development BRA_federal_development
	}
	x = 0
	y = 2
	relative_position_id = BRA_banco_do_brasil
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = BRA_federal_investment_in_rural_state
		custom_effect_tooltip = BRA_financial_stimulation_tt
	}
}
### Entity: Order of Battle
Component: XXXI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXI Brigada Internacionales
	location = 3954
	division_template = Brigada Internacionales
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0A
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0A = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^10 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0A
		value = -2000
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_national_healthcare
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, swap_ideas, remove_idea, add_idea, has_idea
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_national_healthcare
	icon = GFX_goal_generic_medicine_crescent
	relative_position_id = EGY_islamic_fiscal_theory
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_islamic_fiscal_theory
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = EGY_national_healthcare_tt
		add_tech_bonus = {
			name = EGY_national_healthcare
			bonus = 3
			uses = 1
			category = hospital_tech
		}
		hidden_effect = {
			if = {
				limit = {

				}
				swap_ideas = {
					remove_idea = EGY_islamic_fiscal
					add_idea = EGY_islamic_fiscal_3
				}
			} {
				limit = {
					has_idea = EGY_islamic_fiscal_2
				}
				swap_ideas = {
					remove_idea = EGY_islamic_fiscal_2
					add_idea = EGY_islamic_fiscal_4
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_hyper_inflation_level_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_hyper_inflation_level_up = {
	custom_effect_tooltip = CHI_inflation_up_tt
	if = {
		limit = {
			has_idea = CHI_hyper_inflation_4
		}
		swap_ideas = {
			remove_idea = CHI_hyper_inflation_4
			add_idea = CHI_hyper_inflation_5
		}
	}
	else_if = {
		limit = {
			has_idea = CHI_hyper_inflation_3
		}
		swap_ideas = {
			remove_idea = CHI_hyper_inflation_3
			add_idea = CHI_hyper_inflation_4
		}
	} {
		limit = {
			has_idea = CHI_hyper_inflation_2
		}
		swap_ideas = {
			remove_idea = CHI_hyper_inflation_2
			add_idea = CHI_hyper_inflation_3
		}
	} {
		limit = {
			has_idea = CHI_hyper_inflation_1
		}
		swap_ideas = {
			remove_idea = CHI_hyper_inflation_1
			add_idea = CHI_hyper_inflation_2
		}
	} {
		limit = {
			NOT = {
				has_idea = CHI_hyper_inflation_1
			}
		}
		add_ideas = CHI_hyper_inflation_1
	}
}
### Entity: Country Tag
Component: N56
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
N56 = {
	original_tag = SPR
	has_country_flag = r56_SPR_nationalist_check
}
### Entity: Idea
Component: CZE_freikorps_idea
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_freikorps_idea = {
	allowed = {
		always = no
		original_tag = CZE
	}
	available = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		war_support_factor = 0.05
		surrender_limit = 0.05
	}
}
### Entity: Scripted Effect
Component: EAI_XP_return_stored_navy_xp
Constructs: limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_xp_management_effects.txt

Code:
EAI_XP_return_stored_navy_xp = {
	if = {
		limit = {
			has_country_flag = EAI_xp_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | XP: returning [?EAI_XP_stored_navy_xp], navy xp = [?navy_experience]
	}
	navy_experience = EAI_XP_stored_navy_xp
	set_variable = {
		EAI_XP_stored_navy_xp = 0
	}
}
### Entity: Trigger Reference
Construct: days_since_capitulated
Constructs: days_since_capitulated, has_capitulated
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### days_since_capitulated
* description: Checks the number of days since the country last capitulated, even if it is no longer capitulated.
	If it has not ever capitulated, the value is extremely large.
	It is recommended to combine this with has_capitulated = yes when you specifically want to ignore non-active capitulations.
Examples:
	HOL = { has_capitulated = yes days_since_capitulated > 60 } # The Netherlands has been capitulated for more than two months
	FRA = { has_capitulated = yes days_since_capitulated < 21 } # France has capitulated sometime within the past three weeks
	GER = { OR = { has_capitulated = no days_since_capitulated > 14 } } # Germany is not both actively and recently capitulated

* (Auto generated using the trigger with same name)
### Entity: Idea
Component: SAX_pf
Source: game
File: common/ideas/saxony.txt

Code:
SAX_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = SAX
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Character
Component: POR_americo_tomas
Source: game
File: common/characters/POR.txt

Code:
POR_americo_tomas = {
	advisor = {
		slot = navy_chief
		idea_token = POR_americo_tomas
		allowed = {
			original_tag = POR
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_americo_tomas
	portraits = {
		army = {
			small = GFX_idea_POR_americo_thomaz
		}
	}
}
### Entity: Faction
Component: faction_goal_subjugate_the_faction
Constructs: has_completed_focus, limit, add_war_support, is_literally_china, has_faction_template, is_faction_leader, is_subject_of, complete_effect
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_subjugate_the_faction = {
	name = faction_goal_subjugate_the_faction_name
	description = faction_goal_subjugate_the_faction_desc
	category = medium_term
	group = FOCUS_FILTER_POLITICAL
	allowed = {
		is_literally_china = yes
	}
	visible = {
		FROM = {
			is_literally_china = yes
			has_faction_template = faction_template_chinese_united_front
		}
	}
	available = {
		FROM = {
			is_faction_leader = yes
			has_completed_focus = CHI_from_many_to_one
		}
	}
	completed = {
		collection_size = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						is_subject_of = ROOT
					}
				}
				name = COLLECTION_AMOUNT_OF_SUBJECTS_TO_FACTION_LEADER
			}
			value = > 7
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					faction_members
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_subjugate_the_faction
					}
				}
				add_war_support = 0.15
			}
			every_unit_leader = {
				add_timed_unit_leader_trait = {
					trait = motivated
					days = 270
				}
			}
		}
	}
	ai_will_do = {
		base = 10
	}
}
### Entity: Decision
Component: YUG_peasant_uprisings
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/YUG_decision_categories.txt

Code:
YUG_peasant_uprisings = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = YUG
	}
	visible = {
		has_completed_focus = YUG_pan_slavic_workers_congress
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.277
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_opinion_modifier, add_resource, add_building_construction, give_resource_rights
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.277
	title = NSB_soviet_foreign_politics_events.277.t
	desc = NSB_soviet_foreign_politics_events.277.desc
	picture = GFX_report_event_china_ledo_road
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.277.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
			custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov SOV_sinkiang_when_project_finishes_tt
			618 = {
				add_resource = {
					type = aluminium
					amount = 3
				} {
					type = tungsten
					amount = 3
				} {
					type = oil
					amount = 6
				}
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			} {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 4823
					instant_build = yes
				}
			}
			give_resource_rights = {
				receiver = SOV
				state = 618
			}
			617 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			build_railway = {
				path = {
					4709 10674 1783 1844 12737 4823
				}
			}
			SIK = {
				add_ideas = SOV_expanded_exploitation_of_gold_mines
			}
		}
	}
}
### Entity: Idea
Component: vickers_armstrong_can
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
vickers_armstrong_can = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
}
### Entity: Character
Component: CAN_charles_foulkes
Source: game
File: common/characters/CAN.txt

Code:
CAN_charles_foulkes = {
	name = CAN_charles_foulkes
	portraits = {
		army = {
			large = GFX_CAN_charles_foulkes
			small = GFX_portrait_CAN_charles_foulkes_small
		}
	}
	field_marshal = {
		skill = 4
		attack_skill = 4
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_anti_tank_guns
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_anti_tank_guns
	icon = GFX_goal_tank_hunt
	prerequisite = {
		focus = PHI_japanese_doctrines PHI_study_european_tanks
	}
	relative_position_id = PHI_japanese_doctrines
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = PHI_anti_tank_guns
			bonus = 0.5
			uses = 1
			category = cat_anti_tank
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Unit Template
Component: NIC
Source: game
File: common/units/names/00_names.txt

Code:
NIC = {
	submarine = {
		prefix = ARN
		generic = {
			Submarino
		}
		unique = {
			Managua Masaya Granada León Chinandega
		}
	}
	destroyer = {
		prefix = ARN
		generic = {
			Destructor
		}
		unique = {
			Managua Masaya Granada León Chinandega
		}
	}
	light_cruiser = {
		prefix = ARN
		generic = {
			Crucero Ligero
		}
		unique = {
			Managua Masaya Granada León Chinandega
		}
	}
	heavy_cruiser = {
		prefix = ARN
		generic = {
			Crucero Pesado
		}
		unique = {
			Managua Masaya Granada León Chinandega
		}
	}
	battle_cruiser = {
		prefix = ARN
		generic = {
			Crucero de Batalla
		}
		unique = {
			Anastacio Somoza La Republica
		}
	}
	battleship = {
		prefix = ARN
		generic = {
			Acorazado
		}
		unique = {
			Anastacio Somoza La Republica
		}
	}
	carrier = {
		prefix = ARN
		generic = {
			Portaaviones
		}
		unique = {
			Somoza y Nicaragua Tachito
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.15
Constructs: is_triggered_only, ai_chance, has_war, has_country_flag, has_same_ideology, is_in_faction_with, is_in_faction, has_dynamic_modifier
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.15
	title = BBA_african_union_events.15.t
	desc = BBA_african_union_events.15.desc
	is_triggered_only = yes
	picture = GFX_report_event_soldiers_marching
	option = {
		name = BBA_african_union_events.15.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_same_ideology = no
			} {
				factor = 0
				AND = {
					NOT = {
						is_in_faction_with = FROM
					}
					is_in_faction = yes
					has_war = yes
				}
			} {
				factor = 0.3
				has_same_ideology = no
			} {
				factor = 2
				has_dynamic_modifier = {
					modifier = african_union_central_bank_modifier
				}
			} {
				factor = 5
				has_country_flag = threatened_by_org_africa_leader
			}
		}
		FROM = {
			country_event = {
				id = BBA_african_union_events.17
				hours = 1
			}
		}
		add_dynamic_modifier = {
			modifier = african_union_defense_agreement_modifier
		}
	} {
		name = BBA_african_union_events.15.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		FROM = {
			country_event = {
				id = BBA_african_union_events.16
				hours = 1
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_CLAA_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_CLAA_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_CLAA
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = WLNS 
	fallback_name = Light Cruiser (AA) %s
	unique = {
		Bonaventure Dido Naiad Phoebe Hermione Euryalus Charybdis Cleopatra Sirius Scylla Argonaut Bellona Black Prince Diadem Royalist Spartan Tiger Lion Blake Constance Centaur Concord Phaeton Bristol Weymouth Dartmouth Falmouth Yarmouth Chatham Caroline Caledon Calypso Caradoc Cardiff Ceres Coventry Curacoa Curlew Cairo Calcutta Capetown Carlisle Colombo Danae Dauntless Dragon Delhi Dunedin Durban Despatch Diomede Emerald Enterprise Achilles Ajax Leander Neptune Orion
	}
}
### Entity: National Focus
Component: ah_infrastructure_effort
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_infrastructure_effort
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ah_construction_effort_2
	}
	x = 0
	y = 1
	relative_position_id = ah_construction_effort_2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	complete_tooltip = {
		add_building_construction = {
			type = infrastructure
			level = 1
			instant_build = yes
		} {
			type = infrastructure
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 0
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = infrastructure
									size = > 1
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Music Config
Component: base_music/general_peace_3
Constructs: has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = general_peace_3
	chance = {
		modifier = {
			factor = 1
			has_war = no
		}
	}
}
### Entity: Unit Template
Component: VEN
Source: game
File: common/units/names/00_names.txt

Code:
VEN = {
	submarine = {
		prefix = ARV
		generic = {
			Submarino
		}
		unique = {
			SAbalo Caribe Almirante Clemente General Flores General Moran Almirante Brión General Austria Almirante Garcia
		}
	}
	destroyer = {
		prefix = ARV
		generic = {
			Destructor
		}
		unique = {
			Nueva Esparta Zulia Aragua Almirante Clemente General Flores General Moran Almirante Brión General Austria Almirante Garcia
		}
	}
	light_cruiser = {
		prefix = ARV
		generic = {
			Crucero Ligero
		}
		unique = {
			Maracay Barquisimeto Valencia Petare Teques Puerto de la Cruz Cumana Maturin Sotavento Isla de Tortuga Pedregal
		}
	}
	heavy_cruiser = {
		prefix = ARV
		generic = {
			Crucero Pesado
		}
		unique = {
			Maracay Barquisimeto Valencia Petare Teques Puerto de la Cruz Cumana Maturin Sotavento Isla de Tortuga Pedregal
		}
	}
	battle_cruiser = {
		prefix = ARV
		generic = {
			Crucero de Batalla
		}
		unique = {
			Coronel Eduardo Blanco Almirante San Pablo Caracas
		}
	}
	battleship = {
		prefix = ARV
		generic = {
			Acorazado
		}
		unique = {
			Coronel Eduardo Blanco Almirante San Pablo Caracas
		}
	}
	carrier = {
		prefix = ARV
		generic = {
			Portaaviones
		}
		unique = {
			Republica de Venezuela Simón Bolivar General Urdaneta Almirante Brión General Soublette General Salóm
		}
	}
}
### Entity: National Focus
Component: palestine_focus
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/palestine.txt

Code:
focus_tree = {
	id = palestine_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = PAL
		}
	}
	default = no
	continuous_focus_position = {
		x = 30
		y = 2500
	}
	focus = {
		id = PAL_unified_high_command
		icon = GFX_goal_PAL_arab_volunteers
		x = 7
		y = 0
		available = {
			NOT = {
				has_global_flag = MPL_jerusalem_conference
				is_subject_of = ISR
			}
		}
		bypass = {
			NOT = {
				has_war_with = ISR
				has_global_flag = MPL_jerusalem_conference
				is_subject_of = ISR
			}
			hidden_trigger = {
				has_country_leader = {
					name = Ahmed Hilmi Pasha
				}
			}
		}
		cost = 3
		completion_reward = {
			add_political_power = 125
			add_stability = 0.2
		}
	} {
		id = PAL_jihad
		icon = GFX_goal_PAL_declare_jihad
		x = 0
		y = 1
		bypass = {
			hidden_trigger = {
				has_country_leader = {
					name = Ahmed Hilmi Pasha
				}
			}
		}
		prerequisite = {
			focus = PAL_unified_high_command
		}
		cost = 3
		relative_position_id = PAL_unified_high_command
		completion_reward = {
			add_manpower = 50000
		}
	} {
		id = PAL_abdulqadir
		icon = GFX_goal_PAL_auth
		x = 2
		y = 1
		mutually_exclusive = {
			focus = PAL_fawzi
		}
		prerequisite = {
			focus = PAL_jihad
		}
		offset = {
			x = -2
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = PAL_abdulqadir
			}
		}
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = PAL_fawzi
				}
			}
		}
		bypass = {
			hidden_trigger = {
				has_country_leader = {
					name = Ahmed Hilmi Pasha
				}
			}
		}
		cost = 2
		relative_position_id = PAL_jihad
		completion_reward = {
			mark_focus_tree_layout_dirty = yes
			hidden_effect = {
				remove_unit_leader_role = {
					character = PAL_abdul_qadir_alhusseini
				}
			} {
				if = {
					limit = {
						has_idea = MPL_collapse_no_focus
					}
					remove_ideas = MPL_collapse_no_focus
				}
			}
			army_experience = 25
			unlock_decision_category_tooltip = MPL_foreign_support_category
			add_field_marshal_role = {
				character = PAL_abdul_qadir_alhusseini
				skill = 4
				attack_skill = 2
				defense_skill = 3
				planning_skill = 3
				logistics_skill = 5
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1000
# ... (truncated)
### Entity: Idea
Component: USA_airborne_divisions
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_airborne_divisions = {
	picture = usa_airborne_divisions
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.05
	}
}
### Entity: Idea
Component: GER_prioritize_civilian_industry_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_prioritize_civilian_industry_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_nuclear_reactor_factor = 0.15
		production_speed_synthetic_refinery_factor = 0.15
	}
}
### Entity: Idea
Component: JAP_first_strike_principle_2
Constructs: removal_cost, clear_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_first_strike_principle_2 = {
	picture = jap_militarism_shogun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		clear_variable = JAP_first_strike_principle_target_2
	}
	targeted_modifier = {
		tag = JAP.JAP_first_strike_principle_target_2
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}