Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: HUN_danubian_federation
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_danubian_federation = {
	name = Hungarian Alternate plan to become democratic and form the danubian federation
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_REPUBLICAN_DEMOCRACY
			has_game_rule = {
				rule = HUN_ai_behavior
				option = REPUBLICAN_DEMOCRACY
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_the_cult_of_arpad wuw_HUN_end_the_white_terror wuw_HUN_parade_istvan_bethlens_platform wuw_HUN_politicize_the_levente_associations wuw_HUN_undermine_the_volksbund wuw_HUN_salami_slicing_tactics wuw_HUN_reviving_the_spirit_of_1848 wuw_HUN_elections_in_the_revolutionary_council wuw_HUN_economic_intervention wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_hold_war_games wuw_HUN_secret_rearmament wuw_HUN_negotiate_the_restrictions wuw_HUN_establish_the_second_republic wuw_HUN_reverse_the_brain_drain wuw_HUN_promote_entrepreneurship wuw_HUN_the_spirit_of_the_aster_revolution wuw_HUN_a_danubian_federation wuw_HUN_uplift_the_dragon_movement
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		wuw_HUN_uplift_the_dragon_movement = 0
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_militarize_the_constabulary
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_militarize_the_constabulary
	icon = GFX_focus_PHI_militarize_the_constabulary
	prerequisite = {
		focus = PHI_national_defense_act
	}
	relative_position_id = PHI_philippine_scouts
	x = 4
	y = 0
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		} {
			PHI_philippine_army_conscription_factor = 0.3
			tooltip = conscription_factor_tt
		} {
			PHI_philippine_army_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_live_off_the_land
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_live_off_the_land
	icon = GFX_focus_generic_supply_line
	cost = 8
	prerequisite = {
		focus = AFG_study_our_surroundings
	}
	relative_position_id = AFG_study_our_surroundings
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_live_land_tt r56_newline
		add_to_variable = {
			AFG_terrain_penalty = 0.05
		} {
			supply_consumption_factor = 0.1
		} {
			AFG_pocket_penalty = -0.15
		}
		add_doctrine_cost_reduction = {
			name = army_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = cat_r56_guerilla_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Modifier Reference
Component: r56_wpa_project
Constructs: remove_trigger, is_puppet, is_controlled_by
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_wpa_project = {
	remove_trigger = {
		OR = {
			USA = {
				OR = {
					exists = no
					is_puppet = yes
				}
			}
			THIS = {
				NOT = {
					is_controlled_by = USA
				}
			}
		}
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_right_to_self_determination
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_right_to_self_determination
	icon = GFX_focus_AUS_the_right_to_self_determination
	prerequisite = {
		focus = AUS_join_the_research_program AUS_empowering_the_chancellor
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_join_the_research_program
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_farr_intro_tt
		add_to_variable = {
			AUS_farr_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			AUS_farr_democratic_drift = 0.03
			tooltip = democratic_drift_tt
		} {
			AUS_farr_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: SOV_manpower_issue
Constructs: has_idea
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_manpower_issue = {
	allowed = {
		tag = SOV
	}
	enable = {
		exists = yes
		date = > 1937.1.1
		OR = {
			has_idea = disarmed_nation volunteer_only
		}
	}
	abort = {
		has_idea = extensive_conscription
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = pp_spend_priority
		id = relation
		value = -500
	} {
		type = pp_spend_priority
		id = guarantee
		value = -500
	} {
		type = pp_spend_amount
		id = idea
		value = 135
	}
}
### Entity: Doctrine
Component: special_forces_quantity
Constructs: limit, has_tech, xp_cost, has_variable, set_variable, add_to_variable
Source: game
File: common/doctrines/grand_doctrines/special_forces_grand_doctrines.txt

Code:
special_forces_quantity = {
	folder = special_forces
	name = GRAND_DOCTRINE_SPECIAL_FORCES_QUANTITY
	description = GRAND_DOCTRINE_SPECIAL_FORCES_QUANTITY_DESC
	icon = GFX_doctrine_special_forces_1_medium
	available = {
		OR = {
			has_tech = tech_mountaineers marines paratroopers rangers_tech
		}
	}
	xp_cost = 60
	xp_type = army
	ai_will_do = {
		base = 1
	}
	tracks = {
		special_forces_first special_forces_second
	}
	special_forces_cap = 0.04
	special_forces_training_time_factor = -0.2
	milestones = {
		{
			special_forces_cap = 0.04
			category_special_forces = {
				soft_attack = 0.05
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = special_forces_milestone_var
						}
					}
					set_variable = {
						special_forces_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						special_forces_milestone_var = 1
					}
				}
			}
		} {
			special_forces_cap = 0.04
			category_special_forces = {
				max_organisation = 5
			}
			effect = {
				if = {
					limit = {
						NOT = {
							has_variable = special_forces_milestone_var
						}
					}
					set_variable = {
						special_forces_milestone_var = 1
					}
				}
				else = {
					add_to_variable = {
						special_forces_milestone_var = 1
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_standardization
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, add_tech_bonus, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_standardization
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = ITA_superaereo
	}
	mutually_exclusive = {
		focus = ITA_specialization
	}
	x = -1
	y = 1
	relative_position_id = ITA_superaereo
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_military_industry_air_equipment_upgrade_xp_cost = 0.25
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_standardization_ra_tt ITA_ricostruzione_industriale_cg_penalty_tt
		hidden_effect = {
			add_ideas = ITA_hidden_standardization_ns
		}
		add_tech_bonus = {
			name = ITA_standardization
			bonus = 0.75
			uses = 1
			category = tactical_bomber light_fighter cat_strategic_bomber
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		ITA_improve_regia_aeronautica_dm_effect = yes
	}
}
### Entity: Character
Component: air_naval_strike_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_naval_strike_1 = {
	sprite = 2
	naval_strike_attack_factor = 0.02
	naval_strike_targetting_factor = 0.02
	naval_strike_agility_factor = 0.02
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_technology_sharing
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_technology_sharing
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = EFR_why_we_fight
	}
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 50
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 29
	y = 7
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				original_research_slots = < 3
			}
			add_research_slot = 1
		} {
			limit = {
				original_research_slots = > 2
			}
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 1
				uses = 1
				category = electronics
			} {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			} {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons artillery
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GER_erwin_rommel
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_erwin_rommel = {
	name = GER_erwin_rommel
	portraits = {
		army = {
			large = GFX_portrait_GER_erwin_rommel
			small = GFX_idea_erwin_rommel
		}
	}
	advisor = {
		slot = high_command
		idea_token = erwin_rommel
		ledger = army
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_adopt_new_panzer_doctrine
		}
		traits = {
			army_armored_3
		}
		cost = 200
		ai_will_do = {
			base = 8
			modifier = {
				factor = 0
				has_completed_focus = GER_start_the_proletarian_revolution
				NOT = {
					has_completed_focus = GER_the_peoples_victory
				}
			}
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = GER_adopt_new_panzer_doctrine
		}
		traits = {
			trait_reckless media_personality armor_officer war_hero trickster
		}
		skill = 4
		attack_skill = 5
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 4
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_servants_of_the_empire
Constructs: prerequisite, completion_reward, is_ally_with, add_autonomy_score, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_servants_of_the_empire
	icon = GFX_focus_jap_showa_restoration
	available = {
		is_ally_with = JAP
	}
	prerequisite = {
		focus = MEN_put_an_end_to_the_raids
	}
	mutually_exclusive = {
		focus = MEN_the_spirit_of_genghis
	}
	relative_position_id = MEN_put_an_end_to_the_raids
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_autonomy_score = {
			value = -100
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = r56_newline
		swap_ideas = {
			remove_idea = MEN_kwantungs_invisible_hand_fascist
			add_idea = MEN_kwantungs_invisible_hand_servants
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_kings_no
Constructs: prerequisite, has_war, limit, remove_ideas, has_government, completion_reward, allow_branch, has_mtg
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_kings_no
	icon = GFX_focus_NOR_the_kings_no
	prerequisite = {
		focus = NOR_coastal_defense NOR_fortify_norway
	}
	x = 1
	y = 1
	relative_position_id = NOR_coastal_defense
	cost = 5
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_war = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		NOR_set_mobile_government_variables = yes
		remove_ideas = {
			NOR_anti_communist_sentiment_ns
		}
		custom_effect_tooltip = NOR_mobile_government_decisions_TT
		if = {
			limit = {
				has_mtg = yes
			}
			unlock_decision_tooltip = {
				decision = NOR_prepare_exile
				show_effect_tooltip = yes
			}
		}
		hidden_effect = {
			set_country_flag = NOR_included_in_generic_political
		}
	}
}
### Entity: Achievement
Component: draculas_revenge
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_owned_by
Source: game
File: common/achievements.txt

Code:
draculas_revenge = {
	id = 124
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = YUG
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = draculas_revenge_tt
			country_exists = TRA
			all_state = {
				OR = {
					NOT = {
						is_core_of = ROM
					}
					is_owned_by = TRA
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_develop_the_chinese_resources
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, add_resource, unlock_decision_category_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_develop_the_chinese_resources
	icon = GFX_goal_generic_construct_civilian
	x = 0
	y = 3
	relative_position_id = JAP_reinforce_the_beijing_garrison
	prerequisite = {
		focus = JAP_reinforce_the_beijing_garrison
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation1
		605 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		325 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		597 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		614 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		602 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		605 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
		325 = {
			add_resource = {
				type = aluminium
				amount = 12
			} {
				type = tungsten
				amount = 8
			}
		}
		597 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
		614 = {
			add_resource = {
				type = coal
				amount = 12
			}
		}
		602 = {
			add_resource = {
				type = tungsten
				amount = 10
			}
		}
		unlock_decision_category_tooltip = prospect_for_resources
	}
}
### Entity: Scripted Effect
Component: EAI_construction_strategy_CHI
Constructs: limit, is_major, has_deployed_air_force_size
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_strategy_CHI = {
	if = {
		limit = {
			num_of_civilian_factories_available_for_projects = > 40
			any_enemy_country = {
				has_deployed_air_force_size = {
					size = > 200
					type = strategic_bomber
				}
			}
			is_major = yes
		}
		EAI_queue_AA = yes
	}
}
### Entity: Scripted Effect
Component: GER_remove_hess_effects
Constructs: limit, remove_ideas, has_idea, has_shine_effect_on_focus, check_variable, clr_country_flag, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_hess_effects = {
	if = {
		limit = {
			OR = {
				has_idea = GER_hess_first_among_equals GER_hess_first_among_equals_no_aat
			}
		}
		if = {
			limit = {
				has_idea = GER_hess_first_among_equals
			}
			remove_ideas = GER_hess_first_among_equals
		}
		else = {
			remove_ideas = GER_hess_first_among_equals
		}
	} {
		limit = {
			has_shine_effect_on_focus = GER_optimize_reich_labour_service
			check_variable = {
				GER_optimize_reich_service_focus_advisor = 6
			}
		}
		deactivate_shine_on_focus = GER_optimize_reich_labour_service
		clr_country_flag = GER_optimize_reich_labour_service_in_progress_flag
		set_variable = {
			GER_optimize_reich_service_focus_advisor = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_1 = 6
			}
		}
		set_variable = {
			GER_ascended_advisor_1 = 0
		}
	}
	else_if = {
		limit = {
			OR = {
				has_idea = GER_hess_party_chancellor_improved GER_hess_party_chancellor_improved_no_aat
			}
		}
		if = {
			limit = {
				has_idea = GER_hess_party_chancellor_improved
			}
			remove_ideas = GER_hess_party_chancellor_improved
		}
		else = {
			remove_ideas = GER_hess_party_chancellor_improved_no_aat
		}
	} {
		limit = {
			has_idea = GER_hess_party_chancellor
		}
		remove_ideas = GER_hess_party_chancellor
	} {
		limit = {
			has_shine_effect_on_focus = GER_rally_the_industrialists
		}
		deactivate_shine_on_focus = GER_rally_the_industrialists
		clr_country_flag = GER_rally_the_industrialists_in_progress_flag
	} {
		limit = {
			has_shine_effect_on_focus = GER_total_control_over_domestic_affairs
			check_variable = {
				GER_total_control_over_domestic_affairs_focus_advisor = 6
			}
		}
		deactivate_shine_on_focus = GER_total_control_over_domestic_affairs
		clr_country_flag = GER_total_control_over_domestic_affairs_in_progress_flag
		set_variable = {
			GER_total_control_over_domestic_affairs_focus_advisor = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_2 = 6
			}
		}
		set_variable = {
			GER_ascended_advisor_2 = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_3 = 6
			}
		}
		set_variable = {
			GER_ascended_advisor_3 = 0
		}
	}
	uncomplete_national_focus = {
		focus = GER_party_chancellor_hess
		uncomplete_children = no
		refund_political_power = no
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_com_kill_oppressors
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_in_faction_with, is_subject, add_state_core, declare_war_on
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_com_kill_oppressors
	icon = GFX_goal_generic_war_with_comintern
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			surrender_progress = > 0.05
		}
	}
	prerequisite = {
		focus = ICE_join_com
	} {
		focus = ICE_break_den
	}
	available = {
		NOT = {
			has_war_with = DEN
		} {
			is_in_faction_with = DEN
		}
		is_subject = no
	}
	x = 16
	y = 6
	completion_reward = {
		add_war_support = 0.2
		add_state_core = 99 964 37 337 101 1025 1024
		declare_war_on = {
			target = DEN
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: AFG_political_events.70
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_war_with, is_subject, has_war_with_major, has_civil_war
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.70
	title = AFG_political_events.70.t
	desc = AFG_political_events.70.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.70.a
		trigger = {
			is_subject = no
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_war = yes
			} {
				factor = 2
				has_war_with_major = yes
			} {
				factor = 2
				has_civil_war = yes
			} {
				factor = 0.5
				has_government = fascism
			} {
				factor = 0.5
				is_in_faction = yes
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.71
				hours = 1
			}
		}
	} {
		name = AFG_political_events.70.b
		trigger = {
			is_subject = yes
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_war = yes
			} {
				factor = 2
				has_war_with_major = yes
			} {
				factor = 2
				has_civil_war = yes
			} {
				factor = 0.5
				has_government = fascism
			} {
				factor = 0.5
				is_in_faction = yes
			} {
				factor = 0
				has_war_with = FROM
			}
		}
		OVERLORD = {
			country_event = {
				id = AFG_political_events.72
				hours = 1
			}
		}
	} {
		name = AFG_political_events.70.c
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					target = ROOT
					type = take_state_focus
					generator = {
						988 987 442 445
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.75
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_war_bonds
Constructs: has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_war_bonds
	icon = GFX_goal_generic_consumer_goods
	x = -2
	y = 0
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CAN_war_bonds_1
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_develop_steel_deposits
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_resource
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_develop_steel_deposits
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = SER_prospect_for_resources
	}
	relative_position_id = SER_prospect_for_resources
	x = -1
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 108
	}
	bypass = {

	}
	completion_reward = {
		108 = {
			add_resource = {
				type = steel
				amount = 14
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: Character
Component: military_theorist
Source: game
File: common/country_leader/00_traits.txt

Code:
military_theorist = {
	sprite = 14
	land_doctrine_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_develop_the_south_seas_mandate
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid, every_controlled_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_develop_the_south_seas_mandate
	icon = GFX_focus_JAP_develop_the_south_seas_mandate
	prerequisite = {
		focus = JAP_ministry_of_colonial_affairs
	}
	relative_position_id = JAP_ministry_of_colonial_affairs
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		647 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				has_state_category = small_island
			}
			add_dynamic_modifier = {
				modifier = JAP_regional_development
			}
		}
		IF = {
			limit = {
				has_subject = PLU
			}
			PLU = {
				add_stability = 0.1
				add_war_support = 0.1
				add_political_power = 100
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		if = {
			limit = {
				647 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			647 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}