Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: TUR_historical_plan_R56
Constructs: has_country_flag, is_historical_focus_on, has_game_rule, has_focus_tree
Source: game
File: common/ai_strategy_plans/TUR_r56_historical_strategy_plan.txt

Code:
TUR_historical_plan_R56 = {
	name = TUR: Turkish Historical AI Plan Road to 56
	desc = Historical behavior for Turkey.
	allowed = {
		original_tag = TUR
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = TUR_ai_behavior_r56_tree
					option = DEFAULT
				}
			}
			has_country_flag = TUR_AI_RANDOM_ATATURK_HISTORICAL
			has_game_rule = {
				rule = TUR_ai_behavior_r56_tree
				option = ATATURK_HISTORICAL
			}
		}
		has_focus_tree = turkish_focus_r56
	}
	ai_national_focuses = {
		TUR_continue_the_moderate_course TUR_further_agricultural_cooperative_reform TUR_the_montreux_convention_r56 TUR_neutrality_through_deterrence TUR_continue_the_push_for_autarky TUR_connecting_the_eastern_provinces TUR_expand_the_aegean_economic_heartland TUR_expand_the_izmir_cement_industry TUR_expand_the_bursa_textile_industry TUR_middle_east_institute_of_technology TUR_village_institutes_program TUR_nationalist_policies TUR_instate_constitutional_secularism TUR_eradicate_rural_illiteracy TUR_continue_ataturks_reforms TUR_continue_the_military_reorganization TUR_doctrine_on_western_lines TUR_begin_economic_mobilization TUR_begin_domestic_aircraft_production TUR_expand_the_turkish_state_arsenal TUR_rejuvenate_the_great_war_arsenal TUR_expand_officer_schools TUR_turkish_grain_board TUR_mechanize_the_farming_sector TUR_wartime_rationing TUR_develop_the_new_capital TUR_the_industrialization_of_central_anatolia TUR_exploit_the_sivas_iron_mines TUR_expand_the_eastern_railway_networks TUR_black_sea_grain_exports TUR_central_anatolian_heavy_industry TUR_wealth_tax TUR_anglo_turkish_friendship_agreement TUR_german_turkish_treaty_of_friendship TUR_clodius_agreement TUR_streamline_conscription TUR_american_lend_lease TUR_maximize_orientation TUR_war_bonds TUR_implement_western_electronics TUR_renew_the_democratic_reforms TUR_expand_the_village_institute_program TUR_expand_land_reform
	}
	focus_factors = {
		TUR_bicontinental_intervention = 0
		TUR_amend_the_montreux_convention = 0
		TUR_soviet_turkish_trade_agreement = 0
		TUR_support_the_conservative_opposition = 0
		TUR_revolution_not_reform = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: VCW
Component: VCW_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/VCW - Venezuela Civil War.txt

Code:
# Politics & Parties for VCW
set_war_support = 0.25
set_stability = 0.5
add_ideas = {
	VEN_oil VEN_corruption
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 7
	neutrality = 70
	fascism = 23
}
### Entity: Scripted Effect
Component: NOR_start_state_preparation
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_start_state_preparation = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = NOR_going_dem_historical
			}
		}
		NOR_historical_dem_prep_start = yes
	}
	else_if = {
		limit = {
			ROOT = {
				has_country_flag = NOR_going_dem_allied
			}
		}
		NOR_alt_dem_prep_start = yes
	} {
		limit = {
			ROOT = {
				has_country_flag = NOR_going_fascist
			}
		}
		NOR_fasc_prep_start = yes
	} {
		limit = {
			ROOT = {
				OR = {
					has_country_flag = NOR_going_stalinist NOR_going_against_stalin
				}
			}
		}
		NOR_comm_prep_start = yes
	} {
		limit = {
			ROOT = {
				has_country_flag = NOR_going_monarchist
			}
		}
		NOR_mon_prep_start = yes
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_stormtroopers
Constructs: prerequisite, has_government, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_stormtroopers
	icon = GFX_goal_rhineland
	prerequisite = {
		focus = SWE_swedish_brownshirts
	}
	relative_position_id = SWE_swedish_brownshirts
	x = 0
	y = 1
	cost = 5
	available = {
		has_government = fascism
	}
	completion_reward = {
		swap_ideas = {
			add_idea = SWE_svenska_stormtrupper_idea
			remove_idea = SWE_nationalist_military_garrisons_paramilitary
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Decision
Component: USA_congress
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_congress = {
	icon = usa_congress
	allowed = {
		original_tag = USA
	}
	scripted_gui = usa_congress_decision_ui
	priority = 85
}
### Entity: Order of Battle
Component: 510e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 510e Rgt. de Chars de Combat
	location = 698
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: Character
Component: railway_company
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
railway_company = {
	random = no
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.15
	equipment_bonus = {
		train_equipment = {
			instant = yes
			build_cost_ic = -0.25
			armor_value = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_modern_electronics
Constructs: prerequisite, completion_reward, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_modern_electronics
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = KOR_Industrial_Expansion
	}
	x = 0
	y = 1
	relative_position_id = KOR_Industrial_Expansion
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	complete_tooltip = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = UK_secret_focus
			bonus = 1
			uses = 2
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: r56_TUR_foreign_policy
Constructs: has_completed_focus, has_war, limit, has_government, has_war_with, fire_only_once, has_full_control_of_state, complete_effect
Source: game
File: common/decisions/r56_TUR_decisions.txt

Code:
r56_TUR_foreign_policy = {
	r56_TUR_press_the_hatay_issue = {
		icon = generic_operation
		fire_only_once = yes
		cost = 45
		visible = {
			has_full_control_of_state = 344
			NOT = {
				controls_state = 799
			}
		}
		available = {
			OR = {
				has_completed_focus = TUR_neutrality_through_deterrence TUR_bicontinental_intervention
			}
			NOT = {
				799 = {
					owner = {
						has_war_with = TUR
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 799
			}
		}
		complete_effect = {
			799 = {
				owner = {
					country_event = {
						hours = 3
						random_hours = 5
						id = turkey_hatay.1
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 4000
				has_completed_focus = TUR_continue_ataturks_reforms
			}
		}
	}
	r56_TUR_syria_for_alliance = {
		icon = generic_operation
		fire_only_once = yes
		cost = 60
		visible = {
			has_completed_focus = TUR_pragmatic_expansionism
			has_full_control_of_state = 344
			is_in_faction = no
			NOT = {
				OR = {
					controls_state = 554 677
					FRA = {
						controls_state = 554 677
					}
				}
			}
		}
		available = {
			FRA = {
				has_capitulated = yes
			}
			NOT = {
				has_war_with = FRA
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 554
			}
		}
		complete_effect = {
			FRA = {
				country_event = {
					id = turkey.141
				}
			}
		}
		ai_will_do = {
			factor = 3000
		}
	}
	r56_TUR_request_cyprus = {
		icon = generic_operation
		fire_only_once = yes
		cost = 45
		visible = {
			183 = {
				is_owned_and_controlled_by = ENG
			}
			is_in_faction_with = ENG
		}
		complete_effect = {
			ENG = {
				country_event = {
					id = turkey.144
				}
			}
		}
		ai_will_do = {
			factor = 30
		}
	}
	r56_TUR_join_the_allies = {
		icon = eng_trade_unions_support
		fire_only_once = yes
		cost = 40
		visible = {
			is_in_faction = no
			OR = {
				has_completed_focus = TUR_join_the_international_community
				AND = {
					has_completed_focus = TUR_anglo_turkish_friendship_agreement
					GER = {
						has_government = fascism
						has_war_with = ENG
						surrender_progress = > 0.6
					}
				}
			}
			NOT = {
				has_war_with = ENG
				OR = {
					has_government = communism fascism
					has_completed_focus = TUR_restore_the_imperial_borders
				}
			}
		}
		available = {
			ENG = {
				is_faction_leader = yes
			}
		}
		complete_
# ... (truncated)
### Entity: Event
Component: libya.34
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.34
	title = libya.34.t
	desc = libya.34.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.34.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Modding Documentation
Construct: combattest
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## combattest
* Not available in release build

combat simulation process
### Entity: Idea
Component: EAI_DD_3/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_ROOT_made_no_invasion_progress_against_THIS
Constructs: limit, has_war_with, has_country_flag
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_ROOT_made_no_invasion_progress_against_THIS = {
	if = {
		limit = {
			ROOT = {
				NOT = {
					has_country_flag = EAI_naval_invasion_min_duration
				}
			}
		}
		NOT = {
			any_of_scopes = {
				array = ROOT.EAI_naval_invasion_target_states
				CONTROLLER = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_expand_the_textile_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_expand_the_textile_industry
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = MAN_trade_delegation
	}
	x = 0
	y = 1
	relative_position_id = MAN_trade_delegation
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = MAN_expand_the_textile_industry_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_expand_the_textile_industry_IC
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ITA_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ITA
		}
		requested_factories = 10
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ITA_beretta_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ITA
		}
		requested_factories = 4
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:ITA_brescia_arsenal_organization
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = ITA
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ITA_fiat_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ITA
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ITA_lancia_organization
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_anti_air_support
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_anti_air_support
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = NOR_modernize_fortifications
	} {
		focus = NOR_artillery_development
	}
	x = 1
	y = 1
	relative_position_id = NOR_modernize_fortifications
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = NOR_anti_air_support
			bonus = 1
			uses = 1
			category = cat_anti_air
		} {
			name = NOR_anti_air_support
			bonus = 1.0
			uses = 1
			category = radar_tech
		}
	}
}
### Entity: Order of Battle
Component: 133rd Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 133rd Division
	location = 7948
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_yang_hanyu
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_death_from_above
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_death_from_above
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = ICE_thungur_hnifur
	}
	mutually_exclusive = {
		focus = ICE_we_shall_defend_our_island ICE_taking_the_fight_to_our_enemies
	}
	x = -2
	y = 1
	relative_position_id = ICE_thungur_hnifur
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ICE_thungur_hnifur
			add_idea = ICE_thungur_hnifur_para
		}
		air_experience = 15
	}
}
### Entity: Scripted Effect
Component: NOR_comm_prep_start
Constructs: limit, add_war_support, has_variable, check_variable, add_to_variable, set_state_flag, set_country_flag, set_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_comm_prep_start = {
	if = {
		limit = {
			has_variable = NOR_state_preparation
			check_variable = {
				NOR_state_preparation = < 3
			}
		}
		if = {
			limit = {
				check_variable = {
					NOR_state_preparation = 1
				}
			}
			add_to_variable = {
				NOR_state_preparation = 1
			}
			custom_effect_tooltip = NOR_communist_prep_level_2_TT
		}
		else_if = {
			limit = {
				check_variable = {
					NOR_state_preparation = 2
				}
			}
			add_to_variable = {
				NOR_state_preparation = 1
			}
			custom_effect_tooltip = NOR_communist_prep_level_3_TT
		}
		set_state_flag = NOR_preparing_state
		ROOT = {
			add_to_variable = {
				var = NOR_country_preparedness
				value = 1
				tooltip = NOR_adding_prep_comm_TT
			}
			add_war_support = 0.02
			set_country_flag = NOR_active_preparation
		}
	}
	else_if = {
		limit = {
			NOT = {
				has_variable = NOR_state_preparation
			}
		}
		set_variable = {
			NOR_state_preparation = 1
		}
		set_state_flag = NOR_preparing_state
		ROOT = {
			add_to_variable = {
				var = NOR_country_preparedness
				value = 1
				tooltip = NOR_adding_prep_comm_TT
			}
			add_war_support = 0.02
			set_country_flag = NOR_active_preparation
			custom_effect_tooltip = NOR_communist_prep_level_1_TT
		}
	}
	else = {

	}
}
### Entity: Character
Component: JUNO_mapuche_traditionalist
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_mapuche_traditionalist = {
	random = no
	sprite = 13
	neutrality_drift = 0.08
	war_support_factor = 0.05
	stability_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Decision
Component: LAT_contact_attaches
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LAT_decision_categories.txt

Code:
LAT_contact_attaches = {
	icon = military_operation
	picture = GFX_decision_cat_LAT_attaches
	allowed = {

	}
	visible = {
		tag = LAT
		has_completed_focus = LAT_rely_on_foreign_attaches
	}
}
### Entity: Order of Battle
Component: Royal Australian Navy
Source: game
File: history/units/AST_1939_naval_legacy.txt

Code:
fleet = {
	name = Royal Australian Navy
	naval_base = 12406
	task_force = {
		name = Australian Squadron
		base = 12406
		location = 12406
		ship = {
			name = HMAS Canberra
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Australia
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Sydney
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Hobart
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Perth
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Adelaide
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Stuart
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Vampire
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Vendetta
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Voyager
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		} {
			name = HMAS Waterhen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = AST
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_license_axis_plane_designs
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_power_balance_in_range, cancel_if_invalid, random_owned_state
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_license_axis_plane_designs
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = SWI_modernize_airforce
	}
	mutually_exclusive = {
		focus = SWI_swiss_airplane_designs
	}
	relative_position_id = SWI_modernize_airforce
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
		NOT = {
			has_war_with = var:SWI_biggest_fascist
		}
		846 = {
			controller = {
				tag = SWI
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		SWI_find_biggest_fascist_neighbor = yes
		var:SWI.SWI_biggest_fascist = {
			if = {
				limit = {
					has_tech = advanced_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_cas_airframe_3
					}
					cost_factor = 0.1
				}
			} {
				limit = {
					has_tech = advanced_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_airframe_3
					}
					cost_factor = 0.1
				}
			}
			else_if = {
				limit = {
					has_tech = improved_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_cas_airframe_2
					}
					cost_factor = 0.1
				}
			} {
				limit = {
					has_tech = basic_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_cas_airframe_1
					}
					cost_factor = 0.1
				}
			} {
				limit = {
					has_tech = improved_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_airframe_2
					}
					cost_factor = 0.1
				}
			} {
				limit = {
					has_tech = basic_small_airframe
				}
				create_production_license = {
					target = ROOT
					equipment = {
						type = small_plane_airframe_1
					}
					c
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_land_reform
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_to_variable, set_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_land_reform
	icon = GFX_focus_generic_farmland
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_pro_hacendados PHI_anti_hacendados
	}
	relative_position_id = PHI_pro_hacendados
	x = 10
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_completed_focus = PHI_open_borders PHI_nationality_act
				}
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		} {
			limit = {
				has_completed_focus = PHI_partido_komunista_ng_pilipinas_coup
				NOT = {
					has_country_flag = PHI_american_intervention_is_over
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt PHI_american_intervention_change_value_medium_increase_tt
		}
		else = {
			custom_effect_tooltip = PHI_modify_shaken_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		set_variable = {
			PHI_american_intervention_value_to_add = 10
		}
		PHI_american_intervention_change_value = yes
		custom_effect_tooltip = generic_skip_one_line_tt PHI_focus_time_reduced_T2_tt
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_infiltrate_the_nkvd
Constructs: prerequisite, limit, completion_reward, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_infiltrate_the_nkvd
	icon = GFX_SOV_infiltrate_the_nkvd_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_left_opposition SOV_the_right_opposition
	}
	x = 5
	y = 1
	relative_position_id = SOV_the_left_opposition
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_decrease_effect = yes
		custom_effect_tooltip = SOV_infiltrate_the_nkvd_tt
		set_country_flag = SOV_nkvd_aligned_flag
		IF = {
			limit = {
				SOV_is_right_opposition = yes
			}
			custom_effect_tooltip = SOV_infiltrate_the_nkvd_coup_tt
		}
	}
}