Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_3/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Idea
Component: PRC_revolutionary_military_commission
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_revolutionary_military_commission = {
	picture = generic_communist_army
	allowed = {
		original_tag = PRC
	}
	removal_cost = -1
	modifier = {
		max_command_power = 20
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_USA_home_coast
Constructs: limit, is_major, set_temp_variable, is_in_faction_with, has_capitulated, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_USA_home_coast = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_USA_coastal_TYPE_ID
	}
	if = {
		limit = {
			threat = > 0.9
			any_enemy_country = {
				is_major = yes
			}
			OR = {
				alliance_naval_strength_ratio = < 1.0
				AND = {
					is_in_faction_with = ENG
					ENG = {
						has_capitulated = yes
					}
				}
			}
		}
		set_temp_variable = {
			_get_state_home_area = 1
		} {
			_get_state_coastal = 1
		} {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_USA_coastal_naval_base_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_states = yes
		EAI_PC_FORT_get_target_provinces = yes
		EAI_PC_FORT_limit_provinces = yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes
		EAI_PC_FORT_create = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: Country History
Country: UKR
Component: UKR_technology
Constructs: set_technology
Source: game
File: history/countries/UKR - Ukraine.txt

Code:
# Starting Technologies for UKR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Idea
Component: VIN_militias_based_army
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_militias_based_army = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		army_org_factor = -0.05
		army_speed_factor = -0.05
		max_planning = -0.1
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
	}
}
### Entity: Character
Component: MEX_leon_trotsky
Constructs: has_global_flag, is_trotsky_valid_for_mexico
Source: game
File: common/characters/MEX.txt

Code:
MEX_leon_trotsky = {
	name = MEX_leon_trotsky
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_leon_trotsky
		}
		army = {
			small = GFX_idea_MEX_leon_trotsky
		}
	}
	advisor = {
		slot = army_chief
		idea_token = MEX_leon_trotsky
		cost = 75.0
		visible = {
			has_global_flag = flag_mexico_invited_trotsky_to_government
		}
		allowed = {
			original_tag = MEX
		}
		available = {
			is_trotsky_valid_for_mexico = yes
		}
		traits = {
			red_army_organizer
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_irregular_infantry_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_irregular_infantry_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_anti_submarine_weaponry_r56
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_anti_submarine_weaponry_r56
	prerequisite = {
		focus = RAJ_Coastal_Defence_Fleet RAJ_Floating_Fortresses
	}
	icon = GFX_goal_navy_schematics
	cost = 5
	x = 2
	y = 2
	relative_position_id = RAJ_Reform_the_Royal_Indian_Navy
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_anti_submarine_weaponry_r56
			bonus = 0.75
			uses = 2
			technology = basic_depth_charges improved_depth_charges advanced_depth_charges modern_depth_charges sonar improved_sonar
		}
	}
}
### Entity: Character
Component: HAI_sténio_vincent
Source: game
File: common/characters/HAI.txt

Code:
HAI_sténio_vincent = {
	name = Sténio Vincent
	portraits = {
		civilian = {
			large = GFX_portrait_haiti_stenio_vincent
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_army_modernization
Constructs: prerequisite, completion_reward, complete_tooltip, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_army_modernization
	icon = GFX_goal_manpower
	prerequisite = {
		focus = LIT_army_expansion
	}
	x = 4
	y = 2
	relative_position_id = LIT_finish_marshalls_reforms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 1
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_capitalism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_capitalism = {
	picture = SOV_third_five_year_plan
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_factory_start_efficiency_factor = 0.025
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: supreme_leader
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
supreme_leader = {
	sprite = 5
	political_power_factor = -0.1
	neutrality_drift = 0.02
	stability_factor = 0.1
	war_support_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Technology
Component: r56_USA_train_side_tanks
Constructs: research_cost, enable_equipments
Source: game
File: common/technologies/r56_techs.txt

Code:
technology = {
	start_year = 1942
	research_cost = 1
	enable_equipments = {
		train_equipment_side_tanks
	}
}
### Entity: Order of Battle
Component: 10th Cavalry Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 10th Cavalry Division
	location = 7911
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_tan_zixin
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_take_over_france
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_core_of, add_claim_by, create_wargoal
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_take_over_france
	icon = GFX_focus_attack_france
	prerequisite = {
		focus = SWI_the_alpine_protectorate
	}
	relative_position_id = SWI_the_alpine_protectorate
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.4
		fascism = < 0.1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		FRA = {
			every_owned_state = {
				limit = {
					is_core_of = PREV
					NOT = {
						is_core_of = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		create_wargoal = {
			target = FRA
			type = annex_everything
		}
	}
}
### Entity: AI Strategy
Component: r56_HUN_dont_be_silly_with_RUT
Constructs: has_war, is_subject, is_in_faction_with
Source: game
File: common/ai_strategy/r56_HUN.txt

Code:
r56_HUN_dont_be_silly_with_RUT = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		date = < 1940.1.1
		ROOT = {
			exists = yes
			has_war = no
		}
		RUT = {
			exists = yes
			OR = {
				is_subject = yes
				is_in_faction_with = GER SOV ENG FRA ITA
			}
			NOT = {
				is_in_faction_with = HUN
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = RUT
		value = 1
	} {
		type = befriend
		id = RUT
		value = 1
	} {
		type = antagonize
		id = RUT
		value = -25
	}
}
### Entity: Character
Component: SWI_franz_riedweg
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_franz_riedweg = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_franz_riedweg
		allowed = {
			original_tag = SWI
		}
		available = {
			SWI_can_be_councilor = yes
			has_completed_focus = SWI_panoramaheim_branch
			NOT = {
				has_completed_focus = SWI_ban_national_movement_for_switzerland
			}
		}
		traits = {
			SWI_fascist_recruiter
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_franz_riedweg
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_franz_riedweg_small
			large = GFX_portrait_SWI_franz_riedweg
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_draw_closer_to_finland
Constructs: prerequisite, has_government, completion_reward, has_idea, has_opinion
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_draw_closer_to_finland
	icon = GFX_focus_invite_finland
	relative_position_id = LIT_subsidize_farmers
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_subsidize_farmers
	}
	available = {
		FIN = {
			OR = {
				has_government = democratic neutrality
			}
		}
		OR = {
			has_idea = LIT_mykolas_kalmantas
			has_opinion = {
				target = FIN
				value = > 50
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		FIN = {
			country_event = {
				id = lithuania.80
				days = 2
			}
		}
	}
}
### Entity: Event
Component: south_american_news.10
Constructs: is_triggered_only, has_government
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.10
	title = south_american_news.10.t
	desc = south_american_news.10.d
	picture = GFX_news_event_generic_south_american_dreadnought_race
	major = no
	is_triggered_only = yes
	option = {
		name = south_american_news.10.a
		trigger = {
			has_government = democratic
		}
	} {
		name = south_american_news.10.b
		trigger = {
			NOT = {
				has_government = democratic
			}
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.12
Constructs: is_triggered_only, limit, has_dlc, add_tech_bonus
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.12
	title = denmark_resistance_event.12.t
	desc = denmark_resistance_event.12.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.12.a
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = DEN_danish_intel
				bonus = 0.25
				uses = 2
				category = encryption_tech decryption_tech
			}
		}
	}
}
### Entity: Event
Component: luxembourg.411
Constructs: is_triggered_only, add_opinion_modifier, set_state_controller, add_state_claim, add_autonomy_score
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.411
	title = luxembourg.411.t
	desc = luxembourg.411.d
	is_triggered_only = yes
	option = {
		name = luxembourg.411.a
		set_state_controller = 965
		add_state_claim = 965
		add_opinion_modifier = {
			target = FROM
			modifier = small_increase
		}
		add_autonomy_score = {
			value = -100
		}
	}
}
### Entity: Modifier Reference
Component: GER_motor_and_mech_attack_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_motor_and_mech_attack_modifier = {
	enable = {
		always = yes
	}
	motorized_attack_factor = 0.05
	mechanized_attack_factor = 0.05
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reform_the_knil
Constructs: prerequisite, completion_reward, has_defensive_war, cancel_if_invalid, add_timed_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_reform_the_knil
	icon = GFX_focus_chi_army_reform
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			has_defensive_war = yes
		}
	}
	x = -1
	y = 1
	relative_position_id = INS_guerilla_tactics
	prerequisite = {
		focus = INS_guerilla_tactics INS_preemptive_defense
	}
	cost = 10
	cancel_if_invalid = no
	continue_if_invalid = yes
	select_effect = {
		add_timed_idea = {
			idea = INS_reforming_the_army
			days = 70
		}
	}
	completion_reward = {
		custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = INS_reforming_the_army
				days = 70
			}
		}
		army_experience = 25
		swap_ideas = {
			remove_idea = INS_army_idea_two_3
			add_idea = INS_army_idea_six
		}
		add_corps_commander_role = {
			character = INS_tjalling_bakker
			skill = 1
			attack_skill = 1
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		} {
			character = INS_simon_hendrik_spoor
			traits = {
				ambusher
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_lead_the_african_communist_movements
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_lead_the_african_communist_movements
	icon = GFX_focus_ETH_african_wildfire
	prerequisite = {
		focus = WAF_seize_the_means_of_production
	}
	mutually_exclusive = {
		focus = WAF_join_the_comintern
	}
	relative_position_id = WAF_seize_the_means_of_production
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		num_of_factories = > 15
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					NOT = {
						original_tag = SOV
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_government = communism
				}
			}
			r56_other_faction_invite_communism_NOT_SOV = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_SAF_faction_uotap
				name = african_anti_imperialist_league
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = african_anti_imperialist_league
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 1st Ukrainian Corps
Constructs: division_template
Source: game
File: history/units/UKR_revolt.txt

Code:
division = {
	name = 1st Ukrainian Corps
	location = 11530
	division_template = Riflemen Divisions
	start_experience_factor = 0.1
	start_equipment_factor = 1.0
}
### Entity: Event
Component: CHI_warlords.55
Constructs: is_triggered_only, ai_chance, add_political_power, retire_character
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.55
	title = CHI_warlords.55.t
	desc = CHI_warlords.55.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = CHI_warlords.55.a
		ai_chance = {
			base = 100
		}
		add_political_power = -10
		retire_character = GDC_hu_hanmin
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_motorization_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, electronics_bonus, motorized_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = VNZ_army_effort
	}
	relative_position_id = VNZ_army_effort
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		} {
			name = motorized_bonus
			bonus = 1
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_national_catholicism
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_national_catholicism
	icon = GFX_focus_generic_pope
	prerequisite = {
		focus = ARG_nationalism
	}
	relative_position_id = ARG_nationalism
	x = -3
	y = 1
	cost = 7.2
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_political_power = 100
	}
}
### Entity: Modifier Reference
Component: BEL_austrian_resistance_active_state_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_austrian_resistance_active_state_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_factory_worker_militias
	resistance_growth_on_our_occupied_states = 0.2
	recruitable_population_factor = 0.1
	resistance_damage_to_garrison_on_our_occupied_states = 0.2
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_arms_purchases_in_the_us
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_arms_purchases_in_the_us
	icon = GFX_goal_generic_build_tank
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_go_with_britain
	}
	relative_position_id = FRA_go_with_britain
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = USA
		USA_can_sell_weapons_trigger = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		USA = {
			country_event = lar_arms_purchases.1
		}
		unlock_decision_category_tooltip = FRA_weapons_purchases_category
	}
}
### Entity: Event
Component: AST_diplomatic_events.26
Constructs: is_triggered_only, limit, has_country_flag, annex_country
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.26
	title = AST_diplomatic_events.26.t
	desc = AST_diplomatic_events.26.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.26.a
		effect_tooltip = {
			IF = {
				limit = {
					has_country_flag = AST_canberra_rule_sol
				}
				634 = {
					transfer_state_to = AST
				}
			} {
				limit = {
					has_country_flag = AST_canberra_rule_mal
				}
				AST = {
					annex_country = {
						target = MAL
					}
				}
			} {
				limit = {
					has_country_flag = AST_canberra_rule_brm
				}
				AST = {
					annex_country = {
						target = BRM
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_light_vessels
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_light_vessels
	icon = GFX_goal_coastal_navy
	mutually_exclusive = {
		focus = BUL_heavy_vessels
	}
	prerequisite = {
		focus = BUL_expand_the_varna_shipyards
	}
	relative_position_id = BUL_expand_the_varna_shipyards
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech dd_tech ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: Folders
Source: vanilla_docs
File: common/doctrines/folders/_documentation.md

Doc:
# Doctrine Folders

Folders are the top-level categorization of doctrines, e.g. *land*, *air* and *naval*, but you can also create a custom folder with any name. Each *Grand Doctrine* belongs to one folder.
### Entity: Joint Focus
Component: CONGO_ccci
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, random_controlled_state
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_ccci
	dynamic = yes
	icon = GFX_focus_CONGO_ccci
	prerequisite = {
		focus = CONGO_societe_generale_de_belgique
	} {
		focus = CONGO_the_heart_of_africa
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = -6
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					889
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_industrial_concern
			add_autonomy_score = {
				value = 100
				localization = CONGO_ccci
			}
			show_ideas_tooltip = COG_armand_huyghe COG_ccci
		} {
			limit = {
				original_tag = BEL
			}
			random_controlled_state = {
				limit = {
					is_core_of = BEL
					is_owned_by = BEL
					is_fully_controlled_by = BEL
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					34
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of 
# ... (truncated)