Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_the_resource_war
Constructs: prerequisite, limit, completion_reward, has_tech, every_state, add_dynamic_modifier, add_offsite_building, has_dlc
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_the_resource_war
	prerequisite = {
		focus = POR_never_another_la_lys
	}
	icon = GFX_goal_timber_industry
	cost = 8
	x = 1
	y = 1
	relative_position_id = POR_never_another_la_lys
	available = {
		112 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		179 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		has_tech = excavation1 excavation2 excavation3 excavation4
	}
	ai_will_do = {
		base = 50
	}
	available_if_capitulated = yes
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 112 179
				}
			}
			add_dynamic_modifier = {
				modifier = r56_local_development
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			unlock_decision_tooltip = POR_develop_lisbon_tungsten_deposits POR_develop_santarem_chromium_deposits
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: Event
Component: bulgaria.2
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Bulgaria.txt

Code:
country_event = {
	id = bulgaria.2
	title = bulgaria.2.t
	desc = bulgaria.2.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bulgaria.2.a
		create_wargoal = {
			type = take_state_focus
			target = ROM
			generator = {
				77
			}
		}
	}
}
### Entity: State History
Component: 1066
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1066-Santa Cruz.txt

Code:
state = {
	id = 1066
	name = STATE_1066
	manpower = 103457
	state_category = rural
	resources = {
		oil = 3
		coal = 2
	}
	history = {
		owner = ARG
		add_core_of = ARG
		add_to_array = {
			state_victory_points = 5173
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5173 1
		}
	}
	provinces = {
		2169 5173 12946 12952 13364
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: den_focus
Component: DEN_aalborg_portland_cement_plant
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_core_state
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_aalborg_portland_cement_plant
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = DEN_expand_institut_for_teoretisk_fysik
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_expand_institut_for_teoretisk_fysik
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = DEN_improve_aalborg_portland_tt
		DEN_replaced_designers_with_improved_version = yes
		add_tech_bonus = {
			name = DEN_aalborg_portland_cement_plant
			bonus = 0.75
			uses = 1
			category = construction_tech
		} {
			name = DEN_aalborg_portland_cement_plant
			bonus = 0.75
			uses = 1
			category = excavation_tech
		}
		if = {
			limit = {
				99 = {
					is_fully_controlled_by = ROOT
				}
			}
			99 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					912 911 37
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: austria.94
Constructs: is_triggered_only, ai_chance, has_country_flag, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.94
	title = austria.94.t
	desc = austria.94.d
	is_triggered_only = yes
	option = {
		name = austria.93.a
		AUS = {
			country_event = austria.95
		}
		set_country_flag = AUS_hungary_accepted_mil
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_conference_will_collapse
					AND = {
						NOT = {
							has_country_flag = AUS_HUN_got_burgenland
						}
						OR = {
							has_country_flag = AUS_hungary_accepted_eco AUS_hungary_accepted_trade
						}
					} {
						has_country_flag = AUS_HUN_got_burgenland AUS_hungary_accepted_eco AUS_hungary_accepted_trade
					}
				}
			}
		}
	} {
		name = austria.94.b
		AUS = {
			country_event = austria.96
		}
		custom_effect_tooltip = AUS_conference_will_collapse
		set_country_flag = AUS_conference_will_collapse
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_conference_will_collapse
					AND = {
						NOT = {
							has_country_flag = AUS_HUN_got_burgenland
						}
						OR = {
							has_country_flag = AUS_hungary_accepted_eco AUS_hungary_accepted_trade
						}
					} {
						has_country_flag = AUS_HUN_got_burgenland AUS_hungary_accepted_eco AUS_hungary_accepted_trade
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_open_abadan
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_research_slot
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_open_abadan
	icon = GFX_focus_research
	prerequisite = {
		focus = PER_increase_education_funding
	}
	x = 0
	y = 1
	relative_position_id = PER_increase_education_funding
	cost = 10
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: JAP_kenjiro_matsumoto
Constructs: has_government
Source: game
File: common/characters/JAP.txt

Code:
JAP_kenjiro_matsumoto = {
	name = JAP_kenjiro_matsumoto
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_kenjiro_matsumoto_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_kenjiro_matsumoto
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			JAP_yasukawa_zaibatsu_president
		}
		ai_will_do = {
			base = 1
		}
		on_add = {
			JAP_small_zaibatsu_faction_gain = yes
		}
		on_remove = {
			JAP_small_zaibatsu_faction_loss = yes
		}
	}
}
### Entity: Character
Component: SKK_trilochan_pokhrel
Constructs: has_government
Source: game
File: common/characters/SKK.txt

Code:
SKK_trilochan_pokhrel = {
	name = Trilochan Pokhrel
	portraits = {
		civilian = {
			small = GFX_idea_RAJ_chakravarti_rajagopalachari
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = SKK_trilochan_pokhrel
		allowed = {
			original_tag = SKK
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			education_reformer
		}
	}
}
### Entity: Event
Component: himalaya_tibet.7
Constructs: is_triggered_only, add_command_power, add_doctrine_cost_reduction
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.7
	title = himalaya_tibet.7.t
	desc = himalaya_tibet.7.desc
	picture = GFX_event_picture_tibetan_army_meane_inspection
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.7.a
		army_experience = 10
		add_command_power = 20
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment
Source: game
File: common/ai_focuses/generic.txt

Code:
ai_focus_military_equipment = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Character
Component: MAN_hesehn_tiemei
Source: game
File: common/characters/MAN.txt

Code:
MAN_hesehn_tiemei = {
	name = MAN_hesehn_tiemei
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = MAN_hesehn_tiemei
		ledger = army
		allowed = {
			original_tag = MAN
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: JAP_army_faction_goes_up_from_tier_3_to_tier_4
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea, set_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_goes_up_from_tier_3_to_tier_4 = {
	subtract_from_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_army_faction_tier_3_equal_navy
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_3_equal_navy
				add_idea = JAP_army_faction_tier_4_greater_1
			} {
				remove_idea = JAP_naval_faction_tier_3_equal_army
				add_idea = JAP_naval_faction_tier_3_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				OR = {
					has_idea = JAP_zaibatsu_faction_tier_4 JAP_government_faction_tier_4
				}
			}
			JAP_add_influential_imperial_faction = yes
			if = {
				limit = {
					has_idea = JAP_zaibatsu_faction_tier_4
				}
				set_variable = {
					JAP_zaibatsu_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
				}
				swap_ideas = {
					remove_idea = JAP_zaibatsu_faction_tier_4
					add_idea = JAP_zaibatsu_faction_tier_3
				}
			} {
				limit = {
					has_idea = JAP_government_faction_tier_4
				}
				set_variable = {
					JAP_government_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
				}
				swap_ideas = {
					remove_idea = JAP_government_faction_tier_4
					add_idea = JAP_government_faction_tier_3
				}
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_army_faction_tier_3_greater_1
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_3_greater_1
				add_idea = JAP_army_faction_tier_4_greater_2
			} {
				remove_idea = JAP_naval_faction_tier_2_lesser_1
				add_idea = JAP_naval_faction_tier_2_lesser_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_3_greater_2
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_3_greater_2
				add_idea = JAP_army_faction_tier_4_greater_3
			} {
				remove_idea = JAP_naval_faction_tier_1_lesser_2
				add_idea = JAP_naval_faction_tier_1_lesser_3
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_3_lesser_1
			}
			JAP_add_influential_imperial_faction = yes
			set_variable = {
				JAP_naval_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_3_lesser_1
				add_idea = JA
# ... (truncated)
### Entity: Character
Component: ROM_gheorghe_gheorghiu_dej
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_gheorghiu_dej = {
	name = ROM_gheorghe_gheorghiu_dej
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_gheorghiu_dej
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_gheorghe_gheorghiu_dej
		available = {
			if = {
				limit = {
					has_dlc = Death or Dishonor
				}
				has_completed_focus = ROM_appoint_soviet_friendly_government
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = ROM
		}
		traits = {
			communist_revolutionary
		}
	}
}
### Entity: Technology
Component: long_range_patrol_support_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		long_range_patrol_support
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_establish_the_fall_backlines
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_mastery_bonus, add_to_variable, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_establish_the_fall_backlines
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CZE_rapid_response_divisions
	} {
		focus = CZE_anti_tank_development
	}
	x = 0
	y = 2
	relative_position_id = CZE_opl_exercises
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_establish_the_fall_backlines
			bonus = 0.1
			days = 365
			sub_doctrine = defensive_postures
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_establish_the_fall_backlines_masterful_delay_tactic_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_core_defence_factor = 0.025
			tooltip = army_core_defence_factor_tt
		} {
			CZE_ceskoslovenska_armada_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		} {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.05
			tooltip = dig_in_speed_factor_tt
		}
		if = {
			limit = {
				9 = {
					is_fully_controlled_by = ROOT
				}
			}
			9 = {
				add_building_construction = {
					type = bunker
					instant_build = yes
					province = 9569
					level = < 1
				} {
					type = bunker
					instant_build = yes
					province = 9414
					level = < 1
				} {
					type = bunker
					instant_build = yes
					province = 9429
					level = < 1
				} {
					type = bunker
					instant_build = yes
					province = 9421
					level = < 1
				}
			}
		} {
			limit = {
				NOT = {
					has_tech = sp_armored_engineer_tech
				}
			}
			add_tech_bonus = {
				name = CZE_establish_the_fall_backlines
				bonus = 1
				uses = 1
				technology = sp_armored_engineer_tech
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		hidden_effect = {
			unlock_tactic = tactic_masterful_delay
		}
		add_tech_bonus = {
			name = CZE_establish_the_fall_backlines
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Faction
Component: faction_goal_secure_the_oil_supply
Constructs: limit, has_resources_in_collection, complete_effect, every_faction_member, has_resources_in_country, add_faction_initiative, add_faction_influence_ratio, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_secure_the_oil_supply = {
	name = secure_the_oil_supply_goal_name
	description = secure_the_oil_supply_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = JAP
		}
	}
	completed = {
		has_resources_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			resource = oil
			amount = > 199
		}
	}
	complete_effect = {
		every_faction_member = {
			tooltip = AT_LEAST_70_OIL
			visible_when_empty = yes
			limit = {
				has_resources_in_country = {
					resource = oil
					amount = > 69
				}
			}
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.15
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_secure_the_oil_supply
					}
				}
				add_tech_bonus = {
					name = secure_the_oil_supply_tech_bonus
					bonus = 0.75
					uses = 1
					category = excavation_tech
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 9
			date = > 1941.1.1
		}
	}
}
### Entity: Character
Component: PUE_acr
Source: game
File: common/characters/PUE.txt

Code:
PUE_acr = {
	advisor = {
		slot = air_chief
		idea_token = PUE_acr
		allowed = {
			original_tag = PUE
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Event
Component: luxembourg.417
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.417
	title = luxembourg.417.t
	desc = luxembourg.417.d
	is_triggered_only = yes
	option = {
		name = luxembourg.417.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_soviet_support
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_political_power, has_capitulated, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_soviet_support
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = HON_go_communist
	}
	relative_position_id = HON_go_communist
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		SOV = {
			exists = yes
			has_capitulated = no
			NOT = {
				has_war_with = HON
			}
			has_government = communism
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				has_capitulated = yes
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		SOV = {
			country_event = hon.74
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			312 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Idea
Component: POR_mozambique_cash_crop_imports
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_mozambique_cash_crop_imports = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	cancel = {
		897 = {
			is_controlled_by_ROOT_or_ally = no
		}
	}
	removal_cost = -1
	modifier = {
		war_stability_factor = 0.05
		consumer_goods_factor = -0.05
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
		}
		support_equipment = {
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_ubiquistas
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_ubiquistas
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = GUA_pass_the_vagrancy_law
	}
	x = -1
	y = 1
	relative_position_id = GUA_pass_the_vagrancy_law
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 15
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GUA_anzueto_valencia GUA_eduardo_villagran_ariza GUA_buenaventura_pineda
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Complete_Control_over_the_Baltic
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Complete_Control_over_the_Baltic
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = DEN_Revoke_the_Copenhagen_Convention
	} {
		focus = DEN_Minelayers
	}
	mutually_exclusive = {
		focus = DEN_Keep_the_Sealanes_Open
	}
	x = 5
	y = 2
	relative_position_id = DEN_Retrofit_the_Royal_Navy
	completion_reward = {
		navy_experience = 35
		add_tech_bonus = {
			name = DEN_Complete_Control_over_the_Baltic
			uses = 1
			bonus = 1
			category = torpedo_equipment
		} {
			name = DEN_Complete_Control_over_the_Baltic
			uses = 1
			bonus = 1
			category = ss_tech
		}
		add_mastery_bonus = {
			name = flexible_navy
			bonus = 0.2
			days = 180
			grand_doctrine = new_convoy_raiding
			track = submarines
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_pahlavi_imperium
Constructs: has_completed_focus, limit, has_government, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_the_pahlavi_imperium
	icon = GFX_focus_PER_the_pahlavi_imperium
	x = -35
	y = 0
	relative_position_id = PER_modernizing_iran
	mutually_exclusive = {
		focus = PER_rally_the_reformers
	}
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_rally_the_reformers
			}
		}
	}
	offset = {
		x = 8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_legacy_of_greatness
		}
	} {
		x = 18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_stand_with_giants
		}
	}
	ai_will_do = {
		factor = 80
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 80
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: news.17
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.17
	title = news.17.t
	desc = news.17.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.17.a
		trigger = {
			NOT = {
				TAG = GER ROM HUN
			}
		}
	} {
		name = news.17.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.17.c
		trigger = {
			TAG = ROM
		}
	} {
		name = news.17.e
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Order of Battle
Component: air_wing_282
Source: game
File: history/units/JAP_1936_air_legacy.txt

Code:
air_wings = {
	282 = {
		fighter_equipment_0 = {
			owner = JAP
			amount = 72
		} {
			owner = JAP
			amount = 72
		}
		CAS_equipment_1 = {
			owner = JAP
			amount = 54
		}
		tac_bomber_equipment_0 = {
			owner = JAP
			amount = 54
		}
	}
}