Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_take_the_fight_to_our_enemies_soil_r56
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_take_the_fight_to_our_enemies_soil_r56
	icon = GFX_goal_siam_liberty
	cost = 5
	x = 0
	y = 2
	relative_position_id = SIA_continue_the_fight_underground_r56
	offset = {
		y = -1
		trigger = {
			has_completed_focus = SIA_take_the_fight_to_our_enemies_soil_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	prerequisite = {
		focus = SIA_continue_the_fight_underground_r56
	}
	ai_will_do = {
		base = 999
	}
	available_if_capitulated = yes
	available = {
		1134 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		if = {
			limit = {
				OR = {
					has_idea = SIA_taking_the_fight_underground_r56
					NOT = {
						has_completed_focus = SIA_continue_the_fight_underground_r56
					}
				}
			}
			remove_ideas = SIA_taking_the_fight_underground_r56
		}
		else_if = {
			limit = {
				has_idea = SIA_prepare_landing_operations_idea_r56
			}
			remove_ideas = SIA_prepare_landing_operations_idea_r56
		} {
			limit = {
				has_idea = SIA_foster_connections_on_the_ground_idea_r56
			}
			remove_ideas = SIA_foster_connections_on_the_ground_idea_r56
		} {
			limit = {
				has_idea = SIA_taking_the_fight_underground2_r56
			}
			remove_ideas = SIA_taking_the_fight_underground2_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = SIA_taking_the_fight_to_our_enemies_soil_r56
			days = 365
		}
	}
}
### Entity: Idea
Component: CAT_nt
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = CAT
	}
	traits = {
		naval_theorist
	}
}
### Entity: Character
Component: LIE_franz_i_prince_of_liechtenstein
Source: game
File: common/country_leader/r56_traits.txt

Code:
LIE_franz_i_prince_of_liechtenstein = {
	random = no
	army_core_defence_factor = 0.05
	drift_defence_factor = 0.1
}
### Entity: Wiki Documentation
Construct: sp_add_scientist
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_add_scientist
sp_add_scientist [<level> (optional)] [<specialisation> (optional)]

|
Adds a generic scientist with no or specified specialisation/skill level
|
sp_add_scientist 3 nuclear
sp_add_scientist 1

|
### Entity: Event
Component: sweden_nap.32
Constructs: is_triggered_only
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.32
	title = sweden_nap.32.t
	desc = sweden_nap.32.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = sweden_nap.32.a
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AUnit_preview_tank.jpg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Filters
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Unit_preview_tank.jpg"
### Entity: National Focus
Tree: phi_focus
Component: PHI_fortify_corregidor
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, add_to_variable, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_fortify_corregidor
	icon = GFX_focus_PHI_fortify_corregidor
	prerequisite = {
		focus = PHI_war_plan_orange PHI_beach_defense_strategy
	}
	relative_position_id = PHI_war_plan_orange
	x = 1
	y = 1
	cost = 5
	available = {
		PHI = {
			controls_province = 10265
		}
		OR = {
			327 = {
				free_building_slots = {
					building = bunker
					size = > 2
					province = 10265
				}
			} {
				free_building_slots = {
					building = coastal_bunker
					size = > 2
					province = 10265
				}
			}
		}
	}
	bypass = {
		OR = {
			PHI = {
				NOT = {
					controls_province = 10265
				}
			}
			custom_trigger_tooltip = {
				tooltip = PHI_fortify_corregidor_bypass_tt
				AND = {
					327 = {
						free_building_slots = {
							building = bunker
							size = < 1
							province = 10265
						}
					} {
						free_building_slots = {
							building = coastal_bunker
							size = < 1
							province = 10265
						}
					}
				}
			}
		}
	}
	enable_automatic_bypass = no
	available_if_capitulated = no
	completion_reward = {
		PHI_add_or_modify_defense_strategy = yes
		add_to_variable = {
			PHI_defense_strategy_max_dig_in = 1
			tooltip = max_dig_in_tt
		} {
			PHI_defense_strategy_production_speed_bunker_factor = 0.05
			tooltip = production_speed_bunker_factor_tt
		}
		IF = {
			limit = {
				327 = {
					free_building_slots = {
						building = bunker
						size = > 1
						province = 10265
					}
				}
			}
			327 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 10265
				}
			}
		} {
			limit = {
				327 = {
					free_building_slots = {
						building = coastal_bunker
						size = > 1
						province = 10265
					}
				}
			}
			327 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 10265
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_INVASION_invasion_target_selector
Constructs: limit, has_country_flag, check_variable, set_temp_variable, is_controlled_by
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_invasion_target_selector = {
	if = {
		limit = {
			check_variable = {
				EAI_invasion_target_country = 0
			}
		}
		set_temp_variable = {
			EAI_invasion_min_distance = 99999
		} {
			EAI_invasion_target_country = 0
		}
		for_each_scope_loop = {
			array = updated_naval_invasion_targets
			for_each_scope_loop = {
				array = core_states
				if = {
					limit = {
						is_controlled_by = PREV
					}
					for_each_scope_loop = {
						array = ROOT.core_states
						if = {
							limit = {
								is_controlled_by = ROOT
								check_variable = {
									EAI_invasion_min_distance = > distance_to@PREV
								}
							}
							set_temp_variable = {
								EAI_invasion_min_distance = distance_to@PREV
							} {
								EAI_invasion_target_country = PREV.PREV.id
							}
						}
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_invasion_target_country = 0
					}
				}
			}
			var:EAI_invasion_target_country = {
				ROOT = {
					EAI_INVASION_set_target = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_naval_invasion_logging
							check_variable = {
								log_started_invasion = 1
							}
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: reason: EAI_INVASION_invasion_target_selector
				}
				set_temp_variable = {
					log_started_invasion = 0
				}
			}
			set_temp_variable = {
				selected_invasion_target = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: FIN_bop_very_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_bop_very_low_increase_effect = {
	add_power_balance_value = {
		id = FIN_power_balance
		value = 0.05
	}
}
### Entity: Unit Template
Component: KOR_BB_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_BB_COMMUNIST = {
	name = (D)PRK ship names
	for_countries = {
		KOR NKR
	}
	can_use = {
		OR = {
			tag = NKR
			AND = {
				tag = KOR
				has_government = communism
			}
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = KPNS 
	fallback_name = Battleship %d
	unique = {
		Dumangang Amnokgang Daedonggang Nakdonggang Imjingang
	}
}
### Entity: Idea
Component: bra_influencia_comunista_idea
Constructs: removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_influencia_comunista_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: Idea
Component: CRC_nccr
Source: game
File: common/ideas/curacao.txt

Code:
CRC_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: frenchindochina.2
Constructs: is_triggered_only, fire_only_once, set_country_flag, add_timed_idea
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.2
	title = frenchindochina.2.t
	desc = frenchindochina.2.d
	picture = GFX_report_event_bank_of_indochina
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = frenchindochina.2.a
		set_country_flag = r56_FRI_strikes_happened
		add_timed_idea = {
			idea = FRI_strikes
			days = 430
		}
	}
}
### Entity: Idea
Component: CHI_const_monarchism
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_const_monarchism = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		democratic_drift = 0.01
		stability_factor = 0.05
		political_power_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_encourage_local_participation
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_encourage_local_participation
	icon = GFX_goal_generic_socialist_democracy
	prerequisite = {
		focus = QUE_total_self_sufficiency
	}
	relative_position_id = QUE_total_self_sufficiency
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_socialist_democracy
		add_stability = 0.1
		custom_effect_tooltip = QUE_lineskip
		country_event = quebec_commie.24
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: PER_anglo_iranian_oil_company_post_war
Constructs: has_government, has_war_with, is_subject
Source: game
File: common/ideas/coldwar.txt

Code:
PER_anglo_iranian_oil_company_post_war = {
	name = PER_anglo_iranian_oil_company
	picture = PER_anglo_iranian_oil_company
	targeted_modifier = {
		tag = ENG
		extra_trade_to_target_factor = 1.5
	}
	cancel = {
		OR = {
			is_subject = yes
			has_war_with = ENG
			NOT = {
				has_government = neutrality
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_tactical_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/EAI_air_tactical_bomber.txt

Code:
EAI_tactical_bomber = {
	category = air
	roles = {
		air_tactical_bomber
	}
	priority = {
		base = 0
		modifier = {
			add = 25000
			EAI_TAC_military_focus = yes
			has_tech = early_bombs
			NOT = {
				EAI_TAC_design_priority = yes
			}
		}
	}
	BASIC_TACTICAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = basic_medium_airframe engines_2
			} {
				add = -500
				has_tech = improved_medium_airframe engines_3
			}
		}
		target_variant = {
			type = medium_plane_airframe_1
			match_value = 1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = empty
				fixed_auxiliary_weapon_slot_3 = empty
				engine_type_slot = > engine_1_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
		}
		allowed_modules = {
			twin_plane_engine_type medium_bomb_bay bomb_locks tank_buster_1 tank_buster_2 armor_plate_medium plane_special_module_bomb_sights self_sealing_fuel_tanks_medium non_strategic_materials_medium lmg_defense_turret lmg_defense_turret_2x hmg_defense_turret hmg_defense_turret_2x cannon_defense_turret cannon_defense_turret_2x bomb_sights_1 bomb_sights_2
		}
	}
	IMPROVED_TACTICAL_BOMBER = {
		priority = {
			base = 0
			modifier = {
				add = 100
				has_tech = improved_medium_airframe engines_3
			} {
				add = -500
				has_tech = advanced_medium_airframe engines_4
			}
		}
		target_variant = {
			type = medium_plane_airframe_2
			match_value = 1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = rocket_rails
				fixed_auxiliary_weapon_slot_3 = rocket_rails
				engine_type_slot = > engine_2_2x
				special_type_slot_1 = {
					module = radio_navigation_2 radio_navigation_1 empty
				}
				special_type_slot_2 = armor_plate_medium
				special_type_slot_3 = fuel_tanks_medium
				special_type_slot_4 = empty
				special_type_slot_5 = empty
			}
		}
		allowed_modules = {
			twin_plane_engine_type medium_bomb_bay bomb_locks tank_buster_1 tank_buster_2 armor_plate_medium plane_special_module_bomb_sights self_sealing_fuel_tanks_medium non_strategic_materials_medium lmg_defense_turret lmg_defense_turret_2x hmg_defense_turret hmg_defense_turret_2x cannon_defens
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_BB_navy_focus_BB
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BB_navy_focus_BB = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
		} {
			EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_A_BB_DESIGN
		}
		AND = {
			OR = {
				EAI_Battleship_Focus_BB_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/battleship EAI_FOCUS/NAVY/battleship_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.94
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.94
	title = r56_afghanistan.94.t
	desc = r56_afghanistan.94.d
	picture = GFX_report_event_AFG_protests
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.94.a
		ROOT = {
			create_wargoal = {
				type = take_state_focus
				target = FROM
				expire = 0
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_venerate_islam
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_venerate_islam
	icon = GFX_focus_TUR_turanist_ambition
	prerequisite = {
		focus = PER_clamp_azerbaijani_dissidence PER_clamp_kurdish_dissidence
	}
	x = -1
	y = 1
	relative_position_id = PER_clamp_kurdish_dissidence
	mutually_exclusive = {
		focus = PER_state_atheism PER_revive_old_ways
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
		NOT = {
			has_completed_focus = PER_forced_secularization
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = PER_forced_secularization
			}
			swap_ideas = {
				remove_idea = PER_secularized_state_idea
				add_idea = PER_venerated_islam_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = PER_islamic_traditions_ns
				add_idea = PER_venerated_islam_idea
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_we_dont_fight_pathetic_sweden
Constructs: has_war, has_government, is_historical_focus_on, has_idea, is_in_faction
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_we_dont_fight_pathetic_sweden = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = no
		has_government = fascism
		SWE = {
			has_idea = neutrality_idea
		}
	}
	abort = {
		SWE = {
			NOT = {
				has_idea = neutrality_idea
			}
			OR = {
				is_in_faction = yes
				has_war = yes
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = SWE
		value = -200
	} {
		type = protect
		id = SWE
		value = 100
	}
}
### Entity: Idea
Component: PER_restore_constitutionalism
Constructs: has_government, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_restore_constitutionalism = {
	picture = generic_democratic_drift_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		democratic_drift = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_DD_navy_production
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_DD_navy_production = {
	OR = {
		EAI_DD_tech_focus = yes
		AND = {
			check_variable = {
				EAI_FOCUS/NAVY/destroyer = > global.EAI_OFF
			}
			num_of_naval_factories = > 1
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_histardrut_deregulation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_histardrut_deregulation
	icon = GFX_goal_generic_banking_legislation
	relative_position_id = ISR_shift_rightwards
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_shift_rightwards
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_histadrut_start
			add_idea = ISR_histadrut_weak
		}
	}
}
### Entity: Idea
Component: AFG_reviving_the_workshop_of_the_world
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_reviving_the_workshop_of_the_world = {
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: traderoutes
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
traderoutes
|
Toggle visibility of trade routes
|

|
### Entity: National Focus
Tree: chl_focus
Component: CHL_establish_the_royal_mountaineers
Constructs: prerequisite, add_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_establish_the_royal_mountaineers
	icon = GFX_focus_ITA_bersaglieri
	relative_position_id = CHL_expand_the_officer_corps
	x = 0
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_expand_the_officer_corps
	} {
		focus = CHL_a_new_araucanian_noble_class CHL_state_catholicism
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		army_experience = 25
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_union_of_american_indigenous_peoples_tt
		add_ideas = CHL_royal_mountaineers
	}
}
### Entity: Event
Component: INS_union_events.2
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.2
	title = INS_union_events.2.t
	desc = INS_union_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_union_events.2.a
		indonesia_hol_exile_effect = yes
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_intervention_in_indochina
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_intervention_in_indochina
	icon = GFX_goal_generic_position_armies
	x = 1
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_overseas_territories
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			FRA_controls_indochina = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = FRA_prepare_coup_in_indochina
		} {
			decision = FRA_promise_independence_to_indochina
		} {
			decision = FRA_invasion_in_indochina
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = PHI_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = PHI_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = PHI_AI_BEHAVIOR
			option = HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_scavenging
Constructs: prerequisite, limit, add_ideas, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_scavenging
	icon = GFX_focus_AFG_scavenging
	prerequisite = {
		focus = AFG_khyber_pass_riflining
	}
	x = 0
	y = 1
	relative_position_id = AFG_khyber_pass_riflining
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_scavenging_tactics_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = scavenger
				}
			}
			add_trait = {
				trait = scavenger
			}
		} {
			limit = {
				NOT = {
					has_trait = scavenger
				}
			}
			add_trait = {
				trait = scavenger
			}
		}
	}
}
### Entity: Character
Component: well_connected_businessman
Source: game
File: common/country_leader/r56_traits.txt

Code:
well_connected_businessman = {
	sprite = 10
	political_power_factor = 0.05
	production_speed_industrial_complex_factor = 0.03
}