Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: FIN_akseli_anttila
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_akseli_anttila = {
	name = FIN_akseli_anttila
	portraits = {
		army = {
			small = GFX_portrait_FIN_akseli_anttila_small
			large = GFX_portrait_FIN_akseli_anttila
		}
	}
	corps_commander = {
		traits = {
			infantry_officer trait_reckless
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_the_second_finnish_civil_war
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = FIN_akseli_anttila
		ledger = army
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_the_second_finnish_civil_war
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_modernizing_the_island
Constructs: prerequisite, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_modernizing_the_island
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = ICE_expanding_the_university_of_reykjavik
	}
	x = 0
	y = 1
	relative_position_id = ICE_expanding_the_university_of_reykjavik
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			ICE_economy_production_speed_buildings_factor = 0.15
			tooltip = production_speed_buildings_factor_tt
		} {
			ICE_economy_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			ICE_economy_industrial_capacity_factory = 0.1
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: Modifier Reference
Construct: equipment_capture_factor_for_controller
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## equipment_capture_factor_for_controller

* Number with 1 decimal places
* **Categories**: state
### Entity: Character
Component: POL_wladyslaw_sikorski
Source: game
File: common/characters/POL.txt

Code:
POL_wladyslaw_sikorski = {
	name = POL_wladyslaw_sikorski
	portraits = {
		civilian = {
			large = GFX_portrait_POL_wladyslaw_sikorski
		}
		army = {
			large = GFX_portrait_POL_wladyslaw_sikorski
			small = GFX_portrait_POL_wladyslaw_sikorski_small
		}
	}
	field_marshal = {
		traits = {
			POL_sanation_left_leader defensive_doctrine
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			patriotic_guerilla
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Unit Template
Component: KUR_PAR_01
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		KUR
	}
	can_use = {
		NOT = {
			is_puppet_of = FRA
		}
	}
	division_types = {
		paratrooper
	}
	fallback_name = Beşa Paraşuter %d
	ordered = {
		1 = {
			Beşa Paraşuter %d
		}
		2 = {
			Beşa Paraşuter %d
		}
		3 = {
			Beşa Paraşuter %d
		}
		4 = {
			Beşa Paraşuter %d
		}
		5 = {
			Beşa Paraşuter %d
		}
		6 = {
			Beşa Paraşuter %d
		}
		7 = {
			Beşa Paraşuter %d
		}
		8 = {
			Beşa Paraşuter %d
		}
		9 = {
			Beşa Paraşuter %d
		}
		10 = {
			Beşa Paraşuter %d
		}
	}
}
### Entity: Character
Component: KKP_islam_sadyk
Source: game
File: common/characters/KKP.txt

Code:
KKP_islam_sadyk = {
	name = Islam Sadyk-ogly Aliyev
	portraits = {
		civilian = {
			large = GFX_portrait_Islam_Sadyk-ogly_Aliyev
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1944.1.1.1
		id = -1
	}
}
### Entity: Event
Component: SEA_PHI_political_events.52
Constructs: is_triggered_only, has_completed_focus, limit, has_character, has_global_flag, add_skill_level
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.52
	title = SEA_PHI_political_events.52.t
	desc = SEA_PHI_political_events.52.desc
	picture = GFX_report_event_PHI_eisenhower
	immediate = {
		hidden_effect = {
			USA = {
				country_event = SEA_PHI_political_events.53
			}
		}
	}
	is_triggered_only = yes
	trigger = {
		has_character = USA_dwight_d_eisenhower
		NOT = {
			has_completed_focus = PHI_police_chief_eisenhower
		}
	}
	option = {
		name = SEA_PHI_political_events.51.a
		effect_tooltip = {
			if = {
				limit = {
					has_global_flag = PHI_eisenhower_recalled_early
				}
				USA_dwight_d_eisenhower = {
					add_skill_level = 1
				}
			}
			else = {
				USA_dwight_d_eisenhower = {
					add_skill_level = 2
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: Examples
Constructs: Examples, add_political_power, set_temp_variable, unlock_compare, add_to_temp_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
#### Examples
```
hidden_trigger = {
	tooltip_evaluation = eval
	set_temp_variable = { unlock_compare = 0 }			
	all_collection_elements = {
		collection = {
			input = game:scope
			operators =  { faction_members }
		}
		add_to_temp_variable = { unlock_compare = num_armies }
	}
}
```

```
hidden_trigger = {
	tooltip_evaluation = no_eval
	add_political_power = 10
}
```
### Entity: Scripted Trigger
Component: EAI_available_RSITE
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_RSITE = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_RSITE > THIS=[this.getname] PREV=[prev.getname]
	}
	EAI_has_free_shared_slot = yes
	impassable = no
}
### Entity: Modifier Reference
Component: PHI_investment_plan_1_building_bonus
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_investment_plan_1_building_bonus = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_ETH_state_development
	state_resources_factor = 0.15
	state_production_speed_buildings_factor = 0.25
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_mosquito_fleet
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_mosquito_fleet
	icon = GFX_focus_PHI_mosquito_fleet
	prerequisite = {
		focus = PHI_pt_boat_development
	}
	mutually_exclusive = {
		focus = PHI_devil_boats
	}
	relative_position_id = PHI_pt_boat_development
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_mosquito_fleet_ns
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_help_akh_banna
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_help_akh_banna
	icon = GFX_goal_EGY_muslim_brotherhood
	prerequisite = {
		focus = PAL_grand_jihad
	}
	x = 2
	y = 1
	relative_position_id = PAL_grand_jihad
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 100
		unlock_decision_tooltip = PAL_plan_uprising
		EGY = {
			country_event = palestine.43
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_military_complex_of_the_parnaiba_valley
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_military_complex_of_the_parnaiba_valley
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = BRA_R56_military_complex_of_the_parana_valley
	}
	relative_position_id = BRA_R56_military_complex_of_the_parana_valley
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				498
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56.news_event.42
Constructs: is_triggered_only, has_war_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.42
	title = r56.news_event.42.t
	desc = r56.news_event.42.desc
	picture = GFX_news_event_smoking_snakes_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.42.a
		trigger = {
			NOT = {
				has_war_with = BRA
			}
		}
	} {
		name = r56.news_event.42.b
		trigger = {
			has_war_with = BRA
		}
	}
}
### Entity: Idea
Component: CHL_anti_american_idea
Constructs: war_support_factor, has_government, removal_cost, is_subject, is_puppet
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_anti_american_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			}
			has_government = democratic
		}
	}
	modifier = {
		war_support_factor = 0.1
		democratic_acceptance = -10
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	picture = saf_ossewabrandwag_2
}
### Entity: Character
Component: BRN_ahmad_tajuddin
Source: game
File: common/characters/BRN.txt

Code:
BRN_ahmad_tajuddin = {
	name = Ahmad Tajuddin
	portraits = {
		civilian = {
			large = gfx/leaders/BRN/r56_portrait_BRN_Sultan_Tajuddin.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		traits = {
			BRN_ahmad_tajuddin_trait
		}
		id = -1
	}
	field_marshal = {
		traits = {
			caring_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_expand_spy_networks
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_expand_spy_networks
	text = SWI_expand_spy_networks
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = LIE_maintain_international_neutrality
	}
	x = 1
	y = 1
	relative_position_id = LIE_maintain_international_neutrality
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = SWI_expanded_spy_network_idea
		create_operative_leader = {
			name = Ferdinand von Liechtenstein
			gfx = GFX_portrait_europe_generic_operative_m_13
			traits = {
				operative_well_groomed
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				LIE AUS
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_alliance_with_honduras
Constructs: prerequisite, has_government, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_alliance_with_honduras
	icon = GFX_goal_HON_bannana_takeover
	relative_position_id = VEN_unify_political_command
	x = -3
	y = 2
	cost = 10
	available = {
		is_puppet = no
		is_in_faction = yes
		HON = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_attack_central_america
	}
	prerequisite = {
		focus = VEN_expand_gran_colombia
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		HON = {
			country_event = {
				hours = 8
				id = generic.5
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_periphery_investments
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, build_railway
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_periphery_investments
	icon = GFX_goal_generic_building_our_industry
	relative_position_id = ISR_the_five_mems
	x = -2
	y = 1
	prerequisite = {
		focus = ISR_the_five_mems
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ISR
			}
			prioritize = {
				1017
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				4206 4088
			}
		} {
			path = {
				1086 4088
			}
		}
	}
}
### Entity: Idea
Component: CAY_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = CAY
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: EGY_fuad_i
Constructs: has_country_leader
Source: game
File: common/characters/EGY.txt

Code:
EGY_fuad_i = {
	name = Fuad I
	portraits = {
		civilian = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Fuad_I.dds
			small = GFX_idea_EGY_faud_i
		}
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Fuad_I.dds
			small = GFX_idea_EGY_faud_i
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		traits = {

		}
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected EGY_aristocrat war_hero media_personality
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		visible = {
			has_country_leader = {
				character = EGY_fuad_i
				ruling_only = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: scop
Constructs: scop, has_contested_owner
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Assuming current scope is a state and FROM is a country scope
has_contested_owner = FROM
```
### Entity: Military Industrial Organization
Component: INS_artillerie_inrichtingen_pyrotechnische_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_organization.txt

Code:
INS_artillerie_inrichtingen_pyrotechnische_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_INS_ai_pyrotechnische
	allowed = {
		original_tag = INS
		has_dlc = Arms Against Tyranny
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_debt_relief
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_debt_relief
	icon = GFX_focus_generic_currency_reforms
	prerequisite = {
		focus = RAJ_tenancy_reforms
	}
	x = -2
	y = 1
	relative_position_id = RAJ_tenancy_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = {
			idea_RAJ_great_depression_2
		}
	}
}
### Entity: Scripted Effect
Component: JAP_trigger_communist_civil_war
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_trigger_communist_civil_war = {
	IF = {
		limit = {
			MAN = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = MAN
			autonomy_state = autonomy_free
		}
		MAN = {
			country_event = {
				id = SEA_japan_popup_events.26
				hours = 4
			}
			effect_tooltip = {
				set_cosmetic_tag = MAN_kwantung_army
				IF = {
					limit = {
						has_idea = MAN_kwantung_veto
					}
					remove_ideas = MAN_kwantung_veto
				}
				add_ideas = MAN_militarism
			}
		}
		IF = {
			limit = {
				MEN = {
					is_subject_of = ROOT
				}
			}
			MAN = {
				puppet = MEN
			}
		}
	} {
		limit = {
			KOR = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = KOR
			autonomy_state = autonomy_free
		}
		KOR = {
			country_event = {
				id = SEA_japan_popup_events.27
				hours = 4
			}
			drop_cosmetic_tag = yes
			retire_character = KOR_jiro_minami
			add_popularity = {
				ideology = communism
				popularity = 0.3
			}
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = KOR
			}
		}
		release = KOR
	} {
		limit = {
			PLU = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = PLU
			autonomy_state = autonomy_free
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = PLU
			}
		}
		release = PLU
	} {
		limit = {
			FOR = {
				is_subject_of = ROOT
			}
		}
		set_autonomy = {
			target = FOR
			autonomy_state = autonomy_free
		}
	} {
		limit = {
			any_controlled_state = {
				is_core_of = FOR
			}
		}
		release = FOR
	} {
		limit = {
			NOT = {
				has_variable = ROOT.JAP_opposition_army_support
			}
		}
		set_variable = {
			ROOT.JAP_opposition_army_support = 0.4
		}
	} {
		limit = {
			JAP = {
				is_ai = yes
			}
			check_variable = {
				ROOT.JAP_opposition_army_support = < 0.6
			}
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.2
		}
	} {
		limit = {
			has_completed_focus = JAP_seek_yakuza_support
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.2
		}
		clamp_variable = {
			var = ROOT.JAP_opposition_army_support
			max = 0.9
			min = 0.1
		}
	} {
		limit = {
			has_completed_focus = JAP_sway_disillusioned_young_officers
		}
		add_to_variable = {
			ROOT.JAP_opposition_army_support = 0.1
		}
		clamp_variable = {
			var = ROOT.JAP_opposition_army_support
			max = 0.9
			min = 0.1
		}
	} {
		limit = {
			has_country_flag = JAP_IJA_secured_first_bit_of_army_support_flag
		}

# ... (truncated)
### Entity: Order of Battle
Component: air_wing_110
Source: game
File: history/units/NOR_1936_air_legacy.txt

Code:
air_wings = {
	110 = {
		tac_bomber_equipment_0 = {
			owner = NOR
			amount = 18
		}
	}
}
### Entity: Character
Component: BYA_bidia_dandaron
Source: game
File: common/characters/BYA.txt

Code:
BYA_bidia_dandaron = {
	name = Chakravartin Bidia Dandarovitch Dandaron
	portraits = {
		civilian = {
			large = GFX_portrait_Chakravartin_Bidia_Dandarovitch_Dandaron
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Country Tag
Component: SPC
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SPC = {
	original_tag = SPR
	has_country_flag = SPR_anarchist_spain_flag
}
### Entity: Country History
Country: SLV
Component: SLV_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/SLV - Slovenia.txt

Code:
# Misc for SLV
capital = 853
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_austrofascism_not_nazism
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_game_rule, allow_branch, add_popularity
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_austrofascism_not_nazism
	icon = GFX_goal_AUS_vf
	relative_position_id = AUS_austria_awaken
	x = 12
	y = 3
	prerequisite = {
		focus = AUS_crack_down_nazis
	} {
		focus = AUS_bolster_defences
	} {
		focus = AUS_crackdown_on_socialists
	}
	mutually_exclusive = {
		focus = AUS_past_glories
	}
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_austrofascism_not_nazism
		}
		x = -12
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_past_glories AUS_look_west AUS_accept_inevitable
			}
		}
	}
	cost = 5
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_tend_to_the_future_of_germany
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, has_civil_war, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_tend_to_the_future_of_germany
	icon = GFX_focus_GER_tend_to_the_future
	prerequisite = {
		focus = GER_oppose_hitler_ww
	}
	x = 0
	y = 3
	relative_position_id = GER_oppose_hitler_ww
	cost = 2
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_active_mission = GER_growing_public_dissent_mission
			}
			add_days_mission_timeout = {
				mission = GER_growing_public_dissent_mission
				days = 14
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt GER_tend_to_the_future_of_germany_tt
	}
}
### Entity: Character
Component: PHI_thomas_hart
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_thomas_hart = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		navy_leader = {
			visible = {
				has_completed_focus = PHI_united_states_asiatic_fleet
				OR = {
					is_ally_with = USA
					AND = {
						has_country_flag = PHI_recently_broke_USA_alliance
						NOT = {
							has_war_with = USA
						}
					}
				}
			}
			traits = {

			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 2
			legacy_id = -1
		}
		name = PHI_thomas_hart
		portraits = {
			army = {
				large = GFX_portrait_PHI_thomas_hart
				small = GFX_portrait_PHI_thomas_hart_small
			}
		}
	}
}
### Entity: Idea
Component: MNT_acas
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: poland.165
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_subject, set_country_flag
Source: game
File: events/r56_Poland.txt

Code:
news_event = {
	id = poland.165
	title = poland.165.t
	desc = poland.165.d
	picture = GFX_PPS_Worker_Rally
	fire_only_once = yes
	trigger = {
		tag = POL
		POL = {
			has_government = democratic
			has_country_flag = open_up_political_discourse_socialist77
			has_completed_focus = POL_The_Polish_Socialist_Party
			is_subject = no
			NOT = {
				has_completed_focus = POL_Draw_Closer_To_The_USSR
			} {
				has_completed_focus = POL_Seek_Autonomy
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = poland.165.a
		hidden_effect = {
			set_country_flag = POL_PPS_Socialists_In_Power
		}
	}
}