Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: que_focus
Component: QUE_cote_nord_expansion
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, has_idea, set_state_category, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_cote_nord_expansion
	icon = GFX_focus_generic_public_works_A
	prerequisite = {
		focus = QUE_develop_the_capitale_nationale
	}
	relative_position_id = QUE_develop_the_capitale_nationale
	x = -1
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		owns_state = 860
		controls_state = 860
		has_country_flag = QUE_good_economy
		NOT = {
			has_idea = QUE_regional_development
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		860 = {
			set_state_category = rural
		}
		random_owned_controlled_state = {
			prioritize = {
				860
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = QUE_regional_development
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: KMT_enabling_act
Constructs: stability_factor, removal_cost, has_country_leader, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_enabling_act = {
	removal_cost = -1
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = -0.05
		drift_defence_factor = 0.1
		democratic_drift = -0.01
	}
}
### Entity: Character
Component: COG_frederic_vandewalle
Source: game
File: common/characters/COG.txt

Code:
COG_frederic_vandewalle = {
	name = COG_frederic_vandewalle
	portraits = {
		army = {
			large = GFX_portrait_COG_frederic_vandewalle
			small = GFX_portrait_COG_frederic_vandewalle_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = COG_frederic_vandewalle
		ledger = army
		allowed = {
			original_tag = COG
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: SAX_acom
Source: game
File: common/ideas/saxony.txt

Code:
SAX_acom = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = SAX
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_PRL_5
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_PRL_5 = {
	set_temp_variable = {
		support_to_remove = 0.5
	}
	if = {
		limit = {
			check_variable = {
				LUX.PRL_support = < 99.5
			}
		}
		add_to_variable = {
			LUX.PRL_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PD_support = > 0.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PD_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 0.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 0.166
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PD_support
			}
			subtract_from_variable = {
				LUX.PD_support = support_to_remove
			}
			clr_country_flag = remove_PD_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 0.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.249
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 0
		} {
			LUX.PRL_support = 100
		} {
			LUX.LSAP_support = 0
		} {
			LUX.KPL_support = 0
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_support
# ... (truncated)
### Entity: Modifier Reference
Component: SIC_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SIC_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = SIC_tp_pp
	conscription_factor = SIC_tp_rp
	command_power_gain_mult = SIC_tp_cp
	army_attack_factor = SIC_tp_aa
	army_core_attack_factor = SIC_tp_ca
	army_core_defence_factor = SIC_tp_cd
	research_speed_factor = SIC_tp_rs
	local_resources_factor = SIC_tp_re
}
### Entity: Character
Component: new_vozhd
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
new_vozhd = {
	random = no
	sprite = 13
	stability_factor = 0.1
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.15
}
### Entity: Idea
Component: KOR_hanwha_defense
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hanwha_defense = {
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 525
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Character
Component: KHM_keng_gui
Source: game
File: common/characters/KHM.txt

Code:
KHM_keng_gui = {
	name = Keng Gui
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = KHM_keng_gui
		allowed = {
			original_tag = KHM
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Construct: amphibious_invasion
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## amphibious_invasion

* Number with 1 decimal places
* **Categories**: naval, unit_leader
### Entity: Country History
Country: LAO
Component: LAO_technology
Constructs: set_technology
Source: game
File: history/countries/LAO - Laos.txt

Code:
# Starting Technologies for LAO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
}
### Entity: Achievement
Component: backfire
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_special_project_completed, has_equipment
Source: game
File: common/achievements.txt

Code:
backfire = {
	id = 229
	possible = {
		tag = ENG
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		ENG = {
			custom_trigger_tooltip = {
				tooltip = backfire_tt
				is_special_project_completed = sp:sp_rockets_medium_range_ballistic_missile
				has_equipment = {
					ballistic_missile_equipment_2 = > 0
				}
				has_war_with = GER
			}
			rocket_site = > 0
		}
	}
}
### Entity: Order of Battle
Component: 66th Division
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 66th Division
	location = 3427
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = SHX_yang_xiaoou
	}
}
### Entity: Modifier Reference
Construct: air_accidents
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_accidents

* Number with 1 decimal places
* **Categories**: air
### Entity: State History
Component: 1071
Constructs: add_core_of
Source: game
File: history/states/1071 - Vanuatu.txt

Code:
state = {
	id = 1071
	name = STATE_1071
	resources = {

	}
	state_category = small_island
	history = {
		owner = FRA
		add_core_of = VAN
		victory_points = {
			12120 1
		}
		buildings = {
			infrastructure = 2
			12120 = {
				naval_base = 1
			}
			4247 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1237 4247 12120
	}
	manpower = 21876
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/TML_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12190
	division_template = Companhia de Caçadores Indígenas
}
### Entity: Trigger Reference
Construct: all_army_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_army_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if All Army Leader of the Country in scope match the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  all_army_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope triggers ...
  }
}
```
### Entity: Event
Component: ww_BEL_event_diplomatic.32
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.32
	title = ww_BEL_event_diplomatic.32.t
	desc = ww_BEL_event_diplomatic.32.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.32.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		uncomplete_national_focus = {
			focus = BEL_join_axis
			uncomplete_children = yes
		}
		set_country_flag = BEL_tried_to_join_the_axis_flag
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_new_production_chains
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_tech, add_tech_bonus, industrial_bonus, has_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_new_production_chains
	icon = GFX_goal_generic_civilian_production
	prerequisite = {
		focus = TIB_develop_the_drapchi_lekhung TIB_expand_the_drapchi_arsenal
	}
	relative_position_id = TIB_develop_the_drapchi_lekhung
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 7
	}
	available = {
		OR = {
			has_tech = concentrated_industry dispersed_industry
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.75
			uses = 1
			category = industry
		}
		if = {
			limit = {
				has_idea = TIB_backward_industry
			}
			swap_ideas = {
				remove_idea = TIB_backward_industry
				add_idea = TIB_backward_industry_2
			}
		}
		else_if = {
			limit = {
				has_idea = TIB_backward_industry_2
			}
			swap_ideas = {
				remove_idea = TIB_backward_industry_2
				add_idea = TIB_backward_industry_3
			}
		} {
			limit = {
				has_idea = TIB_backward_industry_3
			}
			remove_ideas = TIB_backward_industry_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_219
Source: game
File: history/units/SOV_1936_air_bba.txt

Code:
air_wings = {
	219 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 94
			version_name = I-15
		}
		large_plane_airframe_0 = {
			owner = SOV
			amount = 48
			version_name = TB-3
		}
	}
}
### Entity: AI Strategy
Component: EAI_NOR_weserubung_dumb
Constructs: has_war_with, is_historical_focus_on, is_ai, has_global_flag, is_in_faction_with
Source: game
File: common/ai_strategy/NOR_EAI.txt

Code:
EAI_NOR_weserubung_dumb = {
	enable = {
		is_historical_focus_on = yes
		original_tag = NOR
		has_war_with = GER
		GER = {
			is_ai = yes
		}
		has_global_flag = EAI_GER_blitz_denmark_365d
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 2
		states = {
			922
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = front_unit_request
		value = -200
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: Character
Component: mining_zaibatsu
Source: game
File: common/country_leader/00_traits.txt

Code:
mining_zaibatsu = {
	random = no
	political_power_factor = -0.1
	local_resources_factor = 0.1
	production_factory_max_efficiency_factor = 0.05
	production_factory_start_efficiency_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_49
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_49 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 49
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 49
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_reestablish_the_qing_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_corps_commander_role
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_reestablish_the_qing_army
	icon = GFX_focus_MAN_reestablish_the_imperial_army
	prerequisite = {
		focus = MAN_tsr_imperial_divinity MAN_tsr_a_new_constitution
	}
	x = 2
	y = 1
	relative_position_id = MAN_tsr_imperial_divinity
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = MAN_qing_army
		custom_effect_tooltip = generic_skip_one_line_tt
		add_corps_commander_role = {
			character = MAN_aisin_gioro_xiqia
			traits = {
				career_officer
			}
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 1
			legacy_id = -1
		} {
			character = MAN_pujie
			traits = {
				politically_connected infantry_leader
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Misc Config
Component: harsh_quotas_occupation
Constructs: compliance_gain, set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
harsh_quotas_occupation = {
	icon = 9
	sound_effect = Martial_Law_Interface_Harsh_Quotas_Occupation
	state_modifier = {
		resistance_target = -0.4
		compliance_gain = -0.08
		required_garrison_factor = 0.15
		resistance_damage_to_garrison = 0.5
		local_factories = 0.25
		local_resources = 0.05
		repair_speed_arms_factory_factor = 0.25
		repair_speed_industrial_complex_factor = 0.25
		custom_modifier_tooltip = factory_sabotage_decrease_tooltip
	}
	ai_will_do = {
		base = 0
		modifier = {
			set_temp_variable = {
				num_damaged = damaged_building_level@arms_factory
			}
			add_to_temp_variable = {
				num_damaged = damaged_building_level@industrial_complex
			} {
				num_damaged = 150
			}
			check_variable = {
				num_damaged = > 0
			}
			clamp_temp_variable = {
				var = num_damaged
				max = 4
			}
			multiply_temp_variable = {
				num_damaged = 50
			}
			add = num_damaged
		}
	}
}
### Entity: Modding Documentation
Construct: research
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## research
* Arguments: <slot id> or "all"

Researches an technology from research slot or all.
### Entity: Modifier Reference
Component: idea_SIA_asian_democratic_compact
Constructs: research_speed_factor, army_defence_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_asian_democratic_compact = {
	icon = GFX_idea_generic_democratic_drift_bonus
	land_mastery_gain_factor = SIA_adc_land_mastery_gain_factor
	research_speed_factor = SIA_adc_research_speed_factor
	max_command_power_mult = SIA_adc_max_command_power_mult
	army_defence_factor = SIA_adc_army_defence_factor
	max_dig_in_factor = SIA_adc_max_dig_in_factor
	army_org_factor = SIA_adc_army_org_factor
	industrial_capacity_dockyard = SIA_acd_industrial_capacity_dockyard
	industrial_capacity_factory = SIA_acd_industrial_capacity_factory
	equipment_conversion_speed = SIA_adc_equipment_conversion_speed
	production_lack_of_resource_penalty_factor = SIA_adc_production_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = SIA_adc_production_factory_max_efficiency_factor
}
### Entity: Decision
Component: debug_decisions
Constructs: remove_ideas, is_debug, complete_effect, has_dynamic_modifier, set_country_flag
Source: game
File: common/decisions/JAP.txt

Code:
debug_decisions = {
	JAP_Danne_debugging = {
		priority = 999
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			original_tag = JAP
		}
		complete_effect = {
			remove_ideas = JAP_militarism MTG_naval_treaty_adherent
		}
	}
	JAP_Danne_imperial_influence_debugging = {
		priority = 999
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_small_naval_gain_and_small_army_loss = yes
		}
	}
	JAP_Danne_small_army_faction_increase_debugging = {
		priority = 999
		icon = generic_military
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_small_army_faction_gain = yes
		}
	}
	JAP_Danne_big_army_faction_increase_debugging = {
		priority = 999
		icon = generic_military
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_big_army_faction_gain = yes
		}
	}
	JAP_Danne_small_army_faction_decrease_debugging = {
		priority = 999
		icon = generic_military
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_small_army_faction_loss = yes
		}
	}
	JAP_Danne_big_army_faction_decrease_debugging = {
		priority = 999
		icon = generic_military
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_big_army_faction_loss = yes
		}
	}
	JAP_Danne_small_navy_faction_increase_debugging = {
		priority = 999
		icon = generic_naval
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_small_naval_faction_gain = yes
		}
	}
	JAP_Danne_big_navy_faction_increase_debugging = {
		priority = 999
		icon = generic_naval
		allowed = {
			always = yes
		}
		visible = {
			is_debug = yes
			has_dynamic_modifier = {
				modifier = JAP_imperial_influence_dm
			}
		}
		complete_effect = {
			JAP_big_naval_faction_gain = yes
		}
	}
	JAP_Danne_small_navy_faction_decrease_debugging = {
	
# ... (truncated)
### Entity: Idea
Component: idea_RAJ_power_sharing_agreement
Constructs: war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_power_sharing_agreement = {
	allowed = {
		original_tag = RAJ
	}
	picture = generic_deal_with_the_devil2
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		war_support_factor = -0.1
		compliance_growth = -0.2
		democratic_drift = 0.1
	}
}
### Entity: Order of Battle
Component: 2ya BVO Mekhanizirovanaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 2ya BVO Mekhanizirovanaya Gruppa
	location = 11202
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 250
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_seek_democratic_allies
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_seek_democratic_allies
	icon = GFX_goal_generic_freedom
	relative_position_id = EGY_found_the_new_kingdom
	x = 3
	y = 2
	cost = 5
	available = {
		is_subject = no
		has_government = neutrality
	}
	prerequisite = {
		focus = EGY_found_the_new_kingdom
	}
	mutually_exclusive = {
		focus = EGY_radicalize_the_iron_guard EGY_the_new_egyptian_model
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EGY_democratic_sympathies
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_the_mighty_balzers
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_the_mighty_balzers
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = LIE_develop_indigenous_models
	}
	mutually_exclusive = {
		focus = LIE_aircraft_experiments
	}
	x = 1
	y = 1
	relative_position_id = LIE_develop_indigenous_models
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_hold_plenum_of_central_committee
Constructs: has_government, has_country_flag, completion_reward, add_political_power, has_active_mission, add_country_leader_role
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_hold_plenum_of_central_committee
	icon = GFX_goal_generic_communism
	x = 0
	y = 0
	cost = 7.2
	ai_will_do = {
		factor = 30
	}
	available = {
		has_government = communism
		NOT = {
			has_active_mission = MON_external_policy_negotiations
		}
		OR = {
			has_country_flag = mon_1935_defence_soviet_yes_assistance mon_1935_defence_soviet_imprison_genden_or_empty_train
		}
	}
	mutually_exclusive = {
		focus = MON_rely_on_national_strength MON_form_the_provisional_government MON_host_emergency_great_khural_assembly
	}
	completion_reward = {
		add_political_power = 120
		add_country_leader_role = {
			character = MON_anandyn_amar
			country_leader = {
				ideology = marxism
				traits = {
					popular_figurehead2
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		custom_effect_tooltip = MON_pro_sov_ideological_agenda_tt
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}