Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_EXPEDITIONARY_set_target
Constructs: limit, has_country_flag, is_in_array, set_country_flag, add_to_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_EXPEDITIONARY_set_target = {
	if = {
		limit = {
			NOT = {
				is_in_array = {
					array = EAI_expeditionary_targets
					value = PREV.id
				}
			}
		}
		PREV = {
			set_country_flag = EAI_volunteers_from_@PREV
		}
		add_to_array = {
			array = EAI_expeditionary_targets
			value = PREV.id
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EXPEDITIONARIES: set target [Prev.GetName]
		}
		set_temp_variable = {
			log_started_expeditionary = 1
		}
	}
}
### Entity: Character
Component: XSM_wu_qi
Source: game
File: common/characters/XSM.txt

Code:
XSM_wu_qi = {
	name = XSM_wu_qi
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_wu_qi
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_cavalry_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_naval_missions_early_war
Constructs: has_war_with, has_capitulated, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_naval_missions_early_war = {
	allowed = {
		tag = GER
	}
	enable = {
		FRA = {
			has_war_with = GER
			NOT = {
				has_capitulated = yes
			}
			is_in_faction_with = ENG
		}
		alliance_naval_strength_ratio = < 2
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_PATROL
		value = 200000
	} {
		type = naval_mission_threshold
		id = MISSION_STRIKE_FORCE
		value = 200000
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 200000
	}
}
### Entity: Event
Component: kmt.107
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.107
	title = kmt.107.t
	desc = kmt.107.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.101.a
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_support_the_indochinese_communists
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_support_the_indochinese_communists
	icon = GFX_goal_vietnam_viet_minh_victory
	prerequisite = {
		focus = HON_support_the_prc
	}
	relative_position_id = HON_support_the_prc
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_capitulated = no
		is_subject = no
		NOT = {
			has_war_with = VIN
		}
		has_equipment = {
			infantry_equipment = > 3499
		}
	}
	completion_reward = {
		if = {
			limit = {
				country_exists = FRI
				NOT = {
					country_exists = VIN
				}
			}
			custom_effect_tooltip = HON_vietnam_uprising_early
		}
		else_if = {
			limit = {
				country_exists = VIN
				VIN = {
					has_government = communism
					NOT = {
						has_war_with = HON
					}
					is_subject = no
				}
			}
			VIN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AST_delegation_to_china
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 3500
					producer = ROOT
				}
			} {
				ROOT = {
					add_ai_strategy = {
						type = support
						id = PREV
						value = 100
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					country_exists = FRI
					NOT = {
						country_exists = VIN
					}
				}
				custom_effect_tooltip = SOV_support_yen_bai_mutiny_tt
				FRI = {
					add_days_mission_timeout = {
						mission = r56_FRI_nationist_uprising_2
						days = -250
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: INS_political_events.6
Constructs: is_triggered_only, has_completed_focus, limit, add_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.6
	title = INS_political_events.6.t
	desc = INS_political_events.6.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = INS_political_events.6.a
		if = {
			limit = {
				has_completed_focus = INS_instigate_chaos_sulawesi
			}
			673 = {
				add_core_of = ROOT
			}
			1056 = {
				add_core_of = ROOT
			}
		} {
			limit = {
				has_completed_focus = INS_instigate_chaos_medan
			}
			1049 = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_befriend_sov
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_befriend_sov
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = GRE_marxs_dream
	}
	mutually_exclusive = {
		focus = GRE_ally_the_balkans GRE_join_the_balkanic_revolution
	}
	relative_position_id = GRE_marxs_dream
	x = 5
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		SOV = {
			has_government = communism
		}
	}
	completion_reward = {
		SOV = {
			country_event = greece.53
		}
	}
}
### Entity: Idea
Component: KMT_infiltrated_mongol
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_infiltrated_mongol = {
	removal_cost = -1
	picture = generic_spy_coup
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		ai_get_ally_desire_factor = -10000
	}
	rule = {
		can_create_factions = no
	}
}
### Entity: Character
Component: GXC_li_zongren
Source: game
File: common/characters/GXC.txt

Code:
GXC_li_zongren = {
	name = GXC_li_zongren
	portraits = {
		civilian = {
			large = gfx/leaders/GXC/r56_portrait_GXC_Li_Zongren.dds
		}
		army = {
			small = GFX_idea_CHI_li_zongren
			large = gfx/leaders/GXC/r56_portrait_GXC_Li_Zongren.dds
		}
	}
	field_marshal = {
		traits = {
			old_guard infantry_officer defensive_doctrine homeland_connoisseur
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
	}
	country_leader = {
		ideology = military_junta
		expire = 1965.1.1
		traits = {
			hardened_officer
		}
		id = -1
	} {
		ideology = ultranationalism
		expire = 1965.1.1
		traits = {
			hardened_officer
		}
		id = -1
	} {
		ideology = agrarian_socialism
		expire = 1965.1.1
		traits = {
			hardened_officer
		}
		id = -1
	} {
		ideology = populism
		expire = 1965.1.1
		traits = {
			hardened_officer
		}
		id = -1
	}
}
### Entity: Country History
Country: BCO
Component: BCO_army
Source: game
File: history/countries/BCO - British Columbia.txt

Code:
# OOB & Army Setup for BCO
oob = CAN_1936
### Entity: Event
Component: bftb_bulgaria_balkan_federation.18
Constructs: is_triggered_only, limit, every_controlled_state, add_claim_by, create_wargoal, annex_everything
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.18
	title = bftb_bulgaria_balkan_federation.18.t
	desc = bftb_bulgaria_balkan_federation.18.desc
	picture = GFX_report_event_bul_ff_troops_panzer
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.18.a
		TUR = {
			every_controlled_state = {
				limit = {
					BUL_is_balkan_state = yes
				}
				add_claim_by = ROOT
			}
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_hydroelectricity
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, set_province_name, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_hydroelectricity
	available = {
		OR = {
			has_full_control_of_state = 180 181 179 112
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_extraction_industries
	}
	icon = GFX_focus_generic_hydroelectric_energy
	x = 0
	y = 1
	relative_position_id = POR_extraction_industries
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			set_province_name = {
				id = 11885
				name = POR_cabril_dam
			}
		}
		add_ideas = POR_hydroelectric_power
		if = {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				has_full_control_of_state = 181
			}
			181 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dam
					level = 1
					instant_build = yes
					province = {
						id = 11885
					}
				}
				custom_effect_tooltip = {
					localization_key = building_state_modifier|dam
					INDENT =     
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_restore_the_kanchas
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_restore_the_kanchas
	prerequisite = {
		focus = PRU_create_orejones_battalions
	} {
		focus = PRU_recreate_the_Inca_farming_system
	}
	icon = GFX_goal_generic_housing
	relative_position_id = PRU_crown_an_inca
	x = -3
	y = 5
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_kanchas_system
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: idea_SIA_military_wing_unrest
Constructs: army_defence_factor, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_wing_unrest = {
	picture = SIA_military_rebellious
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.2
		army_defence_factor = -0.2
		army_org_factor = -0.15
		conscription_factor = -0.1
		production_speed_arms_factory_factor = -0.2
		war_support_factor = -0.1
	}
}
### Entity: Event
Component: r56_australia.5
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.5
	title = r56_australia.5.t
	desc = r56_australia.5.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = r56_australia.5.a
		AST_set_robert_menzies = yes
		hidden_effect = {
			set_country_flag = AST_earle_page_quit
		}
	}
}
### Entity: Idea
Component: SAM_ncs
Source: game
File: common/ideas/samoa.txt

Code:
SAM_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_glorify_the_army
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, add_manpower, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_glorify_the_army
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = COS_approach_the_nazistas
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = 1
	y = 1
	relative_position_id = COS_approach_the_nazistas
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_manpower = 10000
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = COL_militarism_idea
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_6
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_6 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 350
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 340
				EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Character
Component: SPR_valentin_gonzalez
Source: game
File: common/characters/SPR.txt

Code:
SPR_valentin_gonzalez = {
	name = SPR_valentin_gonzalez
	portraits = {
		army = {
			large = GFX_portrait_SPR_valentin_gonzalez
			small = GFX_portrait_SPR_valentin_gonzalez_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 1104
	}
}
### Entity: State History
Component: 999
Constructs: add_core_of
Source: game
File: history/states/999 - Barotseland.txt

Code:
state = {
	id = 999
	name = STATE_981
	state_category = rural
	manpower = 690043
	resources = {
		chromium = 16
		tungsten = 4
	}
	history = {
		owner = ZAM
		add_core_of = ZAM BAR
		victory_points = {
			697 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		697 7872 10538 12677
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: USA_robert_oppenheimer
Source: game
File: common/characters/USA.txt

Code:
USA_robert_oppenheimer = {
	name = USA_robert_oppenheimer
	portraits = {
		army = {
			large = GFX_portrait_USA_robert_oppenheimer
			small = GFX_idea_robert_oppenheimer
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist scientist_trait_brilliant_theorist
		}
		skills = {
			specialization_nuclear = 2
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_jewel_of_the_pacific
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_jewel_of_the_pacific
	icon = GFX_goal_generic_jungle_diamond
	ai_will_do = {
		factor = 25
	}
	relative_position_id = INS_stay_with_the_netherlands
	x = -2
	y = 1
	mutually_exclusive = {
		focus = INS_empower_the_volksraad
	}
	prerequisite = {
		focus = INS_stay_with_the_netherlands
	}
	cost = 10
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = INS_jewel_of_the_pacific_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_designer
		show_ideas_tooltip = INS_henri_zentgraaff INS_daf INS_artilerie_inrichtingen
		if = {
			limit = {
				NOT = {
					has_country_flag = INS_hoog_death_flag
				}
			}
			show_ideas_tooltip = INS_dick_de_hoog
			else = {
				show_ideas_tooltip = INS_paul_alex_blaauw
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: BUL_dvf_sopot
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_dvf_sopot = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_prussia_of_the_balkans
		}
	}
	available = {
		has_completed_focus = BUL_found_dvf_sopot
	}
	research_bonus = {
		artillery = 0.1
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_military_designer_upgrade_tt
	}
}
### Entity: Event
Component: turkey.135
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.135
	title = turkey.135.t
	desc = turkey.135.d
	picture = GFX_report_event_tur_sultan_in_istanbul
	is_triggered_only = yes
	option = {
		name = turkey.135.a
		add_political_power = 20
		TUR = {
			country_event = {
				id = turkey.136
				days = 1
			}
		}
		ai_chance = {
			base = 50
		}
	} {
		name = turkey.135.b
		add_war_support = 0.01
		TUR = {
			country_event = {
				id = turkey.137
				days = 1
			}
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 4
				has_government = fascism
			}
		}
	}
}
### Entity: Unit Template
Component: POL_THEME_BATTLES
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_BATTLES = {
	name = NAME_THEME_BATTLES
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Grunwald Orsza Smoleńsk Kircholm Wiedeń Chocim Raszyn Oliwa Cedynia Płowce Komarów
	}
}
### Entity: Event
Component: luxembourg.12
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.12
	title = luxembourg.12.t
	desc = luxembourg.12.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = luxembourg.12.a
		GER = {
			puppet = LUX
		}
	}
}
### Entity: Idea
Component: HUN_heirs_of_the_huns_idea
Constructs: fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_heirs_of_the_huns_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_heirs_of_the_huns
	modifier = {
		army_speed_factor = 0.02
		cavalry_attack_factor = 0.05
		supply_consumption_factor = -0.05
		fascism_drift = 0.04
	}
}
### Entity: Unit Template
Component: ISR_ARM_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Israeli Armored Division
	ordered = {
		1 = {
			%dst Israeli Armored Division
		}
		2 = {
			%dnd Israeli Armored Division
		}
		3 = {
			%drd Israeli Armored Division
		}
		4 = {
			%dth Israeli Armored Division
		}
		5 = {
			%dth Israeli Armored Division
		}
		6 = {
			%dth Israeli Armored Division
		}
		7 = {
			%dth Israeli Armored Division
		}
		8 = {
			%dth Israeli Armored Division
		}
		9 = {
			%dth Israeli Armored Division
		}
		10 = {
			%dth Israeli Armored Division
		}
		11 = {
			%dth Israeli Armored Division
		}
		12 = {
			%dth Israeli Armored Division
		}
		13 = {
			%dth Israeli Armored Division
		}
		14 = {
			%dth Israeli Armored Division
		}
		15 = {
			%dth Israeli Armored Division
		}
		16 = {
			%dth Israeli Armored Division
		}
		17 = {
			%dth Israeli Armored Division
		}
		18 = {
			%dth Israeli Armored Division
		}
		19 = {
			%dth Israeli Armored Division
		}
		20 = {
			%dth Israeli Armored Division
		}
		21 = {
			%dst Israeli Armored Division
		}
		22 = {
			%dnd Israeli Armored Division
		}
		23 = {
			%drd Israeli Armored Division
		}
		36 = {
			%dth Ga'ash Armored Division
		}
		162 = {
			%dnd Ha-Plada Armored Division
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_army_of_the_united_states
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_skill_level
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_army_of_the_united_states
	icon = GFX_focus_generic_little_entente
	x = 0
	y = 2
	prerequisite = {
		focus = USA_louisiana_maneuvers
	}
	relative_position_id = USA_selective_training_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_army_of_the_united_states
		custom_effect_tooltip = generic_skip_one_line_tt
		USA_omar_bradley = {
			add_skill_level = 1
		}
		USA_mark_clark = {
			add_skill_level = 1
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Mot
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Mot
	icon = GFX_goal_generic_army_motorized
	cost = 10.0
	prerequisite = {
		focus = SPR_Equipment
	}
	x = 6
	y = 2
	bypass = {
		has_tech = motorised_infantry
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_tech_bonus = {
			name = SPR_Mot
			bonus = 1
			uses = 1
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: NOA
Component: NOA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/NOA - North Ossetia-Alania.txt

Code:
# Politics & Parties for NOA
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 20
	communism = 20
	neutrality = 10
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_faithful_ally
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, has_army_manpower, add_autonomy_ratio
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_faithful_ally
	icon = GFX_goal_CRO_faithful_ally
	prerequisite = {
		focus = CRO_anti_partizan_tactics
	}
	relative_position_id = CRO_anti_partizan_tactics
	x = 0
	y = 2
	cost = 10
	available = {
		has_government = fascism
		CRO = {
			is_subject = yes
			OVERLORD = {
				has_government = fascism
			}
			has_war = yes
		}
		has_army_manpower = {
			size = > 90000
		}
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.9
			localization = slovak_autonomy
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_strengthen_the_commonwealth_ties
Constructs: has_government, add_opinion_modifier, completion_reward, is_in_tech_sharing_group, cancel_if_invalid, modify_tech_sharing_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_strengthen_the_commonwealth_ties
	mutually_exclusive = {
		focus = CAN_patriation
	}
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	x = 21
	y = 0
	cost = 10
	ai_will_do = {
		factor = 9
		modifier = {
			democratic = < 0.5
			factor = 0.5
		}
	}
	available = {
		ENG = {
			has_government = ROOT
		}
		is_in_tech_sharing_group = commonwealth_research
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		modify_tech_sharing_bonus = {
			id = commonwealth_research
			bonus = 0.03
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CAN_strengthen_the_commonwealth_ties
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_gottwald_faction
Constructs: prerequisite, add_ideas, completion_reward, set_politics
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_gottwald_faction
	icon = GFX_goal_support_communism
	relative_position_id = CZE_expand_the_communist_press
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = CZE_anti_rearmament_propaganda CZE_anti_democratic_propaganda
	}
	mutually_exclusive = {
		focus = CZE_kohler_faction CZE_zapotocky_faction
	}
	available = {
		communism = > 0.5
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = CZE_vaclav_kopecky
		add_ideas = CZE_army_questionable_loyalties
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}