Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_the_kingdom_reunited
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, owns_state, has_war_with, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_kingdom_reunited
	available = {
		has_government = neutrality
		NOT = {
			is_subject_of = BRA
		}
		OR = {
			AND = {
				country_exists = BRA
				BRA = {
					has_government = neutrality
					has_civil_war = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_enemy_country = {
						is_in_faction_with = BRA
					}
				}
			} {
				NOT = {
					country_exists = BRA
				}
				owns_state = 500
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_restoration_of_the_monarchy
	} {
		focus = POR_the_empire_of_brazil
	}
	mutually_exclusive = {
		focus = POR_recover_brazil
	}
	icon = GFX_focus_por_the_kingdom_reunited
	x = -1
	y = 2
	relative_position_id = POR_the_empire_of_brazil
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		remove_ideas = POR_unstable_monarchy
		add_ideas = POR_the_portuguese_empire
		if = {
			limit = {
				country_exists = BRA
			}
			BRA = {
				country_event = {
					id = lar_portugal_promote_monarchist_cause.2
					hours = 6
				}
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Event
Component: quebec_commie.2
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_commie.2
	title = quebec_commie.2.t
	desc = quebec_commie.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = quebec_commie.2.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				strength_ratio = {
					tag = QUE
					ratio = < 0.5
				}
			} {
				factor = 2
				has_opinion = {
					target = QUE
					value = > 65
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_commie.22
			}
		}
	} {
		name = quebec_commie.2.b
		ai_chance = {
			base = 8
			modifier = {
				factor = 2
				has_opinion = {
					target = QUE
					value = < -40
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_commie.23
			}
		}
	}
}
### Entity: Idea
Component: r_high_budget
Constructs: research_speed_factor, political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/t_modern_research.txt

Code:
r_high_budget = {
	level = 4
	cost = 10
	removal_cost = -1
	picture = r_high
	modifier = {
		political_power_gain = -0.2
		research_speed_factor = 0.08
		production_speed_buildings_factor = 0.03
		army_org_factor = 0.04
		experience_gain_factor = 0.05
	}
}
### Entity: Idea
Component: FIJ_stc
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Idea
Component: SIA_siamese_youth_corps_2_r56
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_siamese_youth_corps_2_r56 = {
	name = SIA_siamese_youth_corps_r56
	removal_cost = -1
	picture = generic_fascist_army
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		army_core_attack_factor = 0.04
		conscription_factor = 0.04
	}
}
### Entity: Modding Documentation
Construct: modifiers
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
### Localization for custom success chance modifiers

Given a custom success chance modifier named `political_power_test`, the game will look for the following loc strings to display the modifier in the UI:
```
success_modifier_political_power_test: "£pol_power Political Power"
success_modifier_political_power_test_negative: "low £pol_power Political Power" # Optional (displayed if the modifier has negative effect)
success_modifier_political_power_test_improvement: "- Increase £pol_power Political Power" # Optional (but required if can_actor_affect is true)
success_modifier_political_power_test_counterplay: "- Decrease enemy £pol_power Political Power" # Optional
success_modifier_political_power_test_source: "£pol_power $VAL|H0$/$MAX|H0$" # Optional
```
### Entity: Idea
Component: avro
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
avro = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: CZE_giant_of_central_europe_industry_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_giant_of_central_europe_industry_idea = {
	picture = ARG_rapid_militarization
	name = CZE_giant_of_central_europe_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
		energy_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		industrial_capacity_factory = 0.1
		global_building_slots_factor = 0.2
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_industrial_support
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_industrial_support
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = SER_trading_infrastructures SER_belgrade_investments_focus
	}
	mutually_exclusive = {
		focus = SER_economic_optimization
	}
	relative_position_id = SER_trading_infrastructures
	x = 0
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic
				}
			}
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = CRO_idea_industrial_support
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: human_ai
Constructs: human_ai, set_cosmetic_tag
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
human_ai
|
Makes the AI control the country currently led by the player while the player also remains in control.
|
AI will also create logs within /Hearts of Iron IV/logs/scripted_ai.log in the user directory.
|

set_cosmetic_tag [<country tag>] [<cosmetic tag>]
|
changes the name and flag of the country
|
set_cosmetic_tag USA SOV
|

reload [<type>]
|
Reloads files of a given type. Also accepts individual files within the /Hearts of Iron IV/interface/ folder. Equivalent to the effect done automatically when saving over a file with debug mode turned on via launch options.
|

reload loc (reloads localisation files)

reload focus (reloads focuses)

reload landcombat.gui (reloads land combat interface)

|

reloadoob [<Target Country Tag>]
|
Reloads orders of battle.
|

|
### Entity: Modifier Reference
Component: DEN_resistance_dynamic_modifier
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_resistance_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_resistance
	air_mission_efficiency = DEN_resistance_air_mission_efficiency
	weekly_manpower = DEN_resistance_weekly_manpower
	mobilization_speed = DEN_resistance_mobilization_speed
	air_attack_factor = DEN_resistance_air_attack_factor
	air_agility_factor = DEN_resistance_air_agility_factor
	air_home_defence_factor = DEN_resistance_air_home_defence
	power_balance_weekly = DEN_resistance_power_balance_weekly
	naval_damage_factor = DEN_resistance_naval_damage
	naval_defense_factor = DEN_resistance_naval_defense
	naval_enemy_fleet_size_ratio_penalty_factor = DEN_resistance_enemy_fleet_size_ratio_penalty
	resistance_target_on_our_occupied_states = DEN_resistance_target_on_our_occupied_states
	compliance_growth_on_our_occupied_states = DEN_resistance_compliance_growth_on_our_occupied_states
	resistance_damage_to_garrison_on_our_occupied_states = DEN_resistance_damage_to_garrison_on_our_occupied_states
}
### Entity: Unit Template
Component: ALB_GAR_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_GAR_01 = {
	name = Garrison Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		ALB_INF_01
	}
	fallback_name = %s Këmbësori Pjesëtim
	ordered = {
		1 = {
			%s Këmbësori Pjesëtim
		}
		2 = {
			%s Këmbësori Pjesëtim
		}
		3 = {
			%s Këmbësori Pjesëtim
		}
		4 = {
			%s Këmbësori Pjesëtim
		}
		5 = {
			%s Këmbësori Pjesëtim
		}
		6 = {
			%s Këmbësori Pjesëtim
		}
		7 = {
			%s Këmbësori Pjesëtim
		}
		8 = {
			%s Këmbësori Pjesëtim
		}
		9 = {
			%s Këmbësori Pjesëtim
		}
		10 = {
			%s Këmbësori Pjesëtim
		}
		11 = {
			%s Këmbësori Pjesëtim
		}
		12 = {
			%s Këmbësori Pjesëtim
		}
		13 = {
			%s Këmbësori Pjesëtim
		}
		14 = {
			%s Këmbësori Pjesëtim
		}
		15 = {
			%s Këmbësori Pjesëtim
		}
		16 = {
			%s Këmbësori Pjesëtim
		}
		17 = {
			%s Këmbësori Pjesëtim
		}
		18 = {
			%s Këmbësori Pjesëtim
		}
		19 = {
			%s Këmbësori Pjesëtim
		}
		20 = {
			%s Këmbësori Pjesëtim
		}
	}
}
### Entity: Character
Component: prince_of_terror
Source: game
File: common/country_leader/00_traits.txt

Code:
prince_of_terror = {
	sprite = 13
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.02
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SCO_ncm
Source: game
File: common/characters/SCO.txt

Code:
SCO_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = SCO_ncm
		allowed = {
			original_tag = SCO
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Idea
Component: PRC_sov_experts
Constructs: has_government, has_war_with, removal_cost, has_opinion, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_sov_experts = {
	removal_cost = -1
	picture = trotskyite_plot_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		SOV = {
			OR = {
				has_opinion = {
					target = PRC
					value = < 0
				}
				has_war_with = PRC
				NOT = {
					has_government = communism
				}
			}
		}
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
	research_bonus = {
		industry = 0.03
	}
}
### Entity: Modding Documentation
Construct: num_owned_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_owned_states
* description: number of owned states
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_hellenic_army
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_hellenic_army
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = GRE_hellenic_armed_forces
	}
	x = 0
	y = 1
	relative_position_id = GRE_hellenic_armed_forces
	cost = 5
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = GRE_the_hellenic_army
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		add_tech_bonus = {
			name = GRE_the_hellenic_army
			bonus = 1.0
			uses = 1
			category = engineers_tech
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_wants_to_build_screen_ships
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_wants_to_build_screen_ships = {
	OR = {
		EAI_DD_navy_production = yes
		EAI_CL_navy_production = yes
	}
}
### Entity: Event
Component: new_ger.34
Constructs: is_triggered_only, ai_chance, add_ideas, add_war_support, has_country_flag, add_political_power, add_command_power, has_game_rule
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.34
	title = new_ger.34.t
	desc = new_ger.34.d
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = new_ger.34.a
		add_command_power = -100
		add_ideas = GER_battle_of_essen
		custom_effect_tooltip = GER_essen_tt
		ai_chance = {
			base = 2
		}
	} {
		name = new_ger.34.b
		add_political_power = 50
		add_war_support = -0.05
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = COMMUNIST_COMINTERN
					} {
						rule = GER_ai_behavior
						option = COMMUNIST_WORLD_REVOLUTION
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SWE_en_svensk_tiger_aat_no_lar
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_en_svensk_tiger_aat_no_lar = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_en_svensk_tiger
	modifier = {
		encryption = 1
		decryption = 1
		airforce_intel_to_others = -25
		navy_intel_to_others = -25
		army_intel_to_others = -25
		civilian_intel_to_others = -25
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_corpo_truppe_volontarie
Constructs: prerequisite, add_opinion_modifier, completion_reward, has_global_flag, has_volunteers_amount_from, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_corpo_truppe_volontarie
	available = {
		NOT = {
			has_global_flag = scw_over
		}
		has_volunteers_amount_from = {
			tag = ITA
			count = > 0
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_phalanx_ascendant SPA_unify_the_nationalist_front
	}
	icon = GFX_focus_befriend_italy
	x = 4
	y = 1
	relative_position_id = SPA_the_phalanx_ascendant
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		ITA = {
			add_timed_idea = {
				idea = SPA_spanish_civil_war_commitments
				days = 730
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SPA_spanish_civil_war_commitments
			}
		}
		add_tech_bonus = {
			name = SPA_the_corpo_truppe_volontarie
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		} {
			name = SPA_the_corpo_truppe_volontarie
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Country History
Country: USB
Component: USB_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/USB - USB.txt

Code:
# Politics & Parties for USB
set_stability = 0.75
set_war_support = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1932.11.8
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	neutrality = 99
	communism = 1
}
add_ideas = {
	civilian_economy limited_conscription free_trade home_of_the_free neutrality_idea
}
### Entity: Event
Component: malaysia.6
Constructs: is_triggered_only, ai_chance, add_political_power, add_autonomy_ratio
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.6
	title = malaysia.6.t
	desc = malaysia.6.desc
	is_triggered_only = yes
	option = {
		name = malaysia.6.a
		ai_chance = {
			base = 60
		}
		add_political_power = -100
		add_autonomy_ratio = {
			value = 0.4
			localization = mal_autonomy
		}
	} {
		name = malaysia.6.b
		ai_chance = {
			base = 40
		}
		add_political_power = -25
		add_autonomy_ratio = {
			value = 0.15
			localization = mal_autonomy
		}
	} {
		name = malaysia.6.c
		ai_chance = {
			base = 40
		}
		add_political_power = 50
	}
}
### Entity: Idea
Component: FRA_venerate_the_craftsman
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_venerate_the_craftsman = {
	picture = generic_production_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: r56_is_literally_kuomintang
Constructs: has_government, is_subject
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
r56_is_literally_kuomintang = {
	tag = CHI
	NOT = {
		has_government = communism
	}
	is_subject = no
	exists = yes
}
### Entity: Character
Component: AST_herbert_v_evatt
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_herbert_v_evatt = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_herbert_v_evatt
		portraits = {
			civilian = {
				small = GFX_portrait_AST_herbert_v_evatt_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_herbert_v_evatt
			allowed = {
				original_tag = AST
			}
			traits = {
				AST_equitable_diplomat
			}
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_herbert_v_evatt
		portraits = {
			army = {
				small = GFX_idea_AST_herbert_v_evatt
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_herbert_v_evatt
			allowed = {
				original_tag = AST
			}
			cost = 100.0
			traits = {
				silent_workhorse
			}
			available = {
				if = {
					limit = {
						has_dlc = Together for Victory
					}
					has_completed_focus = AST_support_the_policy_of_appeasement
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: NMB_graveyard_coast
Constructs: supply_factor
Source: game
File: common/dynamic_modifiers/NMB.txt

Code:
NMB_graveyard_coast = {
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	supply_factor = -0.15
	production_speed_naval_base_factor = -0.33
}
### Entity: Shared Focus
Component: BALTIC_autobahn
Constructs: shared_focus, every_owned_state, prerequisite, limit, has_government, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_autobahn
	icon = GFX_goal_reichsautobahn
	prerequisite = {
		focus = BALTIC_german_war_economics
	} {
		focus = BALTIC_german_tank_licences
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_german_war_economics
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		every_owned_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		random_owned_controlled_state = {
			limit = {
				is_capital = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: NOR_eivind_blehr
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_eivind_blehr = {
	name = NOR_eivind_blehr
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_eivind_blehr_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_eivind_blehr
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			NOR_fascist_minister_of_supplies
		}
	}
}
### Entity: State History
Component: 623
Constructs: add_core_of
Source: game
File: history/states/623-Luzon.txt

Code:
state = {
	id = 623
	name = STATE_623
	manpower = 818940
	state_category = rural
	resources = {
		rubber = 1
	}
	history = {
		owner = PHI
		add_core_of = PHI
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			12213 = {
				naval_base = 1
			}
		}
		victory_points = {
			12213 1
		}
	}
	provinces = {
		4101 4214 4350 4368 7325 7439 10167 10241 10252 10298 12213
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Volunteer.html

Doc:
|
This article is a Stub, which means that it does not sufficiently cover its subject matter.
Please help expand this article if you can. |

Volunteers and Expeditionary Forces are ways of sending soldiers to Wars, or aiding Allies, without having to be a part of the War.
### Entity: Joint Focus
Component: ABDA_fortress_singapore
Constructs: has_completed_focus, prerequisite, joint_focus, has_country_flag, is_owned_by, is_controlled_by
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_fortress_singapore
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = ABDA_abdacom
	}
	relative_position_id = ABDA_abdacom
	text_icon = ENG_focus_style
	x = -2
	y = 1
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
		tag = ENG
		1021 = {
			is_owned_by = ENG
			is_controlled_by = ENG
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 10
	}
	completion_reward_joint_originator = {
		ENG = {
			custom_effect_tooltip = ABDA_fortress_singapore_choice_tt generic_skip_one_line_tt
			country_event = {
				id = ABDA_events.4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: AFG_mihrdil_shahnawaz
Source: game
File: common/characters/AFG.txt

Code:
AFG_mihrdil_shahnawaz = {
	name = AFG_mihrdil_shahnawaz
	portraits = {
		civilian = {
			large = GFX_portrait_Mihrdil_Shahnawaz
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1949.1.1.12
		id = -1
	}
}
### Entity: Event
Component: BBA_switzerland_fascist.4
Constructs: is_triggered_only, ai_chance, clear_variable
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_fascist.4
	title = BBA_switzerland_fascist.4.t
	desc = BBA_switzerland_fascist.4.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_fascist.4.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		clear_variable = SWI_requested_territory
	}
}