Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: GOE_RAJ_princely.2
Constructs: is_triggered_only, set_nationality, set_character_flag, is_mughal_emperor
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_princely.2
	title = GOE_RAJ_princely.2.t
	desc = GOE_RAJ_princely.2.desc
	is_triggered_only = yes
	picture = GFX_report_event_indian_soldiers
	option = {
		name = GOE_RAJ_princely.2.a
		BAN = {
			RAJ_huseyn_shaheed_suhrawardy = {
				set_nationality = RAJ
				set_character_flag = is_mughal_emperor
			}
			promote_character = RAJ_huseyn_shaheed_suhrawardy
		}
	} {
		name = GOE_RAJ_princely.2.d
		ROOT = {
			country_event = {
				id = GOE_RAJ_princely.1
			}
		}
	}
}
### Entity: National Focus
Component: internationalism_focus
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = internationalism_focus
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = collectivist_ethos
	}
	mutually_exclusive = {
		focus = nationalism_focus
	}
	available = {
		if = {
			limit = {
				original_tag = CHI
			}
			has_government = communism
			else = {
				OR = {
					has_government = communism neutrality
				}
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = collectivist_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = communism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 720
		}
	}
}
### Entity: Character
Component: SIA_kuang_abhayavongsa
Source: game
File: common/characters/SIA.txt

Code:
SIA_kuang_abhayavongsa = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_kuang_abhayavongsa
		allowed = {
			original_tag = SIA
		}
		traits = {
			silent_workhorse
		}
	}
	name = SIA_kuang_abhayavongsa
	portraits = {
		army = {
			large = GFX_portrait_SIA_khuang_aphaiwong
			small = GFX_portrait_SIA_khuang_aphaiwong_small
		}
	}
}
### Entity: Event
Component: SEA_warlords.59
Constructs: is_triggered_only, limit, has_war_with, is_owned_and_controlled_by, annex_country, remove_core_of, set_capital, set_cosmetic_tag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.59
	title = SEA_warlords.59.t
	desc = SEA_warlords.59.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.59.a
		IF = {
			limit = {
				608 = {
					is_owned_and_controlled_by = HBC
				}
			}
			annex_country = {
				target = HBC
				transfer_troops = yes
			}
		} {
			limit = {
				283 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			283 = {
				transfer_state_to = CHI
				remove_core_of = ROOT
			}
		} {
			limit = {
				744 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			744 = {
				transfer_state_to = CHI
				remove_core_of = ROOT
			}
		} {
			limit = {
				1032 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			1032 = {
				transfer_state_to = CHI
				remove_core_of = ROOT
			}
		} {
			limit = {
				622 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			622 = {
				transfer_state_to = CHI
			}
		} {
			limit = {
				1046 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			IF = {
				limit = {
					SHX = {
						exists = yes
						NOT = {
							has_war_with = CHI
						}
					}
				}
				1046 = {
					transfer_state_to = SHX
				}
			}
			ELSE = {
				1046 = {
					transfer_state_to = CHI
				}
			}
		}
		ELSE = {
			IF = {
				limit = {
					608 = {
						is_owned_and_controlled_by = CHI
					}
				}
				608 = {
					transfer_state_to = ROOT
				}
			} {
				limit = {
					1039 = {
						is_owned_and_controlled_by = CHI
					}
				}
				1039 = {
					transfer_state_to = ROOT
				}
			} {
				limit = {
					614 = {
						is_owned_and_controlled_by = CHI
					}
				}
				614 = {
					transfer_state_to = ROOT
				}
			}
		}
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		set_cosmetic_tag = XIC_new_fengtian_clique
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		HBC = {
			every_core_state = {
				add_core_of = ROOT
			}
		} {
			CHI_song_zheyuan = {
				set_nationality = ROOT
			}
			CHI_wan_fulin = {
				set_nationality = ROOT
			}
			HBC_wu_peifu = {
				set_nationality = ROOT
			}
		}
		every_state = {
			limit = {
				OR = {
					state = 761 714 717 328 716 715 610 609 612 611 1043 621 1039 608 614 1038 597 743
				}
			}
			add_claim_by = XIC
		}
		diplomatic_relation = {
			country = CHI
			relation = military_access
			ac
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/RCG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = RCG
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Modifier Reference
Construct: legitimacy_daily
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## legitimacy_daily

* Number with 2 decimal places
* **Categories**: government_in_exile
### Entity: Scripted Trigger
Component: raj_dem_alliance_trigger
Constructs: has_government, has_war_with, is_faction_leader, has_civil_war
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
raj_dem_alliance_trigger = {
	exists = yes
	is_faction_leader = yes
	OR = {
		has_government = democratic neutrality
	}
	surrender_progress = < 0.33
	NOT = {
		has_war_with = RAJ
	}
	has_civil_war = no
}
### Entity: Modifier Reference
Component: r56_ISR_palestinian_resistance_lower
Constructs: has_war_with, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_palestinian_resistance_lower = {
	remove_trigger = {
		controller = {
			NOT = {
				original_tag = ISR
			} {
				has_war_with = ISR
			}
		}
	}
	enable = {
		controller = {
			original_tag = ISR
		}
	}
	icon = GFX_decision_eng_trade_unions_support
	local_manpower = -0.2
}
### Entity: Character
Component: PER_ghulam_yahya_daneshian
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/PER.txt

Code:
PER_ghulam_yahya_daneshian = {
	name = PER_ghulam_yahya_daneshian
	portraits = {
		army = {
			large = GFX_portrait_PER_ghulam_yahya_daneshian
			small = GFX_portrait_PER_ghulam_yahya_daneshian_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_completed_focus = PER_united_progressive_parties
			has_government = communism
		}
	}
	advisor = {
		slot = high_command
		idea_token = PER_ghulam_yahya_daneshian
		ledger = army
		allowed = {
			original_tag = PER
		}
		available = {
			has_completed_focus = PER_united_progressive_parties
			has_government = communism
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 1117
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1117-Jinan.txt

Code:
state = {
	id = 1117
	name = STATE_1117
	manpower = 25582133
	state_category = rural
	resources = {

	}
	history = {
		owner = SND
		add_core_of = SND CHI PRC
		add_to_array = {
			state_victory_points = 1069
		} {
			state_victory_points = 4181
		}
		victory_points = {
			1069 5
		} {
			4181 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 3
		}
		1938.10.25 = {
			owner = CHI
			controller = JAP
		}
	}
	provinces = {
		1069 1084 1124 4010 4037 4071 4181 7129 7055 7092 7160 7189 7200 9956 9987 10003 10043 10072 10102 10119 11933 11962 11980 12015 12045 12069 12093
	}
	local_supplies = 4.0
}
### Entity: Idea
Component: MEX_right_wing_paramilitaries
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/mexico.txt

Code:
MEX_right_wing_paramilitaries = {
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	modifier = {
		military_leader_cost_factor = 0.5
		max_command_power = 20
		fascism_drift = 0.1
		army_morale_factor = 0.15
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_political_stability
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_political_stability
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = HOA_the_first_album
	}
	x = 4
	y = 1
	relative_position_id = HOA_the_first_album
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.15
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Event
Component: EAI_C.10002
Constructs: is_triggered_only, every_state
Source: game
File: events/EAI_construction.txt

Code:
country_event = {
	id = EAI_C.10002
	hidden = yes
	is_triggered_only = yes
	immediate = {
		every_state = {
			EAI_set_resource_variables = yes
		}
	}
	option = {

	}
}
### Entity: Event
Component: hon.24
Constructs: is_triggered_only, add_core_of, create_wargoal, take_core_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.24
	title = hon.24.t
	desc = hon.24.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.24.a
		311 = {
			add_core_of = HON
		}
		create_wargoal = {
			type = take_core_state
			target = ENG
		}
	}
}
### Entity: Trigger Reference
Construct: has_deployed_air_force_size
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_deployed_air_force_size

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of aircrafts, additionally of a specified type
```
### Entity: AI Strategy
Component: BUL_befriend_GER
Constructs: has_government, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_befriend_GER = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = BUL_bulgarian_irredentism
			progress = > 0.1
		}
		country_exists = GER
		GER = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
		OR = {
			has_government = neutrality fascism
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = GER
			}
			has_war_with = GER
			GER = {
				OR = {
					has_government = democratic communism
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = improve_relation
		value = 200
	}
}
### Entity: Character
Component: WLS_communist_guy
Constructs: has_government
Source: game
File: common/characters/WLS.txt

Code:
WLS_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_communist_guy
		allowed = {
			original_tag = WLS
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Event
Component: samoa_smuggle_stuffs.3
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_smuggle_stuffs.3
	title = samoa_smuggle_stuffs.1.t
	desc = samoa_smuggle_stuffs.1.desc
	picture = GFX_report_event_canada_army
	is_triggered_only = yes
	option = {
		name = samoa_smuggle_stuffs.success
		add_equipment_to_stockpile = {
			type = support_equipment_1
			amount = 25
			producer = USA
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_protect_neutrality
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_faction_leader, is_in_faction, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_protect_neutrality
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = CZE_ally_austria CZE_demand_the_czech_corridor CZE_ally_romania
	}
	cost = 10
	relative_position_id = CZE_ally_austria
	x = 0
	y = 1
	available = {
		OR = {
			is_faction_leader = yes
			is_in_faction = no
		} {
			has_government = democratic
			has_completed_focus = CZE_ally_with_moderate_socialists
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			any_other_country = {
				capital_scope = {
					is_on_continent = europe
				}
				CZE_has_neutrality_idea = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				NOT = {
					original_tag = SWI
				}
				CZE_has_neutrality_idea = yes
			}
			ROOT = {
				give_guarantee = PREV
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_completed_focus = CZE_ally_with_moderate_socialists
			}
			custom_effect_tooltip = CZE_if_cooperate_with_moderate_socialists_completed_tt
			set_rule = {
				can_guarantee_other_ideologies = yes
			}
		}
		else = {
			custom_effect_tooltip = CZE_if_cooperate_with_moderate_socialists_completed_tt
			effect_tooltip = {
				set_rule = {
					can_guarantee_other_ideologies = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_preemptive_strike
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_preemptive_strike
	icon = GFX_focus_chi_one_china_policy
	prerequisite = {
		focus = CHI_politicise_the_process CHI_a_functioning_bureaucracy_first CHI_the_freedom_to_abject CHI_affirm_civilian_primacy CHI_the_sky_cannot_have_two_suns
	}
	x = -7
	y = 1
	relative_position_id = CHI_the_sky_cannot_have_two_suns
	offset = {
		x = 2
		y = 0
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	will_lead_to_war_with = GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	available = {
		is_subject = no
		any_other_country = {
			is_chinese_warlord_tooltip = yes
			hidden_trigger = {
				NOT = {
					tag = ROOT
				}
			}
			NOT = {
				is_ally_with = ROOT PRC
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_preemptive_strike_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_literally_china_not_prc = yes
				OR = {
					NOT = {
						is_in_faction_with = ROOT
						is_guaranteed_by = ROOT
						has_non_aggression_pact_with = ROOT
					}
					has_country_flag = CHI_puppet_reject
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cruiser_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_cruiser_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = RAJ_royal_indian_navy
	}
	x = 2
	y = 2
	relative_position_id = RAJ_expand_mazagon_dock
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_cruiser_effort
			bonus = 1.5
			uses = 1
			category = bc_tech ca_tech
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, has_government, every_country, add_war_support, has_country_flag, add_stability
Source: game
File: common/decisions/COG.txt

Code:
political_actions = {
	COG_embrace_autentiite_decision = {
		priority = 100
		icon = GFX_decision_eng_trade_unions_support
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = COG
		}
		available = {
			is_subject = no
			controls_state = 889 890 718 538 888 295
		}
		visible = {
			original_tag = COG
			is_subject = no
			NOT = {
				has_country_flag = COG_already_renamed_states_flag
			}
		}
		cost = 25
		complete_effect = {
			IF = {
				limit = {
					has_cosmetic_tag = COG_congo_stanleyville
				}
				set_cosmetic_tag = COG_congo_kisangani
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			add_stability = 0.02
			add_war_support = 0.03
			custom_effect_tooltip = generic_skip_one_line_tt
			295 = {
				set_state_name = 295
				 = _autenticite_name
			}
			set_province_name = {
				id = 5117
				name = 5117
				 = _autenticite_name
			} {
				id = 988
				name = 988
				 = _autenticite_name
			} {
				id = 2024
				name = 2024
				 = _autenticite_name
			} {
				id = 1950
				name = 1950
				 = _autenticite_name
			} {
				id = 4941
				name = 4941
				 = _autenticite_name
			} {
				id = 191
				name = 191
				 = _autenticite_name
			}
			538 = {
				set_state_name = 538
				 = _autenticite_name
			}
			888 = {
				set_state_name = 888
				 = _autenticite_name
				add_victory_points = {
					province = 7716
					value = 1
				} {
					province = 2024
					value = 1
				} {
					province = 4128
					value = 1
				}
			}
			hidden_effect = {
				set_province_name = {
					id = 4128
					name = 4128
					 = _autenticite_name
				} {
					id = 7716
					name = 7716
					 = _autenticite_name
				}
			} {
				set_province_name = {
					id = 4515
					name = 4515
					 = _autenticite_name
				} {
					id = 12907
					name = 12907
					 = _autenticite_name
				}
			} {
				set_country_flag = COG_already_renamed_states_flag
			}
			718 = {
				set_state_name = 718
				 = _autenticite_name
			}
			890 = {
				set_state_name = 890
				 = _autenticite_name
			}
			889 = {
				set_state_name = 889
				 = _autenticite_name
				add_victory_points = {
					province = 4515
					value = 1
				} {
					province = 12907
					value = 1
				}
			}
		}
	}
	COG_recall_armand_huyghe_to_active_service = {
		priority = 40
		icon = GFX_decision_generic_belgian_colonial_helmet
		ai_will_do = {
			base = 40
		}
		allowed = {
			original_tag = COG
			has_dlc = 
# ... (truncated)
### Entity: Technology
Component: marines_recon
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = marines_commandoes
		research_cost_coeff = 1
	} {
		leads_to_tech = marines_expeditionary
		research_cost_coeff = 1
	}
	unit_marine_design_cost_factor = -0.5
	marine = {
		max_organisation = 5
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 4
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Order of Battle
Component: Muolaan Ryhmä
Constructs: division_template
Source: game
File: history/units/FIN_Red_Guards.txt

Code:
division = {
	name = Muolaan Ryhmä
	location = 3061
	division_template = Erillinen Prikaati P.
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_form_the_military_budget
Constructs: completion_reward, add_dynamic_modifier, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_form_the_military_budget
	icon = GFX_goal_LIE_recruitment_training
	x = 15
	y = 0
	relative_position_id = LIE_establish_a_regency_council
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = LIE_spirit_of_the_liechtenstein_army_modifier
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_neutrality_reaffirmed
Constructs: prerequisite, has_war, add_ideas, add_stability, completion_reward, is_subject, is_in_faction, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_neutrality_reaffirmed
	icon = GFX_goal_generic_neutrality_focus
	x = 0
	y = 2
	cost = 5
	available = {
		has_war = no
		is_subject = no
		is_in_faction = no
	}
	prerequisite = {
		focus = AFG_purge_the_nationalists AFG_reapproachment_with_RAJ
	}
	mutually_exclusive = {
		focus = AFG_join_the_axis
	}
	relative_position_id = AFG_reapproachment_with_RAJ
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
}