Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_islamists
Constructs: has_completed_focus, prerequisite, limit, has_war_with, add_stability, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_islamists
	icon = GFX_goal_PAL_figure_of_islamism
	x = 18
	y = 1
	prerequisite = {
		focus = PAL_victory_through_faith
	}
	available = {
		NOT = {
			has_war_with = ISR
		} {
			is_subject_of = EGY
		}
	}
	mutually_exclusive = {
		focus = PAL_dismantle_secular_nationalism
	}
	cost = 5
	relative_position_id = PAL_victory_through_faith
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = PAL_dismantle_secular_nationalism PAL_fawzi
				}
			}
		}
	}
	offset = {
		x = -11
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_abdulqadir
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_islamists
		}
	}
	completion_reward = {
		custom_effect_tooltip = PAL_islamists_tt
		add_stability = 0.1
		activate_mission = PAL_nationalist_propaganda
		add_political_power = 75
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_ISLAM
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HASAN
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HUSSAM
			}
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.203
Constructs: is_triggered_only, add_ideas, fire_only_once, add_manpower
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.203
	title = BBA_italo_ethiopian_war_events.203.t
	desc = BBA_italo_ethiopian_war_events.203.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.203.a
		custom_effect_tooltip = ETH_for_the_duration_of_the_war_tt
		add_ideas = ETH_survival_against_all_odds_idea
		add_manpower = 10000
	}
}
### Entity: Event
Component: austria.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.13
	title = austria.13.t
	desc = austria.13.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.13.a
		AUS = {
			country_event = austria.14
		}
	} {
		name = austria.13.b
		AUS = {
			country_event = austria.17
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Order of Battle
Component: 38th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 38th Division
	location = 10068
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_zhang_zizhong
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_economic_tax_reforms
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_economic_tax_reforms
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = ARG_banco_central_de_la_republica_argentina
	}
	x = 2
	y = 1
	relative_position_id = ARG_banco_central_de_la_republica_argentina
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/armor_focus
Constructs: limit, has_country_flag, random_list, check_variable, set_variable, has_idea_with_trait, has_available_idea_with_traits
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/armor_focus = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_larm_army_focus = yes
							NOT = {
								EAI_larm_army_focus = yes
								EAI_marm_army_focus = yes
								EAI_harm_army_focus = yes
								EAI_anti_tank_army_focus = yes
								EAI_motorized_army_focus = yes
							}
						}
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_LARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_HARM_ATTACHMENT
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_marm_army_focus = yes
							NOT = {
								EAI_larm_army_focus = yes
								EAI_marm_army_focus = yes
								EAI_harm_army_focus = yes
								EAI_anti_tank_army_focus = yes
								EAI_motorized_army_focus = yes
							}
						}
						NOT = {
							check_variable = {
								EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_LARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_HARM_ATTACHMENT
							}
						}
					}
				}
			} {
				factor = 1.3
			} {
				factor = 1.5
				EAI_Armor_Research_Focus_PRESET = yes
			} {
				factor = 2
				tungsten = > 30
				NOT = {
					EAI_major_country = yes
				}
			} {
				factor = 2
				OR = {
					has_idea_with_trait = army_armored_2 army_armored_3
					has_available_idea_with_traits = {
						idea = army_armored_2
				
# ... (truncated)
### Entity: State History
Component: 396
Constructs: add_core_of
Source: game
File: history/states/396-Indiana.txt

Code:
state = {
	id = 396
	name = STATE_396
	manpower = 3238501
	resources = {
		coal = 14
	}
	state_category = large_city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 5
		}
		add_core_of = USA
		victory_points = {
			1595 5
		}
	}
	provinces = {
		870 1595 1881 4437 4527 4531 6713 7551 9653 9654 9796 9810 10448 11621 11635 11637 12437
	}
	local_supplies = 0.0
}
### Entity: Character
Component: MLI_aco2
Source: game
File: common/characters/MLI.txt

Code:
MLI_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = MLI_aco2
		allowed = {
			original_tag = MLI
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Scripted Trigger
Component: can_unlock_new_special_forces_tree
Constructs: limit, has_variable, check_variable
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
can_unlock_new_special_forces_tree = {
	if = {
		limit = {
			NOT = {
				has_variable = sf_trees
			}
		}
		custom_trigger_tooltip = {
			tooltip = can_unlock_new_special_forces_tree_none
			NOT = {
				has_variable = sf_trees
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				sf_trees = > 0
			}
		}
		custom_trigger_tooltip = {
			tooltip = can_unlock_new_special_forces_tree_more_yes
			check_variable = {
				sf_trees = > 0
			}
		}
	}
	else = {
		custom_trigger_tooltip = {
			tooltip = can_unlock_new_special_forces_tree_more_no
			always = no
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_raise_the_red_flag_high
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, cancel_if_invalid, every_neighbor_country, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_raise_the_red_flag_high
	icon = GFX_focus_JAP_raise_the_red_flag_high
	x = -5
	y = 2
	relative_position_id = JAP_adopt_syndicalist_ideas
	prerequisite = {
		focus = JAP_adopt_syndicalist_ideas JAP_form_pioneer_organizations
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_war_support = 0.1
		every_neighbor_country = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		IF = {
			limit = {
				JAP_giro_senoo = {
					is_hired_as_advisor = yes
				}
				JAP_tsuji_jun = {
					is_hired_as_advisor = yes
				}
				has_country_leader = {
					ruling_only = yes
					character = JAP_kanson_arahata
				}
			}
			country_event = {
				id = SEA_japan_popup_events.39
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_yoshio_shiga
	}
}
### Entity: Idea
Component: ITA_german_military_assistance
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_german_military_assistance = {
	name = ITA_german_military_assistance
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = italy_german_military_assistance
	modifier = {
		army_armor_speed_factor = 0.05
		land_doctrine_cost_factor = -0.05
	}
}
### Entity: Character
Component: ARG_diogenes_taboada
Source: game
File: common/characters/ARG.txt

Code:
ARG_diogenes_taboada = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_diogenes_taboada
		allowed = {
			original_tag = ARG
		}
		traits = {
			financial_expert
		}
	}
	name = Diógenes Taboada
	portraits = {
		army = {
			small = GFX_portrait_ARG_diogenes_taboada_small
		}
	}
}
### Entity: Idea
Component: GRE_siemens
Constructs: has_completed_focus, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_siemens = {
	picture = siemens
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_cooperate_with_foreign_monopolies
		NOT = {
			has_war_with = GER
		}
	}
	cost = 120
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		german_technological_patron
	}
	modifier = {
		min_export = 0.05
	}
}
### Entity: National Focus
Component: wuw_HUN_a_mobile_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_mobile_army
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = wuw_HUN_magyar_cserkeszszovetseg
	}
	mutually_exclusive = {
		focus = wuw_HUN_an_airforce_to_be_reckoned_with
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_magyar_cserkeszszovetseg
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_mobile_army_efforts_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		add_mastery_bonus = {
			name = wuw_HUN_a_mobile_army
			bonus = 0.1
			days = 180
			grand_doctrine = new_mobile_warfare
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
			name = wuw_HUN_a_mobile_army
		}
	}
}
### Entity: Order of Battle
Component: 2. Pjesadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/BOS_home_guard.txt

Code:
division = {
	name = 2. Pjesadijska divizija
	location = 11741
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_tirailleurs_indochinois
Constructs: prerequisite, completion_reward, load_oob
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_tirailleurs_indochinois
	icon = GFX_goal_indochina_tirailleurs_indochinois
	cost = 5
	prerequisite = {
		focus = FRI_expand_the_garde_indigene
	}
	completion_reward = {
		custom_effect_tooltip = FRI_tirailleurs_indochinois_tt
		hidden_effect = {
			load_oob = FRI_tirailleurs_indochinois_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 1
	y = 1
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: Event
Component: AUS_political_events.30
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, add_opinion_modifier, send_embargo, has_opinion
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.30
	title = AUS_political_events.30.t
	desc = AUS_political_events.30.desc
	picture = GFX_report_event_AUS_military_march
	is_triggered_only = yes
	option = {
		name = AUS_political_events.30.a
		ai_chance = {
			base = 1
		}
		send_embargo = FROM
		IF = {
			limit = {
				FROM = {
					has_government = ROOT
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = AUS_broke_the_treaty_democratic
			}
		}
		ELSE = {
			add_opinion_modifier = {
				target = FROM
				modifier = AUS_broke_the_treaty
			}
		}
		effect_tooltip = {
			FROM = {
				remove_ideas = AUS_treaty_of_saint_germain_en_laye
			}
		}
	} {
		name = AUS_political_events.30.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			}
		}
		effect_tooltip = {
			FROM = {
				remove_ideas = AUS_treaty_of_saint_germain_en_laye
			}
		}
	} {
		name = AUS_political_events.30.c
		trigger = {
			has_guaranteed = AUS
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0.1
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = > 24
				}
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = no
		}
		add_ai_strategy = {
			type = protect
			id = FROM
			value = -100
		}
		IF = {
			limit = {
				has_military_access_to = FROM
			}
			diplomatic_relation = {
				country = FROM
				relation = military_access
				active = no
			}
		} {
			limit = {
				FROM = {
					has_government = ROOT
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = AUS_broke_the_treaty_democratic
			}
		}
		ELSE = {
			add_opinion_modifier = {
				target = FROM
				modifier = AUS_broke_the_treaty
			}
		}
	}
}
### Entity: Country History
Country: BLI
Component: BLI_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/BLI - Bali.txt

Code:
# Misc for BLI
capital = 1052
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_the_biggest_battleship
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, has_tech, complete_tooltip, create_equipment_variant
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_the_biggest_battleship
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = CEL_battleship_focus
	}
	x = 0
	y = 1
	relative_position_id = CEL_battleship_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = basic_ship_hull_heavy
	}
	bypass = {
		AND = {
			has_tech = heavy_battleship heavy_battleship2
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				not = {
					has_tech = ship_hull_super_heavy
				}
			}
			set_technology = {
				ship_hull_super_heavy = 1
			}
		}
		create_equipment_variant = {
			name = Claymore Class
			type = ship_hull_super_heavy_1
			parent_version = 0
			modules = {
				fixed_ship_battery_slot = ship_super_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_2
				fixed_ship_armor_slot = ship_armor_shbb
				front_1_custom_slot = ship_anti_air_1
				front_2_custom_slot = empty
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_secondaries_2
				mid_3_custom_slot = ship_secondaries_2
				rear_1_custom_slot = ship_super_heavy_battery_1
				rear_2_custom_slot = ship_airplane_launcher_1
			}
		}
		hidden_effect = {
			add_equipment_production = {
				equipment = {
					type = ship_hull_super_heavy_1
					version_name = Claymore Class
				}
				name = Claymore
				requested_factories = 1
				progress = 0.75
				amount = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: headstrong
Source: game
File: common/country_leader/00_traits.txt

Code:
headstrong = {
	random = no
	political_power_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: VIC_charles_huntziger
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_charles_huntziger = {
	ledger = army
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	picture = generic_army_europe_4
	traits = {
		military_theorist
	}
}
### Entity: Idea
Component: BLR_communist_guy
Constructs: has_government
Source: game
File: common/ideas/belarus.txt

Code:
BLR_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = BLR
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: SLV_boris_furlan
Source: game
File: common/characters/SLV.txt

Code:
SLV_boris_furlan = {
	advisor = {
		slot = political_advisor
		idea_token = SLV_boris_furlan
		allowed = {
			original_tag = SLV
		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			factor = 4
		}
	}
	name = SLV_boris_furlan
	portraits = {
		army = {
			small = GFX_idea_SLV_boris_furlan
		}
	}
}
### Entity: Event
Component: bba_news.104
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.104
	title = bba_news.104.t
	desc = bba_news.104.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = no
	is_triggered_only = yes
	option = {
		name = bba_news.104.a
	}
}
### Entity: Decision
Component: CHI_the_political_tutelage_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_the_political_tutelage_cat = {
	icon = GFX_decision_category_generic_democracy
	priority = 150
	allowed = {
		has_dlc = No Compromise, No Surrender
		tag = CHI
	}
	visible = {
		has_completed_focus = CHI_accelerate_the_tutelage
	}
	visible_when_empty = yes
}
### Entity: Modding Documentation
Construct: What_is_a_specialization_?
Source: game
File: common/special_projects/specialization/documentation.md

Doc:
# What is a specialization ?
Specialization is the category a Special Project is part of.
By extension, It is also the category of Facilities where Special Project are researched.
### Entity: National Focus
Tree: ast_focus
Component: AST_civil_construction_corps
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_civil_construction_corps
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = AST_national_security_act
	}
	x = -4
	y = 2
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = AST_great_depression_2
			add_idea = AST_great_depression_3
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_foreign_retraining
Constructs: prerequisite, completion_reward, add_timed_idea, random_army_leader, add_planning
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_foreign_retraining
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = PER_restructure_army
	}
	x = 3
	y = 1
	relative_position_id = PER_restructure_army
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_foreign_retraining_idea
			days = 730
		}
		custom_effect_tooltip = CHL_skip_one_line_tt JUNO_army_academy_random_generals_tt
		hidden_effect = {
			random_army_leader = {
				add_planning = 1
			} {
				add_planning = 1
			} {
				add_planning = 1
			}
		}
	}
}
### Entity: Name List
Component: GRL
Source: game
File: common/names/tymodern_names.txt

Code:
GRL = {
	male = {
		names = {
			Aage Astrathur Baldur Björn Dagbjartur Eggthor Freyr Hjörtur Lórens Oddleifur Sturlaugr Vagn Ögrim
		}
	}
	female = {
		names = {
			Árný Arnfrithur Bjarnhildur Boghildur Dómhildur Drótt Freydís Gunnrún Rafney
		}
	}
	surnames = {
		Thorarensen Blöndal Aagesson Astrathursson Baldursson Björnsson Eggthorsson Hjörtursson Oddleifsson Vagnsson
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_subs
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_subs
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = HON_navy
	}
	x = 50
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = basic_submarine
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: Commands
Source: vanilla_docs
File: common/factions/_documentation.md

Doc:
# Console Commands

- *faction_initiative X* - adds X faction initiative (FI) points to current player's faction (shortcut: "fi X")