Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_ally_no_UK
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_ally_no_UK
	icon = GFX_goal_generic_alliance
	relative_position_id = MPL_looking_outwards
	x = 0
	y = 2
	prerequisite = {
		focus = MPL_middle_eastern_focus MPL_european_focus
	}
	available = {
		any_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				original_tag = ENG
			} {
				has_war_with = MPL
			}
		}
		is_in_faction = no
		is_subject = no
	}
	cost = 5
	mutually_exclusive = {
		focus = MPL_UK_reconcile MPL_middle_east_accords
	}
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					is_faction_leader = yes
					is_major = yes
					has_government = democratic
					NOT = {
						TAG = ENG
					}
					not = {
						has_war_with = ROOT
					}
					set_temp_variable = {
						ROOT.best_leader = this
					} {
						ROOT.best_leader_score = 0
					}
				}
			}
			var:best_leader = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				all_other_country = {
					is_faction_leader = yes
					is_major = yes
					has_government = democratic
					NOT = {
						TAG = ENG
					}
					not = {
						has_war_with = ROOT
					}
					set_temp_variable = {
						this.leader_score = num_of_factories
					}
					add_to_temp_variable = {
						this.leader_score = num_battalions
					}
					all_of_scopes = {
						array = allies
						add_to_temp_variable = {
							PREV.leader_score = num_of_factories
						} {
							PREV.leader_score = num_battalions
						}
					}
					if = {
						limit = {
							capital_scope = {
								is_on_continent = ROOT
							}
						}
						multiply_temp_variable = {
							leader_score = 2
						}
					} {
						limit = {
							any_neighbor_country = {
								tag = ROOT
							}
						}
						multiply_temp_variable = {
							leader_score = 1.25
						}
					} {
						limit = {
							check_variable = {
								ROOT.best_leader_score = < leader_score
							}
						}
						set_temp_variable = {
							ROOT.best_leader = this
						} {
							ROOT.best_leader_score = leader_score
						}
					}
				}
			}
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: r56_CAN_canada_united_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_canada_united_idea = {
	name = r56_CAN_canada_united_idea
	picture = generic_flexible_foreign_policy2
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.1
		stability_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Character
Component: CHL_rafael_reyes
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_rafael_reyes = {
	name = CHL_rafael_reyes
	portraits = {
		army = {
			large = GFX_portrait_CHL_rafael_reyes
			small = GFX_portrait_CHL_rafael_reyes_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = CHL_rafael_reyes
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = neutrality democratic
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict CHL_denounce_the_anarchy
				}
			}
		}
		traits = {
			army_commando_1
		}
	}
	corps_commander = {
		traits = {
			infantry_leader commando
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict CHL_denounce_the_anarchy
					has_government = communism
				}
			}
		}
	}
}
### Entity: Game Data
Component: rock_collecting
Constructs: owns_state, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
rock_collecting = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = NZL
	}
	happened = {
		original_tag = NIU
		owns_state = 118
	}
}
### Entity: State History
Component: 565
Constructs: add_core_of
Source: game
File: history/states/565-TS 7.txt

Code:
state = {
	id = 565
	name = STATE_565
	manpower = 195325
	state_category = rural
	resources = {
		steel = 10
		chromium = 5
	}
	history = {
		owner = SOV
		add_core_of = SOV EVE FER
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1666 1761 4762 4795 4868 7759 7854 10583 10654 12538
	}
	local_supplies = 5.0
}
### Entity: Music Config
Component: base_music/afghanistan_military_graveyard_of_empires
Constructs: has_war_with, has_war
Source: game
File: music/goe_songs.txt

Code:
music = {
	song = afghanistan_military_graveyard_of_empires
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = AFG
			}
		} {
			factor = 5
			original_tag = AFG
			has_war = yes
		} {
			factor = 10
			has_war_with = AFG
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_american_defense_investments
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_american_defense_investments
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = ARG_seek_american_support
	}
	x = 1
	y = 1
	relative_position_id = ARG_seek_american_support
	mutually_exclusive = {
		focus = ARG_us_army_training
	}
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		278 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		510 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		957 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: generate_wargoal_tension_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## generate_wargoal_tension_against

* Number with 1 decimal places
* **Categories**: country
### Entity: Idea
Component: SOV_socialism_in_one_country_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_socialism_in_one_country_idea = {
	name = SOV_socialism_in_one_country_idea
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_communism_drift_bonus
	modifier = {
		political_power_factor = 0.1
		justify_war_goal_time = 0.15
	}
}
### Entity: State History
Component: 431
Constructs: add_core_of
Source: game
File: history/states/431-Calcutta.txt

Code:
state = {
	id = 431
	name = STATE_431
	resources = {
		steel = 13.0
	}
	history = {
		owner = RAJ
		add_core_of = RAJ
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 1
			air_base = 2
			4245 = {
				naval_base = 6
			}
		}
		victory_points = {
			4245 5
		} {
			12338 1
		}
	}
	provinces = {
		1159 1609 1656 4062 4204 4245 4644 7220 7475 7537 7565 7593 10077 12050 12338
	}
	manpower = 18778100
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: MON_chi_medium_influence_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_medium_influence_decrease_effect = {
	custom_effect_tooltip = MON_chi_tt MON_medium_influence_decrease_tt
	add_to_variable = {
		chi_influence_in_mon = MON_medium_influence_decrease
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Character
Component: FRA_vincent_auriol
Constructs: has_completed_focus
Source: game
File: common/characters/FRA.txt

Code:
FRA_vincent_auriol = {
	name = FRA_vincent_auriol
	portraits = {
		army = {
			small = GFX_idea_FRA_vincent_auriol
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_vincent_auriol
		allowed = {
			original_tag = FRA
		}
		available = {
			has_completed_focus = FRA_form_the_popular_front
		}
		traits = {
			financial_expert
		}
		on_add = {

		}
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.8
	title = lar_appeal_to_overseas_territories.8.t
	desc = lar_appeal_to_overseas_territories.8.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.6.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Character
Component: NOR_ruthless_police_captain
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_ruthless_police_captain = {
	random = no
	sprite = 13
	resistance_damage_to_garrison = -0.15
	foreign_subversive_activites = -0.2
	non_core_manpower = 0.04
	stability_factor = 0.1
	war_support_factor = 0.1
	fascism_drift = 0.02
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.26
Constructs: is_triggered_only, ai_chance, set_country_flag, create_wargoal, puppet_wargoal_focus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.26
	title = AAT_Sweden_nationalists.26.t
	desc = AAT_Sweden_nationalists.26.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.26.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			set_country_flag = sweden_was_a_puppet_and_has_broken_free
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Wiki Documentation
Construct: Drawing_battle_plans
Source: wiki
File: wiki/Battle_plan.html

Doc:
Drawing battle plans[edit]
How a battle plan is drawn will effect how the ai will execute it. The ai will do what the battle plan tells it to do without question, so a bad plan can have terrible consequences. Here are the tools that the player can use to create a battle plan:

Naval Invasion[edit]
Designate a province for naval invasion. (more information will come as a DD about naval invasions is published)

Paradrop[edit]
Designate a province for paradrop. (more information will come as a DD about paradtroopers is published)

Frontline and Offensive Line[edit]
A player can either assign a whole country's border as a frontline by clicking on the border or a player can assign a part of a country's border as a frontline by hold an draging the mouse over the provinces the player wan't to belong to the frontline. The ai will then place the divisions that the commander controls at the frontline. A player can also create several non connect frontlines and assign divisions between them which may be particular useful for field marshal who can command unlimited amount of divisions. Divisions that are stationed at a frontline that border an country will recive a planing bonus.

From and only from a frontline a player can draw one or several offensive line('s) or offensive arrow. Offensive line tell how the player wan't their division to advance from the frontline. The player can adjust the width and the arc of their offensive line. If the mouse cursor is hold over the offensive line (the offensive arrow) the game will show the exact visualisation how the ai will advance the divisions, step for step.

An frontline can (must?) be drawn at the end of an offensive line and from that frontline new offensive lines can be drawn.

At each commander there is big execute button. If pressed this button will activate the offensive line which the ai will then follow to the next frontline. If that frontline have an offensive line the execute button have to be pressed again to continue the advance from the new frontline.

Fallback Line[edit]
You can draw fallback lines in territory you control and that will tell the ai to place its divisions at the fallback line in the same away as it place its divisions at a front line and hold the line against enemy assults and counterattack if the line is broken. Unlike frontlines divisions stationed at a fallback lines can not receive a planing
# ... (truncated)
### Entity: Idea
Component: CHI_forced_conscription
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_forced_conscription = {
	picture = chi_forced_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_creative_accounting
Constructs: prerequisite, completion_reward, cancel_if_invalid, modify_taxation_bracket_all, add_to_variable, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_creative_accounting
	icon = GFX_focus_SWI_embrace_rote_drei
	prerequisite = {
		focus = RAJ_expand_tax_loopholes
	}
	x = -1
	y = 1
	relative_position_id = RAJ_expand_tax_loopholes
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = modify_taxation_bracket_all newline_tt
		add_to_variable = {
			tier_one_taxes_tax = -0.07
		} {
			tier_two_taxes_tax = -0.07
		} {
			tier_three_taxes_tax = -0.07
		} {
			tier_four_taxes_tax = -0.07
		}
		set_variable = {
			tier_one_taxes_tax_tt = tier_one_taxes_tax
		} {
			tier_two_taxes_tax_tt = tier_two_taxes_tax
		} {
			tier_three_taxes_tax_tt = tier_three_taxes_tax
		} {
			tier_four_taxes_tax_tt = tier_four_taxes_tax
		}
		multiply_variable = {
			tier_one_taxes_tax_tt = 100
		} {
			tier_two_taxes_tax_tt = 100
		} {
			tier_three_taxes_tax_tt = 100
		} {
			tier_four_taxes_tax_tt = 100
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
		try_build_civ_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Decision
Component: ISR_sinai_war_category
Constructs: has_completed_focus, has_war_with, fire_only_once, is_fully_controlled_by, has_full_control_of_state, complete_effect, set_country_flag, cancel_trigger
Source: game
File: common/decisions/ISR.txt

Code:
ISR_sinai_war_category = {
	ISR_push_for_negotiations = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = ISR
		}
		visible = {
			has_war_with = EGY
			has_completed_focus = ISR_operation_sinai
		}
		available = {
			all_owned_state = {
				is_fully_controlled_by = ISR
			}
			has_full_control_of_state = 453 995
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			activate_mission = ISR_defeat_egypt_mission
			custom_effect_tooltip = ISR_tiran_opened
			EGY = {
				set_country_flag = ISR_egypt_tiran_lifted
			}
		}
		ai_will_do = {
			factor = 1000
		}
	}
	ISR_defeat_egypt_mission = {
		icon = GFX_decision_generic_nationalism
		days_mission_timeout = 60
		available = {
			NOT = {
				all_owned_state = {
					is_fully_controlled_by = ISR
				}
				has_full_control_of_state = 453 995
			}
		}
		allowed = {
			always = no
		}
		visible = {

		}
		cancel_trigger = {
			NOT = {
				has_war_with = 453
				 = .owner
			}
		}
		is_good = yes
		complete_effect = {
			EGY = {
				country_event = israel.12
			}
		}
		timeout_effect = {
			EGY = {
				country_event = israel.11
			}
		}
	}
}
### Entity: Character
Component: GRE_konstantinos_ventiris
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_konstantinos_ventiris = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_konstantinos_ventiris
		portraits = {
			army = {
				small = GFX_idea_gre_konstantinos_ventiris
			}
		}
		advisor = {
			cost = 150
			slot = theorist
			idea_token = GRE_konstantinos_ventiris
			name = GRE_konstantinos_ventiris
			ledger = army
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			traits = {
				grand_battle_plan_expert
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_konstantinos_ventiris
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
		advisor = {
			slot = army_chief
			idea_token = GRE_konstantinos_ventiris
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_blue_nile
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_blue_nile = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		886 = {
			EGY_has_sudanese_separatism = yes
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			886
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: Modifier Reference
Construct: own_operative_capture_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_operative_capture_chance_factor

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: Unit Template
Component: COS_BC_HISTORICAL
Source: game
File: common/units/names_ships/COS_ship_names.txt

Code:
COS_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		COS
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARCR 
	fallback_name = Crucero de Batalla %d
	unique = {
		San José Limón
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_national_roads_board
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_national_roads_board
	icon = GFX_focus_generic_improve_roads
	x = -2
	y = 1
	relative_position_id = NZL_ministry_of_public_works
	prerequisite = {
		focus = NZL_ministry_of_public_works
	}
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = NZL_national_roads_board_Inf1
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = NZL_national_roads_board_Inf2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = NZL_national_roads_board_Inf3
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				284
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = NZL_national_roads_board_Inf1
		} {
			prioritize = {
				723
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = NZL_national_roads_board_Inf2
		} {
			prioritize = {
				1079
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = NZL_national_roads_board_Inf3
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_establish_radio_stations
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_establish_radio_stations
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = BEL_form_air_guard_of_the_territory
	}
	available = {
		has_tech = radio
	}
	relative_position_id = BEL_form_air_guard_of_the_territory
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		} {
			name = signal_company_tech_bonus_name
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: liberalism_on_the_rise
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
liberalism_on_the_rise = {
	icon = generic_democracy
	priority = 85
	allowed = {
		always = yes
		original_tag = POL
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_repeal_the_law_of_exile
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, has_idea, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_repeal_the_law_of_exile
	icon = GFX_focus_renounce_the_treaty_of_trianon
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_revise_the_constitution
	}
	relative_position_id = FRA_revise_the_constitution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		not = {
			has_idea = FRA_constitutional_revision
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 120
		remove_ideas = {
			FRA_disjointed_government
		}
	}
}
### Entity: Idea
Component: PAL_true_islamic_democracy
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_true_islamic_democracy = {
	picture = PAL_true_islamic_democracy
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.1
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_shinkansen
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_shinkansen
	icon = GFX_focus_JAP_shinkansen
	x = 1
	y = 1
	relative_position_id = JAP_launch_the_income_doubling_plan
	prerequisite = {
		focus = JAP_launch_the_income_doubling_plan
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_shinkansen_construction_idea
			days = 730
		}
		custom_effect_tooltip = JAP_shinkansen_tt generic_skip_one_line_tt available_political_advisor
		effect_tooltip = {
			add_ideas = JAP_shinkansen_in_operation_idea
		}
		show_ideas_tooltip = JAP_hideo_shima
	}
}