Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_turkey.11
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.11
	title = bftb_turkey.11.t
	desc = bftb_turkey.11.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = bftb_turkey.11.a
		add_political_power = 120
		add_stability = 0.05
		hidden_effect = {
			news_event = {
				id = bftb_news.202
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SWE_norwegian_danish_resistance_stage_1
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_norwegian_danish_resistance_stage_1 = {
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_7/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ENG_tactical_bomber
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/ENG_planes.txt

Code:
ENG_tactical_bomber = {
	category = air
	available_for = {
		ENG
	}
	roles = {
		air_tactical_bomber
	}
	priority = {
		factor = 2000
		modifier = {
			num_of_factories = < 100
			factor = 0.5
		} {
			num_of_factories = < 50
			factor = 0
		}
	}
	gw_tac_bomber_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = basic_medium_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = self_sealing_fuel_tanks_medium
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_1_2x self_sealing_fuel_tanks_medium
		}
	}
	tac_bomber_1_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				engine_type_slot = engine_2_2x
				special_type_slot_1 = fuel_tanks_medium
				special_type_slot_2 = self_sealing_fuel_tanks_medium
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_2_2x fuel_tanks_medium self_sealing_fuel_tanks_medium
		}
	}
	tac_bomber_2_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = {
					any_of = {
						engine_3_2x engine_2_2x
					}
				}
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = fuel_tanks_medium
				special_type_slot_3 = self_sealing_fuel_tanks_medium
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks engine_3_2x engine_2_2x lmg_defense_turret_2x fuel_tanks_medium self_sealing_fuel_tanks_medium
		}
	}
	tac_bomber_3_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = medium_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = {
					any_of = {
						rocket_rails bomb_locks
					}
				}
				fix
# ... (truncated)
### Entity: National Focus
Tree: fri_focus
Component: FRI_tame_the_forests
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_tame_the_forests
	icon = GFX_goal_generic_forest_warfare
	cost = 5
	prerequisite = {
		focus = FRI_tirailleurs_indochinois
	} {
		focus = FRI_adopt_the_mas_36
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = FRI_tame_the_forests_tt
		hidden_effect = {
			set_technology = {
				FRI_forest_training = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 2
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_making_use_of_our_islands
Constructs: prerequisite, limit, owns_state, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, is_subject_of
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_making_use_of_our_islands
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = GRE_encourage_tourism GRE_mobilise_our_economy
	}
	mutually_exclusive = {
		focus = GRE_rejuvenating_athens GRE_clear_the_slums
	}
	x = 1
	y = 1
	relative_position_id = GRE_encourage_tourism
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		187 = {
			if = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		182 = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				OR = {
					183 = {
						is_fully_controlled_by = ROOT
					}
					CYP = {
						is_subject_of = ROOT
						controls_state = 183
					}
				}
			}
			183 = {
				if = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				164 = {
					is_fully_controlled_by = ROOT
				}
			}
			164 = {
				if = {
					limit = {
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					controls_state = 183 164
				}
			}
			custom_effect_tooltip = GRE_making_use_of_our_islands_tt
		}
		else_if = {
			limit = {
				NOT = {
					controls_state = 164
				}
			}
			custom_effect_tooltip = GRE_making_use_of_our_islands_dodecanese_tt
		} {
			limit = {
				NOT = {
					controls_state = 183
				}
			}
			custom_effect_tooltip = GRE_making_use_of
# ... (truncated)
### Entity: State History
Component: 652
Constructs: add_core_of
Source: game
File: history/states/652-Sov state 6.txt

Code:
state = {
	id = 652
	name = STATE_652
	resources = {
		steel = 20.0
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV
	}
	provinces = {
		227 1210 1254 1350 1378 3265 3330 3357 3385 3486 3563 4322 4324 6379 6424 6515 7343 9420 9445 10299 11433 12128 12242 12270 12298
	}
	manpower = 1225870
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Character
Component: ANG_nccr
Source: game
File: common/characters/ANG.txt

Code:
ANG_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = ANG_nccr
		allowed = {
			original_tag = ANG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_test_failure_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_test_failure_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.high
					set_project_flag = sp_air_generic_reward_test_failure_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: rocket_artillery3
Constructs: research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	category_rocket_artillery = {
		soft_attack = 0.15
	}
	rocket_battery = {
		soft_attack = 0.15
	}
	path = {
		leads_to_tech = rocket_artillery4
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1942
	folder = {
		name = artillery_folder
		position = {
			x = @rocket_artillery
			y = 10
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = SOV
		}
	}
	categories = {
		rocketry mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_air
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_trucks_and_transport_requisition
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_ally_with, has_dlc, add_equipment_subsidy, has_tech
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_trucks_and_transport_requisition
	icon = GFX_focus_PHI_trucks_and_transport_requisition
	prerequisite = {
		focus = PHI_small_arms_and_artillery_requisition
	}
	relative_position_id = PHI_small_arms_and_artillery_requisition
	x = 0
	y = 2
	cost = 3
	available = {
		is_ally_with = USA
		PHI_usa_focus_done_T2 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 2500
				equipment_type = motorized_equipment
				seller_tags = {
					USA
				}
			} {
				cic = 500
				equipment_type = train_equipment
				seller_tags = {
					USA
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 100
				producer = USA
			} {
				type = train_equipment
				amount = 10
				producer = USA
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					NOT = {
						has_tech = basic_train
					}
				}
				USA = {
					create_production_license = {
						target = ROOT
						equipment = {
							type = train_equipment_1
						}
						cost_factor = 0
					}
				}
			} {
				limit = {
					NOT = {
						has_tech = motorised_infantry
					}
				}
				USA = {
					create_production_license = {
						target = ROOT
						equipment = {
							type = motorized_equipment_1
						}
						cost_factor = 0
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_theorist generic_skip_one_line_tt available_military_high_command
		show_ideas_tooltip = PHI_russell_volckmann_theorist PHI_richard_marshall PHI_russell_volckmann
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Character
Component: HOL_petrus_wilhelmus_best
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_petrus_wilhelmus_best = {
	name = HOL_petrus_wilhelmus_best
	portraits = {
		army = {
			large = GFX_portrait_hol_petrus_wilhelmus_best
			small = GFX_idea_HOL_petrus_wilhelmus_best
		}
	}
	corps_commander = {
		traits = {
			organizer skilled_staffer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = air_chief
		idea_token = HOL_petrus_wilhelmus_best
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: viceroy_emeritus
Source: game
File: common/country_leader/00_traits.txt

Code:
viceroy_emeritus = {
	random = no
	generate_wargoal_tension = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_new_economy
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_the_new_economy
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = PER_communist_education_reform PER_communist_propaganda PER_communist_industrialization
	}
	x = 0
	y = 1
	relative_position_id = PER_communist_education_reform
	cost = 10
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
	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 = PER_the_new_economy_idea
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_anti_fascist_workers_revolution
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_anti_fascist_workers_revolution
	available = {
		has_global_flag = spanish_civil_war
		hidden_trigger = {
			always = no
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_disband_the_army
	}
	mutually_exclusive = {
		focus = SPR_regional_defense_council_of_aragon SPR_maintain_the_second_republic
	}
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	x = 0
	y = 1
	relative_position_id = SPR_disband_the_army
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		activate_mission = SPR_anarchist_uprising_mission
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_approach_germany
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_approach_germany
	prerequisite = {
		focus = BUL_bulgarian_irredentism
	}
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = BUL_bulgarian_irredentism
	x = 2
	y = 2
	cost = 10
	bypass = {
		OR = {
			NOT = {
				country_exists = GER
			}
			GER = {
				is_subject = yes
			} {
				has_capitulated = yes
			}
		}
	}
	available = {
		country_exists = GER
		NOT = {
			has_war_with = GER
		}
		GER = {
			NOT = {
				is_justifying_wargoal_against = ROOT
			}
		} {
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = GER
		}
	}
	cancel_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_opinion_modifier = {
			target = GER
			modifier = BUL_strengthened_relations_with_us
		}
		GER = {
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_strengthened_relations_with_us
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 20
			}
		}
		every_country = {
			limit = {
				OR = {
					tag = ENG FRA SOV
				}
				NOT = {
					is_in_faction_with = GER
				}
			}
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_approached_germany
			}
		}
		custom_effect_tooltip = available_political_advisor
		if = {
			limit = {
				has_government = fascism
			}
			show_ideas_tooltip = BUL_bogdan_filov_fascism
		} {
			limit = {
				has_country_flag = BUL_german_influence_flag
			}
			modify_country_flag = {
				flag = BUL_german_influence_flag
				value = 1
			}
		} {
			limit = {
				has_completed_focus = BUL_attract_foreign_capitals
			}
			custom_effect_tooltip = BUL_approach_germany_foreign_industry_tt
		} {
			limit = {
				OR = {
					NOT = {
						country_exists = GER
					}
					has_war_with = GER
					GER = {
						BUL_is_valid_subject = no
					}
				}
			}
			hidden_effect = {
				activate_targeted_decision = {
					target = GER
					decision = BUL_purchase_artillery
				} {
					target = GER
					decision = BUL_purchase_military_vehicles
				} {
					target = GER
					decision = BUL_purchase_aircraft
				} {
					target = GER
					decision = BUL_purchase_infantry_equipment
				} {
					target = GER
					decision = BUL_purchase_armor
				}
			}
		} {
			limit = {
				any_state = {
					controller = {
						OR = {
							tag = GER
							AND = {
								NOT = {
					
# ... (truncated)
### Entity: Idea
Component: EAI_DD_1/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Character
Component: BEL_maurice_keyaerts
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_maurice_keyaerts = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_mcl_keyaerts
		portraits = {
			army = {
				large = GFX_portrait_BEL_maurice_keyaerts
				small = GFX_portrait_BEL_maurice_keyaerts_small
			}
		}
		corps_commander = {
			traits = {
				ranger
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			planning_skill = 1
			logistics_skill = 2
		}
	}
}
### Entity: Idea
Component: POR_colonial_assimilation_policy
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_colonial_assimilation_policy = {
	picture = por_colonial_assimilation
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_formalize_pact_of_rome
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_formalize_pact_of_rome
	text = AUS_militarize_the_rome_protocols
	icon = GFX_focus_befriend_italy
	relative_position_id = AUS_destroy_the_compromise
	x = -2
	y = 2
	prerequisite = {
		focus = AUS_old_friends_not_forgotten AUS_destroy_the_compromise
	}
	cost = 5
	available = {
		has_country_flag = AUS_italy_allied
		is_subject = no
		is_in_faction = no
		ITA = {
			exists = yes
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			} {
				has_government = fascism neutrality
				AND = {
					has_government = democratic
					has_completed_focus = ITA_revoke_the_acerbo_law
				}
			}
			NOT = {
				has_war_with = AUS
			}
		}
	}
	mutually_exclusive = {
		focus = AUS_form_donaubund AUS_old_ties
	}
	completion_reward = {
		if = {
			limit = {
				ITA = {
					is_faction_leader = yes
				}
			}
			ITA = {
				country_event = {
					id = generic.2
					days = 1
					random_hours = 12
				}
			}
		}
		else = {
			create_faction_from_template = {
				template = faction_template_regional
				name = HUN_PACT_OF_ROME_FACTION
				icon = GFX_faction_logo_generic_11
			}
			ITA = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_support_the_palestinian_liberation_movement
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_subject, add_ai_strategy
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_support_the_palestinian_liberation_movement
	icon = GFX_goal_generic_befriend_palestine
	relative_position_id = EGY_modernize_al_azhar
	x = 0
	y = 2
	cost = 10
	available = {
		is_subject = no
		country_exists = PAL
		NOT = {
			has_war_with = PAL
		}
		PAL = {
			is_subject = no
		}
	}
	prerequisite = {
		focus = EGY_modernize_al_azhar
	}
	mutually_exclusive = {
		focus = EGY_anti_israeli_coalition
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ai_strategy = {
			type = protect
			id = PAL
			value = 100
		}
		PAL = {
			country_event = {
				id = egypt.63
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			PAL = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 2000
					producer = EGY
				} {
					type = artillery_equipment
					amount = 100
					producer = EGY
				}
			}
		}
		if = {
			limit = {
				ISR = {
					exists = yes
					is_subject = no
					NOT = {
						is_in_faction_with = PAL
					}
				}
			}
			ISR = {
				add_opinion_modifier = {
					target = EGY
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_guyana_crisis
Constructs: prerequisite, limit, has_war_with, completion_reward, has_war_with_major, every_other_country, is_in_faction_with, is_on_continent
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_guyana_crisis
	icon = GFX_focus_generic_attack_the_guyanas
	prerequisite = {
		focus = BRA_domination_of_the_americas
	}
	x = 4
	y = 1
	relative_position_id = BRA_domination_of_the_americas
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 5
			OR = {
				ENG = {
					has_war_with_major = yes
				}
				FRA = {
					has_war_with_major = yes
				}
				HOL = {
					has_war_with_major = yes
				}
			}
		} {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = ENG FRA HOL
	completion_reward = {
		every_other_country = {
			limit = {
				any_owned_state = {
					region = 280
				}
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						capital_scope = {
							is_on_continent = south_america
						}
						has_war_with = ROOT
					}
				}
			}
			country_event = {
				id = JUNO_brazil_events.32
				hours = 1
			}
		}
	}
}