Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: tsr_manchukuo.1
Constructs: is_triggered_only, ai_chance, remove_ideas, has_country_flag, add_stability, add_political_power, is_historical_focus_on, has_game_rule
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.1
	title = tsr_manchukuo.1.t
	desc = tsr_manchukuo.1.desc
	picture = GFX_report_event_manchukuo_army
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.1.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.025
		add_political_power = 75
	} {
		name = tsr_manchukuo.1.b
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				OR = {
					has_country_flag = MAN_AI_RANDOM_OBEDIENCE_CHINA
					has_game_rule = {
						rule = MAN_ai_behavior
						option = OBEDIENCE_CHINA
					}
				}
				factor = 20
			}
		}
		add_stability = -0.025
		add_country_leader_role = {
			character = MAN_aisin_gioro_puyi
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1960.1.1.1
				traits = {
					warrior_code
				}
			}
		}
	} {
		name = tsr_manchukuo.1.c
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_stability = -0.05
		remove_ideas = MAN_the_kangde_emperor
		add_country_leader_role = {
			character = MAN_pujie
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1960.1.1.1
				traits = {
					JAP_militarist
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_HARD/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: TIB_jigme_taring
Source: game
File: common/characters/TIB.txt

Code:
TIB_jigme_taring = {
	advisor = {
		slot = political_advisor
		idea_token = TIB_jigme_taring
		allowed = {
			original_tag = TIB
		}
		traits = {
			war_industrialist
		}
	}
	name = TIB_jigme_taring
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Decision
Component: TUR_the_fading_father_category
Constructs: has_completed_focus, limit, add_ideas, has_country_flag, add_stability, fire_only_once, has_country_leader, is_good
Source: game
File: common/decisions/TUR.txt

Code:
TUR_the_fading_father_category = {
	TUR_ataturk_health_worsening_crisis = {
		icon = tur_the_constitutional_arrows
		priority = 10
		allowed = {
			original_tag = TUR
		}
		available = {
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
		days_mission_timeout = 90
		fire_only_once = no
		activation = {
			has_country_flag = TUR_ataturk_getting_sickly
		}
		is_good = no
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = TUR_fully_integrate_the_is_bank
					}
				}
				country_event = {
					id = bftb_turkey.24
				}
			}
			hidden_effect = {
				clear_variable = TUR_ataturk_sickness_factor_var
				clr_country_flag = TUR_ataturk_getting_sickly
			}
		}
		timeout_effect = {
			if = {
				limit = {
					check_variable = {
						var = TUR_ataturk_health_bar
						value = 2
					}
				}
				add_stability = -0.1
				custom_effect_tooltip = TUR_ataturk_health_terminal_tt
				subtract_from_variable = {
					var = TUR_ataturk_health_bar
					value = 1
				}
			}
			else_if = {
				limit = {
					check_variable = {
						var = TUR_ataturk_health_bar
						value = 3
					}
				}
				add_stability = -0.05
				custom_effect_tooltip = TUR_ataturk_health_poor_tt
				subtract_from_variable = {
					var = TUR_ataturk_health_bar
					value = 1
				}
			}
			else = {
				country_event = {
					id = bftb_turkey.134
					hours = 6
				}
			}
		}
		cancel_effect = {

		}
	}
	TUR_seek_treatment_for_ataturk = {
		icon = generic_research
		allowed = {
			original_tag = TUR
		}
		available = {
			has_country_leader = {
				character = TUR_mustafa_kemal_ataturk
				ruling_only = yes
			}
		}
		cost = TUR_ataturk_treatment_cost_var?125
		days_remove = 60
		visible = {
			has_active_mission = TUR_ataturk_health_worsening_crisis
		}
		fire_only_once = no
		cancel_trigger = {
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
		complete_effect = {
			add_country_leader_trait = the_absentee_president
		}
		remove_effect = {
			remove_country_leader_trait = the_absentee_president
			add_days_mission_timeout = {
				mission = TUR_ataturk_health_worsening_crisis
				days = 120
			}
			if = {
				limit = {
					NOT = {
						has_variable = TUR_ataturk_treatment_cost_var
					}
				}
				set_variable = {
					var = TUR_atatur
# ... (truncated)
### Entity: Character
Component: CHL_oskar_schnake
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_oskar_schnake = {
	name = CHL_oskar_schnake
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_oskar_schnake_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_oskar_schnake
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_align_the_marxists
				AND = {
					has_government = communism
					NOT = {
						has_country_leader = {
							ruling_only = yes
							character = CHL_carlos_contreras_labarca
						}
					}
				}
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_align_the_marxists
				has_government = communism
			} {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_completed_focus = CHL_rule_by_decree
				} {
					has_completed_focus = CHL_denounce_the_anarchy
				}
				AND = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania
					has_country_flag = CHL_mapuche_commuist_cultural_cross_pollination
				}
			}
		}
		traits = {
			JUNO_anarcho_socialist
		}
	}
}
### Entity: Character
Component: PRU_fernando_m_quesada_blanco
Source: game
File: common/characters/PRU.txt

Code:
PRU_fernando_m_quesada_blanco = {
	advisor = {
		slot = high_command
		idea_token = PRU_fernando_m_quesada_blanco
		ledger = air
		allowed = {
			original_tag = PRU
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Fernando M. Quesada Blanco
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Country History
Country: GOW
Component: GOW_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/GOW - Gowa.txt

Code:
# Misc for GOW
capital = 673
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: Unit Template
Component: CHI_CL_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = %d Qingxing Xunyangjian
	unique = {
		Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong Nanshen Paonin Yingjing Tuanji
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_capital_question
Constructs: prerequisite, has_war_with, completion_reward, is_subject_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_capital_question
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = PAL_kickstart_military_industrial_complex
	}
	x = 3
	y = 2
	relative_position_id = PAL_kickstart_military_industrial_complex
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			NOT = {
				has_war_with = ISR
			}
			ISR = {
				exists = no
			}
		}
		NOT = {
			is_subject_of = EGY
		}
		count_triggers = {
			amount = 2
			controls_state = 966 949 1016
		}
	}
	completion_reward = {
		country_event = palestine.36
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: ww_BEL_event_spanish_interaction.3
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_country_flag, fire_only_once
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.3
	title = ww_BEL_event_spanish_interaction.3.t
	desc = ww_BEL_event_spanish_interaction.3.desc
	picture = GFX_report_event_generic_rifles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.3.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				FROM = {
					has_country_flag = BEL_offered_more_inf_equipment_flag
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
				producer = FROM
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					has_country_flag = BEL_offered_artillery_equipment_flag
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 200
				producer = FROM
			}
		} {
			limit = {
				FROM = {
					has_country_flag = BEL_offered_support_equipment_flag
				}
			}
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 1000
				producer = FROM
			}
		}
	}
}
### Entity: Misc Config
Component: load_aat
Constructs: load_aat
Source: game
File: common/frontend/backgrounds/base_backgrounds.txt

Code:
load_aat = {
	dlc_allowed = Arms Against Tyranny
}
### Entity: Scripted Effect
Component: SIA_reset_propaganda_campaign_slot_effect
Constructs: limit, check_variable, set_variable, clear_variable, clr_country_flag
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_reset_propaganda_campaign_slot_effect = {
	hidden_effect = {
		if = {
			limit = {
				check_variable = {
					SIA_poster_left_icon_frame = SIA_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SIA_poster_left_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
			clear_variable = SIA_propaganda_left_poster_to_age
			clr_country_flag = SIA_propaganda_left_slot_is_old_flag
		}
		else_if = {
			limit = {
				check_variable = {
					SIA_poster_center_icon_frame = SIA_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SIA_poster_center_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
			clear_variable = SIA_propaganda_center_poster_to_age
			clr_country_flag = SIA_propaganda_center_slot_is_old_flag
		} {
			limit = {
				check_variable = {
					SIA_poster_right_icon_frame = SIA_propaganda_campaign_to_remove
				}
			}
			set_variable = {
				SIA_poster_right_icon_frame = constant:propaganda.SIA.propaganda_empty_slot_index
			}
			clear_variable = SIA_propaganda_right_poster_to_age
			clr_country_flag = SIA_propaganda_right_slot_is_old_flag
		}
		set_variable = {
			SIA_propaganda_campaign_to_remove = 0
		}
	}
}
### Entity: Character
Component: TAOG_indonesian_minister
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_indonesian_minister = {
	sprite = 13
	random = no
	autonomy_gain = 0.5
	stability_factor = 0.05
	resistance_activity = -0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_new_officers_programme
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_new_officers_programme
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ARG_external_advisors ARG_military_academy
	}
	x = 10
	y = 2
	cost = 5
	completion_reward = {
		army_experience = 25
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_multi_language_courses
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_multi_language_courses
	icon = GFX_focus_BEL_multi_language_courses
	prerequisite = {
		focus = BEL_royal_military_academy
	}
	relative_position_id = BEL_royal_military_academy
	x = -1
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_modify_royal_military_academy_dynamic_modifier_tt
		add_to_variable = {
			BEL_royal_military_academy_army_org_factor = 0.1
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHI_neglected_army7
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army7 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army6
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.375
		army_org_factor = -0.375
		max_dig_in_factor = -0.375
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Joint Focus
Component: ABDA_expand_the_command
Constructs: has_completed_focus, prerequisite, limit, random_country, joint_focus, every_country, has_country_flag, set_variable
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_expand_the_command
	icon = GFX_focus_generic_befriend_siam
	prerequisite = {
		focus = ABDA_naval_procurement
	} {
		focus = ABDA_keep_trade_open
	} {
		focus = ABDA_ship_a_day_sinking_quotas
	}
	relative_position_id = ABDA_abdacom
	text_icon = ABDACOM_focus_style
	x = 0
	y = 5
	cost = 10
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
	}
	available_if_capitulated = no
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			original_tag = INS
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = ABDA_expand_the_command_tt
		hidden_effect = {
			random_country = {
				limit = {
					has_country_flag = abdacom_member
				}
				set_variable = {
					global.ABDA_repair_speed_factor_snapshot = ABDA_repair_speed_factor
				} {
					global.ABDA_convoy_escort_efficiency_snapshot = ABDA_convoy_escort_efficiency
				} {
					global.ABDA_submarine_attack_factor_snapshot = ABDA_submarine_attack_factor
				} {
					global.ABDA_submarine_defence_factor_snapshot = ABDA_submarine_defence_factor
				} {
					global.ABDA_screening_efficiency_snapshot = ABDA_screening_efficiency
				} {
					global.ABDA_screen_defence_factor_snapshot = ABDA_screen_defence_factor
				} {
					global.ABDA_experience_gain_navy_unit_factor_snapshot = ABDA_experience_gain_navy_unit_factor
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = SIA NZL MAL
					}
					is_in_faction_with = ROOT
					NOT = {
						has_country_flag = abdacom_member
					} {
						has_country_flag = abdacom_declined
					}
				}
				country_event = {
					id = ABDA_events.5
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ARM_drastamat_kanayan
Constructs: has_government, is_subject, has_country_leader
Source: game
File: common/characters/ARM.txt

Code:
ARM_drastamat_kanayan = {
	name = ARM_drastamat_kanayan
	portraits = {
		civilian = {
			large = gfx/leaders/ARM/r56_portrait_ARM_Drastamat_Kanayan.dds
		}
		army = {
			large = gfx/leaders/ARM/r56_portrait_ARM_Drastamat_Kanayan.dds
			small = gfx/interface/ideas/arm/advisors/r56_idea_ARM_advisor_drastamat_kanayan.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {
			fierce_patriot POL_charismatic_leader anti_communist
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = ARM_drastamat_kanayan_chief
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			is_subject = no
			OR = {
				has_country_leader = {
					character = ARM_drastamat_kanayan
					ruling_only = yes
				}
				NOT = {
					has_government = communism
				}
			}
		}
		traits = {
			army_chief_drill_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		cost = 100
		slot = high_command
		idea_token = ARM_drastamat_kanayan_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			is_subject = no
			OR = {
				has_country_leader = {
					character = ARM_drastamat_kanayan
					ruling_only = yes
				}
				NOT = {
					has_government = communism
				}
			}
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			organizer politically_connected media_personality MEN_fascist_sympathies
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_support_tungsten_mining2
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_tungsten_mining2
	icon = GFX_goal_tungsten
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_support_tungsten_mining
	prerequisite = {
		focus = COG_support_tungsten_mining
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_support_tungsten_mining2
					progress = > 0
				}
			}
		}
		has_tech = excavation3
		controls_state = 889 890
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_support_tungsten_mining2
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = tungsten
			amount = 4
			state = 889
		} {
			type = tungsten
			amount = 2
			state = 890
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_TUNGSTEN
	}
}
### Entity: Idea
Component: decrease_production_efficiency
Constructs: removal_cost
Source: game
File: common/ideas/_debug_spirits.txt

Code:
decrease_production_efficiency = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_factory_efficiency_gain_factor = -100
	}
}
### Entity: Character
Component: assault_gun_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
assault_gun_manufacturer = {
	random = no
	equipment_bonus = {
		light_tank_artillery_chassis = {
			soft_attack = 0.05
			armor_value = 0.05
			reliability = 0.05
		}
		medium_tank_artillery_chassis = {
			soft_attack = 0.05
			armor_value = 0.05
			reliability = 0.05
		}
		heavy_tank_artillery_chassis = {
			soft_attack = 0.05
			armor_value = 0.05
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: CHL_pan_hispanist_ai_behavior
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/CHL_alternate_strategy_plan.txt

Code:
CHL_pan_hispanist_ai_behavior = {
	name = Chilean Pan-Hispanic Plan
	desc = 
	allowed = {
		original_tag = CHL
	}
	enable = {
		OR = {
			has_country_flag = CHL_AI_RANDOM_PAN_HISPANISM
			has_game_rule = {
				rule = CHL_ai_behavior
				option = PAN_HISPANISM
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		CHL_denounce_the_anarchy CHL_empower_the_preparation_department CHL_sway_ariosto_hererra CHL_inflitrate_the_carabinieros CHL_unify_the_fascist_movements CHL_more_funds_or_the_propaganda_department CHL_proliferate_national_populism CHL_the_popular_freedom_alliance CHL_rally_the_people CHL_commence_the_counter_revolution CHL_syndicalize_the_production_sector CHL_departemento_de_las_tropas_nacistas_de_asalto CHL_expand_the_department_of_provinces CHL_recruit_young_officers CHL_enforce_the_chilean_identity CHL_chilean_anti_communist_action CHL_abide_by_the_francoist_model CHL_promote_pan_hispanic_rhetoric CHL_military_excercises CHL_cultivate_fanaticism CHL_law_of_permanent_defense CHL_organize_patriotic_leagues
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Component: CONGO_societe_generale_de_belgique
Constructs: shared_focus, prerequisite, limit, has_war_with, completion_reward, has_subject, has_global_flag, has_dynamic_modifier
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_societe_generale_de_belgique
	dynamic = yes
	icon = GFX_focus_CONGO_societe_generale_de_belgique
	prerequisite = {
		focus = CONGO_congo_investments
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	relative_position_id = CONGO_congo_investments
	x = 0
	y = 1
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				COG = {
					NOT = {
						has_dynamic_modifier = {
							modifier = COG_belgian_congo_colonial_dynamic_modifier
						}
					}
				}
			}
			COG = {
				add_dynamic_modifier = {
					modifier = COG_belgian_congo_colonial_dynamic_modifier
				}
				custom_effect_tooltip = generic_skip_one_line_tt warning_this_idea_can_be_removed_tt
			}
		} {
			limit = {
				BEL = {
					NOT = {
						has_dynamic_modifier = {
							modifier = BEL_belgian_congo_colonial_returns_dynamic_modifier
						}
					}
				}
			}
			BEL = {
				add_dynamic_modifier = {
					modifier = BEL_belgian_congo_colonial_returns_dynamic_modifier
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_production_speed_buildings_factor = 0.02
			tooltip = production_speed_buildings_factor_tt
		}
		hidden_effect = {
			COG = {
				unlock_national_focus = CONGO_societe_generale_de_belgique
				force_update_dynamic_modifier = yes
			}
		}
	}
}