Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: midget_submarine_specialization
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/_event.txt

Code:
midget_submarine_specialization = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_naval_manufacturer_1
	modifier = {
		sp_naval_midget_submarine_speed_factor = 1
	}
	equipment_bonus = {
		midget_submarine = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Unit Template
Component: SIA_ARM_01
Source: game
File: common/units/names_divisions/SIA_names_divisions.txt

Code:
SIA_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		SIA
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dth Royal Thai Tank Division
	ordered = {
		1 = {
			%dst Royal Thai Tank Division
		}
		2 = {
			%dnd Royal Thai Tank Division
		}
		3 = {
			%drd Royal Thai Tank Division
		}
		4 = {
			%dth Royal Thai Tank Division
		}
		5 = {
			%dth Royal Thai Tank Division
		}
		6 = {
			%dth Royal Thai Tank Division
		}
		7 = {
			%dth Royal Thai Tank Division
		}
		8 = {
			%dth Royal Thai Tank Division
		}
		9 = {
			%dth Royal Thai Tank Division
		}
		10 = {
			%dth Royal Thai Tank Division
		}
		11 = {
			%dth Royal Thai Tank Division
		}
		12 = {
			%dth Royal Thai Tank Division
		}
		13 = {
			%dth Royal Thai Tank Division
		}
		14 = {
			%dth Royal Thai Tank Division
		}
		15 = {
			%dth Royal Thai Tank Division
		}
		16 = {
			%dth Royal Thai Tank Division
		}
		17 = {
			%dth Royal Thai Tank Division
		}
		18 = {
			%dth Royal Thai Tank Division
		}
		19 = {
			%dth Royal Thai Tank Division
		}
		20 = {
			%dth Royal Thai Tank Division
		}
		21 = {
			%dst Royal Thai Tank Division
		}
		22 = {
			%dnd Royal Thai Tank Division
		}
		23 = {
			%drd Royal Thai Tank Division
		}
	}
}
### Entity: Event
Component: PER_imperial_events.180
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, random_hours, set_rule, every_state, is_controlled_by
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.180
	title = PER_imperial_events.180.t
	desc = PER_imperial_events.180.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.180.a
		ai_chance = {
			base = 90
		}
		PER = {
			country_event = {
				id = PER_imperial_events.181
				hours = 4
				random_hours = 8
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				puppet = FROM
			}
			FROM = {
				set_rule = {
					can_join_factions = no
				} {
					can_decline_call_to_war = yes
				}
			}
			every_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = FROM
				}
				transfer_state_to = FROM
			}
		}
	} {
		name = PER_imperial_events.180.b
		ai_chance = {
			base = 10
		}
		PER = {
			country_event = {
				id = PER_imperial_events.182
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_shinkolobwe_mine
Constructs: prerequisite, limit, joint_focus, add_ideas, has_war_with, completion_reward, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_shinkolobwe_mine
	dynamic = yes
	icon = GFX_focus_generic_uranium_extraction
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	prerequisite = {
		focus = CONGO_regional_specialization
	}
	relative_position_id = CONGO_regional_specialization
	x = -2
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 250
				localization = CONGO_shinkolobwe_mine
			}
			add_ideas = COG_rich_in_uranium
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		} {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_rich_in_uranium
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 250
				localization = CONGO_shinkolobwe_mine
			}
			add_ideas = COG_rich_in_uranium
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		} {
			limit = {
				original_tag = BEL
			}
			add_ideas = COG_rich_in_uranium
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.101
Constructs: is_triggered_only, annex_country
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.101
	title = BBA_italy_anti_colonialism_events.101.t
	desc = BBA_italy_anti_colonialism_events.101.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.101.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Character
Component: SIC_wang_zuanxu
Source: game
File: common/characters/SIC.txt

Code:
SIC_wang_zuanxu = {
	name = Wang Zuanxu
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_6
			small = GFX_kr_portrait_asia_generic_land_6_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIC_wang_zuanxu
		allowed = {
			original_tag = SIC
		}
		visible = {

		}
		available = {

		}
		traits = {
			paramilitarist
		}
	} {
		slot = high_command
		idea_token = SIC_wang_zuanxu2
		allowed = {
			original_tag = SIC
		}
		traits = {
			army_infantry_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			harsh_leader infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_develop_tank_variants
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_develop_tank_variants
	icon = GFX_focus_generic_tank_assault
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_create_armoured_corp
	prerequisite = {
		focus = CYP_create_armoured_corp
	}
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			OR = {
				has_tech = basic_light_tank_chassis basic_medium_tank_chassis basic_heavy_tank_chassis
			}
		}
		else = {
			OR = {
				has_tech = basic_light_tank basic_medium_tank basic_heavy_tank
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = CYP_develop_tank_variants
			category = cat_anti_air
			bonus = 0.5
		} {
			name = CYP_develop_tank_variants
			category = cat_anti_tank
			bonus = 0.5
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = CYP_develop_tank_variants
				category = mio_cat_tech_all_armor_and_modules
				bonus = 0.5
				uses = 2
			}
		}
		else = {
			add_tech_bonus = {
				name = CYP_develop_tank_variants
				category = armor_variant_tech
				bonus = 0.5
				uses = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_is_researching_advanced_large_airframe
Constructs: has_tech, is_researching_technology
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_is_researching_advanced_large_airframe = {
	OR = {
		has_tech = strategic_bomber3 advanced_large_airframe
		is_researching_technology = strategic_bomber3 advanced_large_airframe
	}
}
### Entity: Modifier Reference
Construct: global_building_slots
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## global_building_slots

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: cuba.6
Constructs: is_triggered_only, limit, random_country, has_government, declare_war_on, puppet_wargoal_focus
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.6
	title = cuba.6.t
	desc = cuba.6.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = cuba.6.a
		random_country = {
			limit = {
				original_tag = SPR
				has_government = fascism
			}
			ROOT = {
				declare_war_on = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	} {
		name = cuba.6.b
		CUB = {
			country_event = cuba.7
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_94
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_94 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 94
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 94
	}
}
### Entity: Idea
Component: CHI_unprofessional_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_unprofessional_army = {
	picture = prc_low_popular_support
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.2
		army_org_factor = -0.2
		max_dig_in_factor = -0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_investment_into_shipbuilding
Constructs: shared_focus, prerequisite, limit, completion_reward, is_coastal, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_investment_into_shipbuilding
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = CHI_mission_to_the_us CHI_collaboration_with_the_japanese
	}
	x = 1
	y = 1
	relative_position_id = CHI_mission_to_the_us
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = CHI_investment_into_shipbuilding_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = CHI_investment_into_shipbuilding_DY
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_international_brigades
Constructs: prerequisite, has_war, limit, every_country, completion_reward, has_global_flag, has_war_escalation_level_6, every_league_of_nations_member_tt
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_international_brigades
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = ETH_arms_purchases ETH_request_embargo
	}
	x = 0
	y = 1
	relative_position_id = ETH_arms_purchases
	cost = 10
	available = {
		league_of_nations_is_active = yes
		has_global_flag = second_italo_ethiopian_war_flag
		has_war_escalation_level_6 = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_war = no
		}
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = every_league_of_nations_member_tt
			country_event = {
				id = BBA_italo_ethiopian_war_events.14
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					is_league_of_nations_member = yes
					NOT = {
						tag = ROOT
					}
				}
				country_event = {
					id = BBA_italo_ethiopian_war_events.14
					hours = 6
					random_hours = 6
				}
			}
			ETH = {
				country_event = {
					id = BBA_italo_ethiopian_war_events.15
					days = 30
					random_days = 4
				}
			}
		}
	}
}
### Entity: Event
Component: stability.31
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.31
	title = stability.31.t
	desc = stability.31.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = stability.31.a
		remove_ideas = {
			draft_dodging draft_dodging_2 draft_dodging_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = draft_dodging_resolved
			days = 90
		}
	}
}
### Entity: Character
Component: BUL_blagoi_ivanov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_blagoi_ivanov = {
	advisor = {
		slot = high_command
		idea_token = BUL_blagoi_ivanov
		ledger = army
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
			original_tag = BUL
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BUL_blagoi_ivanov
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Idea
Component: PER_agressive_pan_iranism
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_agressive_pan_iranism = {
	picture = FRA_army_of_aggression_focus
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.45
		planning_speed = 0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_recognize_german_power_2
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_recognize_german_power_2
	prerequisite = {
		focus = PRU_das_inkareich
	}
	icon = GFX_goal_PRU_german_brother
	x = -1
	y = 3
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		has_country_flag = PRU_inkareich
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	completion_reward = {
		add_political_power = 20
		country_event = {
			hours = 4
			id = peru.67
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_expand_the_yerevan_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_expand_the_yerevan_university
	icon = GFX_focus_research2
	prerequisite = {
		focus = ARM_industrial_advancements
	}
	relative_position_id = ARM_industrial_advancements
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		controls_state = 230
		amount_research_slots = < 5
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: CHI_is_corruption_in_government_on_balance_good
Constructs: set_variable, add_to_variable, clear_variable
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_is_corruption_in_government_on_balance_good = {
	set_variable = {
		on_balance = 0
	} {
		corruption_pp_gain = CHI_corruption_pp_gain
	} {
		corruption_consumer_goods = CHI_corruption_consumer_goods
	} {
		corruption_construction_speed = CHI_corruption_construction_speed
	} {
		corruption_production_speed_arms_factory_factor = CHI_corruption_production_speed_arms_factory_factor
	} {
		corruption_cic_construction_boost_factor = CHI_corruption_cic_construction_boost_factor
	} {
		corruption_free_repair_factor = CHI_corruption_free_repair_factor
	} {
		corruption_conversion_cost_civ_to_mil_factor = CHI_corruption_conversion_cost_civ_to_mil_factor
	} {
		corruption_economy_cost_factor = CHI_corruption_economy_cost_factor
	}
	multiply_variable = {
		corruption_pp_gain = 0.95
	} {
		corruption_pp_gain = -1
	} {
		corruption_consumer_goods = -1
	} {
		corruption_cic_construction_boost_factor = 0.9
	} {
		corruption_free_repair_factor = 0.4
	} {
		corruption_conversion_cost_civ_to_mil_factor = 0.4
	} {
		corruption_economy_cost_factor = 0.3
	} {
		corruption_economy_cost_factor = -1
	}
	add_to_variable = {
		on_balance = corruption_pp_gain
	} {
		on_balance = corruption_consumer_goods
	} {
		on_balance = corruption_construction_speed
	} {
		on_balance = corruption_production_speed_arms_factory_factor
	} {
		on_balance = corruption_cic_construction_boost_factor
	} {
		on_balance = corruption_free_repair_factor
	} {
		on_balance = corruption_conversion_cost_civ_to_mil_factor
	} {
		on_balance = corruption_economy_cost_factor
	}
	clear_variable = corruption_pp_gain corruption_consumer_goods corruption_construction_speed corruption_production_speed_arms_factory_factor corruption_cic_construction_boost_factor corruption_free_repair_factor corruption_conversion_cost_civ_to_mil_factor corruption_economy_cost_factor
}
### Entity: Event
Component: mtg_britain.45
Constructs: is_triggered_only, limit, retire_character, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, set_state_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.45
	title = mtg_britain.45.t
	desc = mtg_britain.45.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = mtg_britain.45.a
		retire_character = ENG_alan_brooke ENG_bernard_montgomery ENG_harold_alexander ENG_john_vereker ENG_oliver_leese ENG_archibald_wavell ENG_james_fownes_somerville ENG_henry_harwood ENG_john_tovey ENG_bernard_rawlings
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_upper_classes_2IC
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_upper_classes_2IC
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_upper_classes_2AF
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = ENG_upper_classes_2AF
		}
	}
}
### Entity: Modifier Reference
Component: r56_lure_them_in
Constructs: remove_trigger, is_puppet, disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_lure_them_in = {
	icon = GFX_lure_them_in_icon
	remove_trigger = {
		CHI = {
			OR = {
				exists = no
				is_puppet = yes
			}
		}
	}
	enemy_local_supplies = -0.1
	local_non_core_supply_impact_factor = 0.1
	resistance_growth = 0.1
	resistance_decay = -0.1
	compliance_growth = -0.1
	resistance_garrison_penetration_chance = 0.1
	resistance_damage_to_garrison = 0.1
	resistance_target = 0.1
	enemy_truck_attrition_factor = 0.1
	disable_strategic_redeployment = yes
}
### Entity: AI Strategy
Component: CZE_highered_armored_production
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_highered_armored_production = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		num_of_military_factories = > 19
	}
	abort = {
		num_of_military_factories = < 20
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 10
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_call_hans
Constructs: prerequisite, completion_reward, add_political_power, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_call_hans
	prerequisite = {
		focus = PRU_the_pact_of_lima
	}
	icon = GFX_focus_ger_return_of_the_kaiser
	x = 3
	y = 2
	relative_position_id = PRU_return_of_the_inkari
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		set_country_flag = PRU_hans_appear
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_imperial_divinity
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_country_leader_with_trait, is_subject, add_country_leader_trait
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_imperial_divinity
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = MAN_independence_war
	}
	x = -1
	y = 1
	relative_position_id = MAN_independence_war
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		MAN_low_legitimacy_level_down = yes
		if = {
			limit = {
				NOT = {
					has_country_leader_with_trait = nationalist_symbol
				}
				is_subject = no
			}
			add_country_leader_trait = nationalist_symbol
		}
	}
}