Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_propagandize_swiss_military_tradition
Constructs: prerequisite, add_war_support, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_propagandize_swiss_military_tradition
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SWI_promote_tobler
	}
	relative_position_id = SWI_promote_tobler
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.65
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.08
		}
		SWI_max_mr_medium_increase = yes
		SWI_mr_high_increase = yes
	}
}
### Entity: Unit Template
Component: CUB
Source: game
File: common/units/names/00_names.txt

Code:
CUB = {
	submarine = {
		prefix = ARC
		generic = {
			Submarino
		}
		unique = {
			Santa Clara Diez de Octubre Veinte y Cuatro de Febrero Patria Habana Pinar del Río Cuba Rio Damuji Rio Jatibonico
		}
	}
	destroyer = {
		prefix = ARC
		generic = {
			Destructor
		}
		unique = {
			Santa Clara Diez de Octubre Veinte y Cuatro de Febrero Patria Habana Pinar del Río Cuba Rio Damuji Rio Jatibonico
		}
	}
	light_cruiser = {
		prefix = ARC
		generic = {
			Crucero Ligero
		}
		unique = {
			La Habana Santiago de Cuba Marinao Santa Clara Guantanamo
		}
	}
	heavy_cruiser = {
		prefix = ARC
		generic = {
			Crucero Pesado
		}
		unique = {
			La Habana Santiago de Cuba Marinao Santa Clara Guantanamo
		}
	}
	battle_cruiser = {
		prefix = ARC
		generic = {
			Crucero de Batalla
		}
		unique = {
			Theodore Roosevelt Fulgencio Batista
		}
	}
	battleship = {
		prefix = ARC
		generic = {
			Acorazado
		}
		unique = {
			Theodore Roosevelt Fulgencio Batista
		}
	}
	carrier = {
		prefix = ARC
		generic = {
			Portaaviones
		}
		unique = {
			República de Cuba La Sabana Almendares Cauto
		}
	}
}
### Entity: State History
Component: 1027
Constructs: add_core_of
Source: game
File: history/states/1027-JanMayen.txt

Code:
state = {
	id = 1027
	name = STATE_1027
	manpower = 10
	state_category = tiny_island
	history = {
		owner = NOR
		add_core_of = NOR
		buildings = {
			13330 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13330
	}
	local_supplies = 0.0
}
### Entity: Event
Component: AST_diplomatic_events.63
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.63
	title = AST_diplomatic_events.63.t
	desc = AST_diplomatic_events.63.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.63.a
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_auxiliaries
Constructs: division_template, prerequisite, completion_reward, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_auxiliaries
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = ITA_mare_nostrum_bba
	}
	x = -2
	y = 1
	relative_position_id = ITA_mare_nostrum_bba
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_ITA_auxiliaries_re_tt ITA_blackshirts_div_cap_12_tt
		add_to_variable = {
			ITA_re_modifier_army_sub_unit_militia_speed_factor = 0.05
		} {
			ITA_re_modifier_army_sub_unit_militia_attack_factor = 0.03
		}
		hidden_effect = {
			add_to_variable = {
				ITA_militias_cap = 12
			}
			set_division_template_cap = {
				division_template = Camicie Nere
				division_cap = ITA_militias_cap
			}
		}
	}
}
### Entity: Character
Component: MLD_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MLD.txt

Code:
MLD_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLD_fascist_guy
		allowed = {
			original_tag = MLD
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Idea
Component: COG_fn_herstal
Constructs: research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_fn_herstal = {
	picture = BEL_fn_herstal_organization
	allowed = {
		original_tag = COG
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_egyptian_industries
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_egyptian_industries
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = ALB_egyptianize_the_army
	}
	relative_position_id = ALB_egyptianize_the_army
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	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_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: HOA_state_bank_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/aussa.txt

Code:
HOA_state_bank_idea = {
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.05
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_allow_women_workers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_allow_women_workers
	available = {

	}
	prerequisite = {
		focus = PAR_allow_unions_to_strike PAR_ban_vouchers
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_women_in_military
	relative_position_id = PAR_allow_unions_to_strike
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = idea_PAR_women_in_the_industry
	}
}
### Entity: Event
Component: india.440
Constructs: ai_chance, has_completed_focus, has_war, limit, has_government, has_war_with, has_country_flag, add_stability
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.440
	title = india.440.t
	desc = india.440.desc
	picture = GFX_report_event_picture_RAJ_Government_Formation
	trigger = {
		tag = RAJ
		has_civil_war = no
		NOT = {
			has_country_flag = RAJ_famine_manual_trigger
		}
		date = > 1940.1.1
	}
	fire_only_once = yes
	immediate = {
		set_country_flag = RAJ_famine_started
	}
	mean_time_to_happen = {
		days = 1000
		modifier = {
			factor = 0.5
			has_war = yes
		} {
			factor = 0.8
			is_subject_of = ENG
		}
	}
	option = {
		name = india.440.a
		trigger = {
			SOV = {
				OR = {
					has_government = democratic communism
				}
				exists = yes
				NOT = {
					has_war_with = RAJ
				}
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_completed_focus = RAJ_Indo_Soviet_Friendship_Treaty
			} {
				factor = 10
				has_government = communism
				SOV = {
					has_government = communism
				}
			}
		}
		if = {
			limit = {
				is_subject = yes
				has_completed_focus = RAJ_Provincial_Elections
			}
			custom_effect_tooltip = raj_3progressindependence
		}
		SOV = {
			country_event = {
				id = india.441
				days = 2
			}
		}
	} {
		name = india.440.b
		trigger = {
			USA = {
				exists = yes
				NOT = {
					has_war_with = RAJ
				}
			}
		}
		ai_chance = {
			base = 15
			modifier = {
				factor = 5
				has_completed_focus = RAJ_India_United_under_Britain
			} {
				factor = 10
				is_in_faction_with = USA
			}
		}
		USA = {
			country_event = {
				id = india.441
				days = 2
			}
		}
	} {
		name = india.440.c
		trigger = {
			ENG = {
				NOT = {
					has_government = fascism
				} {
					has_war_with = RAJ
				}
				exists = yes
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				is_in_faction_with = ENG
			}
		}
		if = {
			limit = {
				is_subject = yes
				has_completed_focus = RAJ_Provincial_Elections
			}
			custom_effect_tooltip = raj3progressindependence
		}
		ENG = {
			country_event = {
				id = india.441
				days = 2
			}
		}
	} {
		name = india.440.d
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				has_idea = RAJ_agrarian_economy
			}
			swap_ideas = {
				remove_idea = RAJ_agrarian_economy
				add_idea = RAJ_agrarian_economy_famine
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.25
			}
		}
		else_if = {
			limit = {
				has_idea = RAJ_agrarian_e
# ... (truncated)
### Entity: National Focus
Tree: alb_focus
Component: ALB_tirana_institute_of_research
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_research_slot
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_tirana_institute_of_research
	icon = GFX_focus_research
	prerequisite = {
		focus = ALB_the_second_republic ALB_egyptianize_the_army
	}
	relative_position_id = ALB_the_second_republic
	cost = 10
	x = 3
	y = 1
	available_if_capitulated = yes
	available = {
		has_full_control_of_state = 44
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: INS_loyalist_events.31
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.31
	title = INS_loyalist_events.31.t
	desc = INS_loyalist_events.31.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.31.a
		INS = {
			country_event = {
				id = INS_loyalist_events.32
				hours = 12
			}
			effect_tooltip = {
				indonesia_phillipines_unite_effect = yes
			}
		}
	}
}
### Entity: Idea
Component: AFG_decentralized_economy
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_decentralized_economy = {
	picture = AFG_economy_in_ruins
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = -0.2
		consumer_goods_factor = 0.25
		production_factory_max_efficiency_factor = -0.15
		industrial_capacity_factory = -0.1
		local_resources_factor = -0.1
	}
}
### Entity: Event
Component: r56_australia.11
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, set_country_flag, is_historical_focus_on, has_game_rule, has_country_leader
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.11
	title = r56_australia.11.t
	desc = r56_australia.11.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	trigger = {
		has_country_flag = AST_1943_election
		NOT = {
			has_country_flag = AST_1946_election
		}
	}
	option = {
		name = r56_australia.11.a
		AST_set_robert_menzies = yes
		hidden_effect = {
			set_country_flag = AST_1946_election
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.11.b
		AST_set_ben_chifley = yes
		hidden_effect = {
			set_country_flag = AST_1946_election
		}
		ai_chance = {
			base = 10
		}
	} {
		name = r56_australia.country_win
		if = {
			limit = {
				NOT = {
					has_country_flag = AST_earle_page_quit
				}
			}
			AST_set_earle_page = yes
		}
		else_if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					name = Archie Cameron
				}
			}
			AST_set_archie_cameron = yes
		}
		else = {
			AST_set_arthur_fadden = yes
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 4
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.communist_win
		trigger = {
			communism = > 0.45
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	} {
		name = r56_australia.fascists_win
		trigger = {
			fascism = > 0.45
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Decision
Component: POL_german_state_management_category
Constructs: has_dynamic_modifier
Source: game
File: common/decisions/categories/POL_oppose.txt

Code:
POL_german_state_management_category = {
	priority = 1
	icon = eng_move_to_secure_the_dominions
	on_map_area = {
		target_array = owned_states
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = germanpop
				}
			}
		}
	}
	allowed = {
		original_tag = POL
	}
}
### Entity: Event
Component: albania.5
Constructs: is_triggered_only, limit, fire_only_once, add_political_power, has_country_leader, add_building_construction, has_full_control_of_state, add_timed_idea
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.5
	title = albania.5.t
	desc = albania.5.d
	picture = GFX_CZKE_border_regiments_report
	trigger = {
		has_country_leader = {
			character = ALB_enver_hoxha
			ruling_only = yes
		}
	}
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = albania.5.a
		44 = {
			add_building_construction = {
				type = bunker
				level = 8
				province = 9914
				instant_build = yes
			} {
				type = bunker
				level = 4
				province = 3884
				instant_build = yes
			} {
				type = bunker
				level = 4
				province = 9875
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 11767
				instant_build = yes
			} {
				type = bunker
				level = 6
				province = 9780
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 3896
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 11762
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_full_control_of_state = 805
			}
			805 = {
				add_building_construction = {
					type = bunker
					level = 6
					province = 914
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3448
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 6900
					instant_build = yes
				}
			} {
				add_building_construction = {
					type = bunker
					level = 3
					province = 11767
					instant_build = yes
				}
			}
			44 = {
				add_building_construction = {
					type = bunker
					level = 8
					province = 9914
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 3884
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 9875
					instant_build = yes
				}
			}
			910 = {
				add_building_construction = {
					type = bunker
					level = 6
					province = 9780
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3896
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 11762
					instant_build = yes
				}
			}
		}
		add_timed_idea = {
			idea = economy_overloaded
			days = 736
		}
	} {
		name = albania.5.b
		add_political_power = -50
	}
}
### Entity: Character
Component: MPL_herbert_layard
Constructs: has_completed_focus
Source: game
File: common/characters/MPL.txt

Code:
MPL_herbert_layard = {
	name = Herbert Layard Dowbiggin
	portraits = {
		army = {
			large = GFX_kr_portrait_britain_generic_land_5
			small = GFX_kr_portrait_britain_generic_land_5_small
		}
	}
	corps_commander = {
		traits = {
			artillerist harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		available = {
			NOT = {
				has_completed_focus = MPL_two_people_union
			}
		}
		slot = army_chief
		idea_token = MPL_herbert_layard
		allowed = {
			original_tag = MPL
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Construct: field_officer_promotion_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## field_officer_promotion_penalty

* Number with 0 decimal places
* **Categories**: country
### Entity: Event
Component: poland.162
Constructs: has_war, add_ideas, has_country_flag, add_stability, fire_only_once, is_justifying_wargoal_against, has_wargoal_against, has_idea
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.162
	title = poland.162.t
	desc = poland.162.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	trigger = {
		tag = POL
		has_country_flag = POL_Castle_Selected
		has_war = no
		NOT = {
			GER = {
				is_justifying_wargoal_against = POL
			}
		} {
			SOV = {
				is_justifying_wargoal_against = POL
			}
		} {
			GER = {
				has_wargoal_against = POL
			}
		} {
			SOV = {
				has_wargoal_against = POL
			}
		}
		has_idea = POL_Neutral_Foreign_Policy
		OR = {
			has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
		}
	}
	mean_time_to_happen = {
		days = 25
	}
	option = {
		name = poland.162.a
		add_ideas = limited_conscription
		add_stability = 0.025
	} {
		name = poland.162.b
		add_ideas = volunteer_only
		add_stability = 0.075
	}
}
### Entity: Achievement
Component: pesky_greeks
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by
Source: game
File: common/achievements.txt

Code:
pesky_greeks = {
	id = 236
	possible = {
		tag = PER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = pesky_greeks_tt
			GRE = {
				all_core_state = {
					is_owned_by = PER
				}
			}
		}
	}
}
### Entity: Country History
Country: LAT
Component: LAT_army
Source: game
File: history/countries/LAT - Latvia.txt

Code:
# OOB & Army Setup for LAT
oob = LAT_1936
### Entity: Character
Component: DAH_nccr
Source: game
File: common/characters/DAH.txt

Code:
DAH_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = DAH_nccr
		allowed = {
			original_tag = DAH
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: SIA_united_front_against_socialism_2_r56
Constructs: stability_factor, has_country_leader, removal_cost, neutrality_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_united_front_against_socialism_2_r56 = {
	name = SIA_united_front_against_socialism_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		NOT = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_shield_against_communism
	modifier = {
		party_popularity_stability_factor = -0.1
		neutrality_drift = 0.01
		stability_factor = 0.1
	}
}
### Entity: State History
Component: 825
Constructs: add_core_of
Source: game
File: history/states/825 - Nenetsia.txt

Code:
state = {
	id = 825
	name = STATE_825
	manpower = 21795
	state_category = rural
	resources = {
		oil = 7
	}
	history = {
		victory_points = {
			105 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
			12530 = {
				naval_base = 1
			}
		}
		add_core_of = SOV NEN
	}
	provinces = {
		105 198 3147 6040 6192 9205 10207 11047 11119 12530
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Component: GUAY_volunteers
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_volunteers
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = GUAY_defense_force
	}
	x = 2
	y = 0
	relative_position_id = GUAY_specialized_terrain_training
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = idea_GUAY_volunteers
	}
}
### Entity: Wiki Documentation
Construct: smallimageright
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
smallimageright

No parameter = If no smallimageright parameter is given then this template falls back to use the imageright parameter. If the imageright parameter also is empty then no image is shown on the right side.
An image = Should be an image with usual wiki notation. 20px - 25px width is usually about right.
Anything = Any other object that you want to show on the right side.
none = Means that no right side image is used. This overrides any image fed to imageright, when "small=left".
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_proclaim_the_peoples_republic
Constructs: prerequisite, has_war, limit, has_government, every_country, completion_reward, is_owned_by, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_proclaim_the_peoples_republic
	icon = GFX_focus_PRC_revolutionary_war_of_the_masses
	prerequisite = {
		focus = MAN_tsr_the_long_march_south
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_the_long_march_south
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_war = no
		608 = {
			is_owned_by = ROOT
		}
		1035 = {
			is_owned_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_cosmetic_tag = MAN_peoples_republic_of_china
		set_capital = {
			state = 608
			remember_old_capital = no
		}
		set_province_name = {
			id = 9843
			name = PRC_beijing_capital_name
		}
		608 = {
			set_state_name = PRC_beijing_capital_name
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = MAN_the_communist_party_triumphant
			add_idea = MAN_the_revolution_triumphant
		}
		every_country = {
			limit = {
				is_literally_china = yes
				has_government = communism
				OR = {
					is_subject = no
					is_subject_of = ROOT
				}
			}
			country_event = {
				id = tsr_manchukuo.7
				hours = 6
			}
		}
		PRC = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
		create_wargoal = {
			type = annex_everything
			target = TIB
		}
	}
}
### Entity: Character
Component: army_mechanization_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_traits.txt

Code:
army_mechanization_1 = {
	sprite = 8
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	command_cap_increase = 20
}