Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 667
Constructs: add_core_of
Source: game
File: history/states/667-West Nusa Tenggara.txt

Code:
state = {
	id = 667
	name = STATE_667
	resources = {

	}
	history = {
		owner = INS
		add_core_of = TNE
		buildings = {
			infrastructure = 1
			13387 = {
				naval_base = 1
			}
			12234 = {
				naval_base = 1
			}
			13384 = {
				naval_base = 1
			}
		}
		victory_points = {
			13387 1
		} {
			13391 1
		} {
			12234 1
		}
	}
	provinces = {
		7293 10191 12162 12219 12234 13387 13389 13390 13391 13388 13384 13392
	}
	manpower = 973854
	buildings_max_level_factor = 1
	state_category = rural
	local_supplies = 3.0
}
### Entity: AI Strategy
Component: AUS_aim_for_200k_army
Constructs: has_army_manpower, build_army, force_build_armies
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_aim_for_200k_army = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		date = > 1939.1.1
		has_army_manpower = {
			size = < 200000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = infantry
		value = 200
	} {
		type = build_army
		id = mountaineers
		value = 200
	} {
		type = force_build_armies
		value = 200
	}
}
### Entity: Order of Battle
Component: air_wing_447
Source: game
File: history/units/EGY_1936_air_bba.txt

Code:
air_wings = {
	447 = {
		small_plane_airframe_0 = {
			owner = EGY
			amount = 24
			creator = ENG
			version_name = Hawker Fury
		}
	}
}
### Entity: State History
Component: 939
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/939-Socotra.txt

Code:
state = {
	id = 939
	name = STATE_906
	manpower = 21303
	state_category = small_island
	history = {
		owner = YEM
		buildings = {
			infrastructure = 1
			8000 = {
				naval_base = 1
			}
		}
		add_core_of = YEM
		add_claim_by = SOM
	}
	provinces = {
		8000
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Decision
Component: control_ai_allies_category
Constructs: add_ideas, remove_ideas, has_country_flag, fire_only_once, is_ai, is_faction_leader, complete_effect, set_country_flag
Source: game
File: common/decisions/r56_control_ai_allies_decisions.txt

Code:
control_ai_allies_category = {
	ROOT_hide_ai_allies_decisions = {
		icon = eng_trade_unions_support
		days_remove = -1
		priority = 100
		visible = {
			is_ai = no
			is_faction_leader = yes
		}
		complete_effect = {
			set_country_flag = ROOT_hide_ai_allies_decisions_flag
		}
		modifier = {
			custom_modifier_tooltip = ROOT_ai_allies_decision_will_remain_hidden_tt
		}
		fire_only_once = no
		remove_trigger = {
			hidden_trigger = {
				NOT = {
					has_country_flag = ROOT_hide_ai_allies_decisions_flag
				}
			}
		}
	}
	ROOT_show_ai_allies_decisions = {
		priority = 100
		icon = eng_trade_unions_demand
		fire_only_once = no
		visible = {
			is_ai = no
			is_faction_leader = yes
			has_country_flag = ROOT_hide_ai_allies_decisions_flag
		}
		complete_effect = {
			clr_country_flag = ROOT_hide_ai_allies_decisions_flag
		}
	}
	ai_ally_favor_navy = {
		icon = generic_naval
		target_array = allies
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		available = {
			FROM = {
				num_of_naval_factories = > 0
			}
			command_power = > 10
		}
		cost = 10
		days_remove = 30
		custom_cost_text = r56_10_command_power_cost
		custom_cost_trigger = {
			command_power = > 10
		}
		allowed = {

		}
		visible = {
			is_ai = no
			is_faction_leader = yes
			FROM = {
				is_ai = yes
				num_of_naval_factories = > 0
				NOT = {
					OR = {
						has_idea = r56_ai_favor_defense r56_ai_favor_offense r56_ai_favor_war_production r56_ai_favor_aviation r56_ai_favor_navy
						has_decision = ai_ally_favor_aviation ai_ally_favor_offense ai_ally_favor_defense ai_ally_favor_war_production
					}
				}
			}
			NOT = {
				has_country_flag = ROOT_hide_ai_allies_decisions_flag
			}
		}
		complete_effect = {
			add_command_power = -10
		}
		remove_effect = {
			FROM = {
				add_ideas = r56_ai_favor_navy
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	drop_ai_ally_favor_navy = {
		icon = generic_naval
		allowed = {

		}
		target_array = allies
		target_trigger = {
			FROM = {
				OR = {
					is_puppet_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		available = {
			FROM = {
				has_idea = r56_ai_favor_navy
			}
			command_power = > 10
		}
		custom_cost_text = r56_10_command_power_cost
		custom_cost_trigger = {
			command_power = > 10
		}
		visible = {
			is_ai = no
			is_faction_leader = yes
			FROM = {
				has_idea = r
# ... (truncated)
### Entity: Idea
Component: CHL_dissident_activity_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_dissident_activity_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		drift_defence_factor = -0.2
		stability_factor = -0.2
	}
	picture = FRA_scw_intervention_republicans_focus
}
### Entity: Idea
Component: EAI_DD_16/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Character
Component: CHL_ariosto_herrera
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_ariosto_herrera = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = theorist
			idea_token = CHL_ariosto_herrera
			ledger = army
			allowed = {
				original_tag = CHL
			}
			cost = 100
			traits = {
				military_theorist
			}
			available = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
						CHL_has_left_wing_government = yes
					}
				}
				OR = {
					has_government = neutrality democratic
					AND = {
						has_government = fascism
						has_completed_focus = CHL_sway_ariosto_hererra
					}
				}
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
						AND = {
							has_government = fascism
							NOT = {
								has_completed_focus = CHL_sway_ariosto_hererra
							}
						}
					}
				}
			}
		}
		corps_commander = {
			traits = {
				media_personality infantry_leader
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
					}
				}
				OR = {
					has_government = neutrality democratic
					AND = {
						has_government = fascism
						has_completed_focus = CHL_sway_ariosto_hererra
					}
				}
			}
		}
		name = CHL_ariosto_herrera
		portraits = {
			army = {
				large = GFX_portrait_CHL_ariosto_herrera
				small = GFX_portrait_CHL_ariosto_herrera_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = theorist
			idea_token = CHL_ariosto_herrera
			ledger = air
			allowed = {
				original_tag = CHL
			}
			cost = 100
			traits = {
				air_warfare_theorist
			}
		}
		name = CHL_ariosto_herrera
		portraits = {
			army = {
				small = GFX_idea_generic_air_south_america_1
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_zhang_guotao_ascends
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, add_country_leader_role, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_zhang_guotao_ascends
	icon = GFX_focus_PRC_guotao_ascends
	prerequisite = {
		focus = PRC_soviet_battle_tactics PRC_the_battle_behind_the_front_lines
	}
	mutually_exclusive = {
		focus = PRC_mao_zedong_ascends
	}
	x = 3
	y = 2
	relative_position_id = PRC_promote_guerilla_warfare
	cost = 2
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = > 0.25
		}
		has_country_leader = {
			character = PRC_guotao_and_mao
			ruling_only = no
		}
	}
	bypass = {
		has_country_leader = {
			character = PRC_zhang_guotao
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_role = {
			character = PRC_zhang_guotao
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				traits = {
					PRC_out_for_revenge
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.1
			}
		}
	}
}
### Entity: Character
Component: GER_reich_minister_foreign_affairs_ribbentrop
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_foreign_affairs_ribbentrop = {
	random = no
	sprite = 13
	subversive_activites_upkeep = -0.25
	drift_defence_factor = 0.25
	justify_war_goal_time = -0.15
	faction_trade_opinion_factor = 0.1
	opinion_gain_monthly_same_ideology = 5
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.500
Constructs: has_completed_focus, has_war_with, fire_only_once, has_civil_war, is_subject, take_the_strike_south_focus_tt
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.500
	title = SEA_imperial_influence_events.500.t
	desc = SEA_imperial_influence_events.500.desc
	picture = GFX_report_event_JAP_imperial_influence
	trigger = {
		original_tag = JAP
		date = > 1941.06.01 < 1942.02.01
		OR = {
			has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_sea_purge_the_kodoha_faction
		}
		NOT = {
			has_completed_focus = JAP_strike_the_southern_road
		} {
			has_war_with = SOV
		} {
			has_war_with = USA ENG
		}
		JAP_naval_faction_is_not_subdued = yes
		has_civil_war = no
		is_subject = no
	}
	mean_time_to_happen = {
		days = 35
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_imperial_influence_events.500.a
		activate_mission = JAP_naval_faction_demands_strike_south_happen_mission
		custom_effect_tooltip = generic_skip_one_line_tt take_the_strike_south_focus_tt
	}
}
### Entity: National Focus
Component: flexible_navy
Constructs: prerequisite, completion_reward, is_coastal, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = flexible_navy
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = naval_effort
	}
	mutually_exclusive = {
		focus = large_navy
	}
	x = -1
	y = 1
	relative_position_id = naval_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = flexible_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_convoy_raiding
		} {
			name = flexible_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_base_strike
		}
		add_doctrine_cost_reduction = {
			name = flexible_navy
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_return_to_the_world_stage_r56
Constructs: prerequisite, add_ideas, owns_state, completion_reward, add_political_power, has_war_with_major
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_return_to_the_world_stage_r56
	icon = GFX_goal_siam_revanchism
	prerequisite = {
		focus = SIA_opportunistic_militarization_r56
	}
	mutually_exclusive = {
		focus = SIA_forced_out_of_neutrality_r56
	}
	x = -1
	y = 2
	relative_position_id = SIA_opportunistic_militarization_r56
	cost = 4
	ai_will_do = {
		base = 15
	}
	available = {
		OR = {
			has_war_with_major = yes
			AND = {
				custom_trigger_tooltip = {
					tooltip = all_starting_laotian_cores_are_owned_by_you_or_a_subject_tt
					owns_state = 926 670 924
				}
				OR = {
					owns_state = 925 1018
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 75
		add_ideas = SIA_return_to_the_world_stage_r56
	}
}
### Entity: Wiki Documentation
Construct: debug_wireframe
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_wireframe
|
Toggles forced wireframe on/off
|

|
### Entity: Idea
Component: SWE_soviet_swedish_research_cooperation
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_soviet_swedish_research_cooperation = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.04
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: Event
Component: BBA_ethiopia_exile_events.18
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.18
	title = BBA_ethiopia_exile_events.18.t
	desc = BBA_ethiopia_exile_events.18.desc
	is_triggered_only = yes
	picture = GFX_report_event_destroyers
	option = {
		name = BBA_ethiopia_exile_events.18.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: LIT_vincentas_latozaite
Source: game
File: common/characters/LIT.txt

Code:
LIT_vincentas_latozaite = {
	name = LIT_vincentas_latozaite
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = LIT_vincentas_latozaite
		ledger = air
		allowed = {
			original_tag = LIT
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_initiate_the_gung_ho_movement
Constructs: prerequisite, has_war, limit, completion_reward, add_dynamic_modifier, add_to_variable, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_initiate_the_gung_ho_movement
	icon = GFX_focus_CHI_initiate_gung_ho_movement
	prerequisite = {
		focus = CHI_promote_the_national_currency
	}
	x = 8
	y = 1
	relative_position_id = CHI_promote_the_national_currency
	cost = 10
	available = {
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = CHI_gung_ho_idea
		}
		add_to_variable = {
			CHI_gung_ho_idea_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			CHI_gung_ho_idea_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = no
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ai_strategy = {
			type = building_target
			id = arms_factory
			value = 50
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_greater_game
Constructs: has_completed_focus, prerequisite, limit, completion_reward, every_state, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_greater_game
	icon = GFX_focus_CHI_the_greater_game
	prerequisite = {
		focus = CHI_a_new_middle_kingdom
	}
	x = 0
	y = 1
	relative_position_id = CHI_a_new_middle_kingdom
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_state = {
			limit = {
				CHI_greater_game_states = yes
			}
			add_claim_by = ROOT
			controller = {
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHI_the_northern_mandate CHI_the_southern_mandate
				}
			}
			add_faction_goal = faction_goal_the_greater_game
			hidden_effect = {
				add_faction_goal_slot = {
					category = medium_term
					value = 1
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = {
				localization_key = unlock_faction_goal_effect_tt
				GOALNAME = faction_goal_the_greater_game_name
			}
		}
		CHI_update_claimed_and_core_states = yes
	}
}
### Entity: Character
Component: HUN_scholary_politician
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_scholary_politician = {
	random = no
	sprite = 13
	research_speed_factor = 0.1
	drift_defence_factor = 0.15
	custom_modifier_tooltip = will_be_removed_upon_offensive_war_tt
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_war_with_japan
Constructs: has_completed_focus, prerequisite, has_war, limit, owns_state, has_war_with, completion_reward, has_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_war_with_japan
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = SOV_operation_zet SOV_two_red_flags_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_operation_zet
	available = {
		country_exists = JAP
		NOT = {
			has_idea = trotskyite_plot_nsb
		}
		custom_trigger_tooltip = {
			tooltip = SOV_has_not_officers_purged_tt
			NOT = {
				has_idea = officers_purged_civil_war
			} {
				has_idea = officers_purged
			} {
				has_idea = officers_purged_2
			} {
				has_idea = officers_purged_3
			} {
				has_idea = officers_purged_4
			} {
				has_idea = officers_purged_5
			} {
				has_idea = officers_purged_6
			} {
				has_idea = officers_purged_7
			} {
				has_idea = officers_purged_8
			} {
				has_idea = officers_purged_9
			} {
				has_idea = officers_purged_10
			}
		}
	}
	will_lead_to_war_with = JAP
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_completed_focus = SOV_war_with_germany
					GER = {
						has_capitulated = no
					}
				}
				has_war = yes
			} {
				any_enemy_country = {
					is_neighbor_of = ROOT
				}
				alliance_strength_ratio = > 0.9
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = JAP
			NOT = {
				country_exists = JAP
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				JAP = {
					exists = yes
					owns_state = 537
				}
			}
			add_state_claim = 537
		} {
			limit = {
				JAP = {
					exists = yes
					owns_state = 555
				}
			}
			add_state_claim = 555
		} {
			limit = {
				JAP = {
					exists = yes
					owns_state = 745
				}
			}
			add_state_claim = 745
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = JAP
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: LIT_iron_wolf_up_effect
Constructs: limit, add_stability, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
LIT_iron_wolf_up_effect = {
	if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_2
		}
		add_stability = 0.1
	}
	else_if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_1
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_good_1
			add_idea = LIT_iron_wolf_idea_good_2
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_1
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_good_1
			add_idea = LIT_iron_wolf_idea_good_2
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_1
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_1
			add_idea = LIT_iron_wolf_idea_good_1
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_2
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_2
			add_idea = LIT_iron_wolf_idea_bad_1
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_3
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_3
			add_idea = LIT_iron_wolf_idea_bad_2
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_4
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_4
			add_idea = LIT_iron_wolf_idea_bad_3
		}
	}
}
### Entity: Character
Component: MRT_acas
Source: game
File: common/characters/MRT.txt

Code:
MRT_acas = {
	advisor = {
		slot = high_command
		idea_token = MRT_acas
		ledger = air
		allowed = {
			original_tag = MRT
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_integralism
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_integralism
	icon = GFX_focus_generic_diplomatic_treaty
	x = -2
	y = 1
	prerequisite = {
		focus = FRA_national_regeneration
	}
	relative_position_id = FRA_national_regeneration
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = charles_maurras
	}
}