Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_swedish_nuclear_program
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_swedish_nuclear_program
	icon = GFX_focus_wonderweapons
	relative_position_id = SWE_the_swedish_defence_research_agency
	prerequisite = {
		focus = SWE_the_swedish_defence_research_agency
	}
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = SWE_the_swedish_nuclear_program
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Component: r56_RAJ_bring_back_burma
Constructs: prerequisite, limit, owns_state, completion_reward, is_puppet, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_bring_back_burma
	icon = GFX_goal_generic_major_war
	x = 1
	y = 1
	prerequisite = {
		focus = r56_RAJ_dream_of_akhand_hindustan
	}
	relative_position_id = r56_RAJ_dream_of_akhand_hindustan
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_puppet = no
		r56_script_i_am_sane = yes
	}
	bypass = {
		owns_state = 288 640 1018 1019 1020
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 288 640 1018 1019 1020
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: den_fight_for_denmark_idea
Constructs: removal_cost, mobilization_speed, conscription_factor
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_fight_for_denmark_idea = {
	removal_cost = -1
	picture = FRA_national_mobilization_focus
	modifier = {
		army_core_defence_factor = 0.1
		mobilization_speed = 0.1
		conscription_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_all_adults_serve
Constructs: has_completed_focus, has_war, limit, has_country_flag, has_idea, has_war_support, has_dlc, is_subject
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_all_adults_serve = {
	NOT = {
		has_idea = all_adults_serve
	}
	has_war = yes
	OR = {
		has_war_support = > 0.7
		surrender_progress = > 0
	}
	enemies_strength_ratio = > 0.75
	if = {
		limit = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
	} {
		limit = {
			original_tag = CAN
			has_dlc = Together for Victory
		}
		OR = {
			has_completed_focus = CAN_compromise_with_quebec CAN_forced_quebec_conscription
		}
	} {
		limit = {
			original_tag = RAJ
			has_dlc = Together for Victory
		}
		is_subject = no
	} {
		limit = {
			original_tag = ENG
			has_dlc = Man the Guns
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
		NOT = {
			has_country_flag = ENG_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = SPR
			has_dlc = La Resistance
		}
		NOT = {
			has_completed_focus = SPR_all_must_bear_the_torch
		}
	} {
		limit = {
			original_tag = BUL
			has_dlc = Battle for the Bosporus
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
	} {
		limit = {
			DEN_aat_is_subject = yes
		}
		NOT = {
			has_country_flag = DEN_cannot_increase_conscription_law
		}
	} {
		limit = {
			original_tag = AUS
		}
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	IF = {
		limit = {
			original_tag = HUN
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		ELSE = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	} {
		limit = {
			has_dlc = Graveyard of Empires
			original_tag = AFG
		}
		has_completed_focus = AFG_adopt_nufus
	}
	ELSE_IF = {
		limit = {
			original_tag = HUN
			has_dlc = Gotterdammerung
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_trigger_tooltip = {
				tooltip = wuw_HUN_not_has_trianon_for_laws_tt
				NOT = {
					OR = {
						has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
			}
		}
		ELSE = {
			custom_trigger_tooltip = 
# ... (truncated)
### Entity: National Focus
Tree: egy_focus
Component: EGY_influence_of_the_king
Constructs: prerequisite, completion_reward, has_country_leader, add_popularity, remove_country_leader_trait, add_field_marshal_role
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_influence_of_the_king
	icon = GFX_goal_centralize_power
	relative_position_id = EGY_continue_the_status_quo
	x = 0
	y = 2
	cost = 10
	available = {
		has_country_leader = {
			character = EGY_farouk_i
			ruling_only = yes
		}
	}
	prerequisite = {
		focus = EGY_educate_the_king
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 90
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		remove_country_leader_trait = EGY_the_young_king_2
		add_field_marshal_role = {
			character = EGY_farouk_i
			traits = {
				promising
			}
			skill = 1
			attack_skill = 1
			defense_skill = 2
			planning_skill = 1
			logistics_skill = 2
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_luzon_transport
Constructs: prerequisite, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_luzon_transport
	icon = GFX_focus_PHI_luzon_transport
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_pro_hacendados PHI_anti_hacendados
	}
	relative_position_id = PHI_pro_hacendados
	x = 4
	y = 1
	cost = 10
	available = {
		PHI = {
			controls_state = 623
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		623 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		1027 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		327 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_focus_time_reduced_T2_tt
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bftb_greece.105
Constructs: is_triggered_only, set_stability, limit, has_government, fire_only_once, set_country_flag, clr_country_flag, set_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.105
	title = bftb_greece.105.t
	desc = bftb_greece.105.desc
	picture = GFX_report_event_gre_george_ii_victorious
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.105.a
		start_civil_war = {
			ruling_party = neutrality
			ideology = democratic
			size = 0.5
			capital = 186
			states = {
				186 184 731 187
			}
			keep_unit_leaders = {
				300 304 306
			}
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.301
				hours = 6
			}
			set_country_flag = GRE_monarchist_civil_war
			clr_country_flag = GRE_monarchist_civil_war_communist_republican_alliance GRE_monarchist_civil_war_factory_raided GRE_monarchist_civil_war_generals_returned GRE_monarchist_civil_war_riots
			set_variable = {
				var = GRE_republican_loyalty
				value = -2
			} {
				var = GRE_communist_loyalty
				value = -2
			}
			GRE_political_instability_update_effect = yes
			random_other_country = {
				limit = {
					original_tag = GRE
					has_government = democratic
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
				add_popularity = {
					ideology = communism
					popularity = 0.45
				} {
					ideology = democratic
					popularity = 0.55
				} {
					ideology = neutrality
					popularity = 0.0
				} {
					ideology = fascism
					popularity = 0.0
				}
				set_stability = 0.45
				set_war_support = 0.8
				add_corps_commander_role = {
					character = GRE_nikolaos_plastiras
					traits = {
						trait_GRE_venezelist_loyalist war_hero brilliant_strategist cavalry_officer cavalry_leader trickster
					}
					skill = 4
					legacy_id = 301
					attack_skill = 4
					defense_skill = 4
					planning_skill = 2
					logistics_skill = 3
				} {
					character = GRE_dimitrios_psarros
					traits = {
						trait_GRE_venezelist_loyalist war_hero trait_reckless trickster commando
					}
					skill = 2
					legacy_id = 307
					attack_skill = 2
					defense_skill = 1
					planning_skill = 2
					logistics_skill = 2
				} {
					character = GRE_theodoros_pangalos
					traits = {
						trait_GRE_venezelist_loyalist trait_GRE_fascist_sympathizer media_personality harsh_leader commando
					}
					skill = 3
					legacy_id = 302
					attack_skill = 4
					defense_skill = 2
					planning_skill = 1
					logistics_skill = 3
				} {
					character = GRE_markos_vafiadis
					traits = {
					
# ... (truncated)
### Entity: Idea
Component: POR_the_battle_for_the_nation
Constructs: has_government, removal_cost, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_the_battle_for_the_nation = {
	picture = MEX_politicised_army
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		political_power_factor = -0.2
		communism_drift = 0.04
		fascism_drift = 0.03
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_form_CPAI
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_form_CPAI
	icon = GFX_goal_HON_nkvd_assistance
	relative_position_id = VEN_enpower_the_pcv
	x = -1
	y = 2
	cost = 5
	prerequisite = {
		focus = VEN_purge_disloyal_officers
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = GER_abwehr_contacts
		}
		else = {
			add_ideas = HON_soviet_spies
			add_tech_bonus = {
				name = VEN_form_CPAI
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
	}
}
### Entity: Effect Reference
Construct: random_state_division
Constructs: limit, random_state_division
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_state_division

* Supported Scopes: STATE
* Supported Targets: CAPITAL

```
Executes children effects on a random division that fulfill the "limit" trigger on a state. tooltip=key can be added to override tooltip title
```
### Entity: Event
Component: cityfall.13
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.13
	title = cityfall.13.t
	desc = cityfall.13.d
	picture = GFX_news_event_fall_of_berlin
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_chi
	}
	option = {
		name = cityfall.13.a
		trigger = {
			NOT = {
				TAG = CHI GER
			}
		}
	} {
		name = cityfall.13.b
		trigger = {
			TAG = CHI
		}
	} {
		name = cityfall.13.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_unify_flyvevabnet
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_subject, add_manpower, add_command_power
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_unify_flyvevabnet
	icon = GFX_focus_DEN_unify_flyvevabnet
	prerequisite = {
		focus = DEN_domestic_designs DEN_foreign_designs
	}
	relative_position_id = DEN_domestic_designs
	x = 1
	y = 1
	cost = 5
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_manpower = 1500
		add_command_power = 25
		air_experience = 25
		mio:DEN_flyvertroppernes_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.2
			add_mio_research_bonus = 0.05
			unlock_mio_trait_tooltip = DEN_mio_trait_standardized_production_flyvertroppernes
		}
		mio:DEN_flyvemaskinevaerksted_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.2
			add_mio_research_bonus = 0.05
			unlock_mio_trait_tooltip = DEN_mio_trait_standardized_production_flyvemaskinevaerksted
		}
		DEN_improve_flyvevabnet_NS = yes
		add_to_variable = {
			DEN_flyvevabnet_ace_generation_chance = 0.05
			tooltip = air_ace_generation_chance_factor_tt
		} {
			DEN_flyvevabnet_air_accidents = -0.05
			tooltip = air_accidents_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_unify_flyvevabnet
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		} {
			name = DEN_unify_flyvevabnet
			cost_reduction = 0.25
			uses = 2
			category = special_forces_doctrine
		}
		custom_effect_tooltip = paratrooper_subdoctrines_default_add_mastery_bonus_effect_tooltip
		hidden_effect = {
			add_mastery_bonus = {
				name = DEN_unify_flyvevabnet
				bonus = 0.1
				days = 240
				sub_doctrine = paratroopers_1
			} {
				name = DEN_unify_flyvevabnet
				bonus = 0.1
				days = 240
				sub_doctrine = paratroopers_2
			}
		}
	}
}
### Entity: Idea
Component: SWI_flexible_foreign_policy
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_flexible_foreign_policy = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_flexible_foreign_policy2
	rule = {
		can_join_opposite_factions = yes
	}
	modifier = {
		license_air_purchase_cost = -0.5
		license_infantry_purchase_cost = -0.5
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_GER
Source: game
File: common/ai_focuses/GER.txt

Code:
ai_focus_defense_GER = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Event
Component: rt56.rom_tilea_affair.1
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_tilea_affair.1
	title = rt56.rom_tilea_affair.1.t
	desc = rt56.rom_tilea_affair.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_tilea_affair.1.a
		ai_chance = {
			base = 2
		}
		effect_tooltip = {
			ROM = {
				diplomatic_relation = {
					country = ENG
					relation = military_access
					active = yes
				}
			}
			ENG = {
				diplomatic_relation = {
					country = ROM
					relation = military_access
					active = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_tilea_affair.2
				days = 3
			}
		}
	} {
		name = rt56.rom_tilea_affair.1.b
		ai_chance = {
			base = 2
		}
		add_political_power = 25
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.73
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.73
	title = BBA_italy_missiolinis.73.t
	desc = BBA_italy_missiolinis.73.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.73.a
		ITA_missiolini_strengthen_the_airforce_success_effect = yes
	}
}
### Entity: Character
Component: PRC_president_female_officers
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_president_female_officers = {
	random = no
	sprite = 13
	conscription_factor = 0.04
	experience_gain_army_factor = 0.05
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_industrialize_the_islands
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_industrialize_the_islands
	icon = GFX_goal_generic_construction_tools
	cost = 14.3
	prerequisite = {
		focus = CUB_expand_the_plantations
	}
	relative_position_id = CUB_expand_the_plantations
	x = 1
	y = 1
	available = {
		has_full_control_of_state = 689 318 319 686
	}
	completion_reward = {
		689 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		318 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		319 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		686 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: GER_medium_tanks
Constructs: has_war, has_war_with, is_major, has_tech, is_historical_focus_on, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_medium_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_medium_tank
	}
	priority = {
		factor = 2000
	}
	basic_medium_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_medium_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = smoke_launchers
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine additional_machine_guns tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	improved_medium_tank_early = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_medium_tank_chassis
				factor = 0
			} {
				OR = {
					is_historical_focus_on = no
					has_war_with = SOV
				}
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_chassis_2
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = smoke_launchers
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_medium_three_man_tank
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_ensure_german_support
Constructs: prerequisite, has_war_with, completion_reward, random_list
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_ensure_german_support
	icon = GFX_focus_ger_revive_kaiserreich
	relative_position_id = LIT_reconvene_the_council_of_lithuania
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	prerequisite = {
		focus = LIT_reconvene_the_council_of_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_list = {
			50 = {
				country_event = {
					id = lithuania.117
				}
			}
			40 = {
				country_event = {
					id = lithuania.118
				}
			}
			10 = {
				country_event = {
					id = lithuania.119
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_PRC
Source: game
File: common/ai_focuses/PRC.txt

Code:
ai_focus_naval_air_PRC = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Character
Component: SAU_faisal_saud
Source: game
File: common/characters/SAU.txt

Code:
SAU_faisal_saud = {
	advisor = {
		slot = high_command
		idea_token = SAU_faisal_saud
		ledger = navy
		allowed = {
			original_tag = SAU
		}
		traits = {
			navy_fleet_logistics_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Faisal Saud
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_heavy_cruisers
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_heavy_cruisers
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = BUL_build_the_burgas_shipyards
	}
	relative_position_id = BUL_build_the_burgas_shipyards
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_ideological_fanaticism
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity, set_rule
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_ideological_fanaticism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = COL_paramilitarism COL_indoctrination_focus
	}
	relative_position_id = COL_indoctrination_focus
	x = -2
	y = 1
	cost = 10
	available = {
		NOT = {
			has_government = democratic
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = ideological_fanaticism_focus
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: CUB_josé_agripino_barnet
Source: game
File: common/characters/CUB.txt

Code:
CUB_josé_agripino_barnet = {
	name = José Agripino Barnet
	portraits = {
		civilian = {
			large = GFX_portrait_cuba_jose_barnet
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
	}
}