Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: manchukuo_focus_tsr
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus_tree = {
	id = manchukuo_focus_tsr
	country = {
		factor = 0
		modifier = {
			add = 15
			tag = MAN
			has_dlc = No Compromise, No Surrender
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1800
	}
	focus = {
		id = MAN_tsr_pacify_the_countryside
		icon = GFX_goal_generic_major_war
		x = 9
		y = 0
		cost = 5
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			unlock_decision_category_tooltip = MAN_banditry_category
			set_variable = {
				MAN_maintain_control_timer = 180
			}
			custom_effect_tooltip = MAN_pacify_the_countryside_effect_tooltip
		}
	} {
		id = MAN_tsr_army_modernization
		icon = GFX_focus_JAP_strenghten_manchukuo_imperial_army
		prerequisite = {
			focus = MAN_tsr_pacify_the_countryside
		}
		x = -2
		y = 1
		relative_position_id = MAN_tsr_pacify_the_countryside
		cost = 5
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 30
		}
	} {
		id = MAN_tsr_mukden_military_academy
		icon = GFX_goal_generic_position_armies
		prerequisite = {
			focus = MAN_tsr_army_modernization
		}
		x = 0
		y = 1
		relative_position_id = MAN_tsr_army_modernization
		cost = 5
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			add_ideas = MAN_mukden_military_academy
		}
	} {
		id = MAN_tsr_invite_japanese_settlers
		icon = GFX_focus_JAP_promote_japanese_settlement
		prerequisite = {
			focus = MAN_tsr_pacify_the_countryside
		}
		x = 0
		y = 1
		relative_position_id = MAN_tsr_pacify_the_countryside
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			NOT = {
				has_idea = MAN_banditry
			} {
				has_war_with = JAP
			}
			JAP = {
				exists = yes
			}
			OR = {
				is_ally_with = JAP
				JAP = {
					has_opinion = {
						target = ROOT
						value = > 74
					}
				}
			}
		}
		bypass = {

		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		complete_tooltip = {
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					mo
# ... (truncated)
### Entity: Idea
Component: AUS_destroy_dolfuss_legacy
Constructs: stability_factor, has_country_leader, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_destroy_dolfuss_legacy = {
	picture = AUS_dolfuss_bad
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_country_leader = {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			} {
				character = AUS_josef_leopold
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		stability_factor = 0.1
		stability_weekly = 0.002
		democratic_drift = 0.05
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_national_mining_administration
Constructs: prerequisite, completion_reward, add_tech_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_national_mining_administration
	icon = GFX_goal_excavation
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_seize_the_gold_mines
	}
	relative_position_id = PRU_seize_the_gold_mines
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRU_national_mining_administration
			bonus = 2.0
			uses = 2
			category = excavation_tech construction_tech
		}
		unlock_decision_tooltip = exploit_marcona_iron_wtt
	}
	search_filters = {
		FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: EAI_DD_4/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: GAB_ncm
Source: game
File: common/characters/GAB.txt

Code:
GAB_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = GAB_ncm
		allowed = {
			original_tag = GAB
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Effect Reference
Construct: sp_add_mastermind
Constructs: sp_add_mastermind, add_opinion, add_legitimacy
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_add_mastermind
|
Adds a generic scientist with all specialisations and max skill level
|

|

sp_set_selected_scientist_level [<level>]
|
Sets scientist's level
|
The facility view GUI with the assigned scientist must be opened
|

sp_add_selected_scientist_trait [<trait>]
|
Adds the specified trait to the scientist
|
ex: sp_add_selected_scientist_trait scientist_trait_brilliant_theorist
Adds the brilliant scientist trait to the selected scientist. The facility view GUI with the assigned scientist must be opened Traits are found in "Hearts of Iron IV\common\scientist_traits\00_traits.txt"

|

annex [<Target Country Tag> or "all"]
|
Begin annex/annexes the specified tag
|
annex USA or annex d01 or annex all
|

puppet [<Puppeteer Country Tag>] [<Puppet Target Country Tag>]
|
Turns the target country into a puppet of the puppeteer
|
puppet GER CZE (Czechoslovakia becomes a puppet of German Reich)
|

manpower [amount]
|
Adds manpower to player
|
Defaults to 10 million if the number isn't specified.
|

add_opinion [<Country tag>]
|
Add opinion to/from tag
|
Adds 100 opinion (hardcoded number) to and from target country (add_opinion ENG for instance). A successfull call prints "<country> have 100 more opinion about you" and it appears as "cheat_opinion_modified_good" in the diplomacy screen
|

add_legitimacy [<Country tag>] [<value>]
|
Adds legitimacy to specified tag.
|
Example: add_legitimacy POL 22
|

observe(spectator)
|
Switches to play no country at all, and no longer shows messages or pauses the game. However, it also interferes with AI performance and is not a good indication of what the AI will do if observe mode is not used.
|

|
### Entity: Idea
Component: IRQ_cult_of_personality
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_cult_of_personality = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.05
		drift_defence_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_medium_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_medium_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_medium_loyalty_increase_tt
	add_to_variable = {
		BUL_bzns_loyalty = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_bzns_loyalty
		min = 0
		max = 100
	}
}
### Entity: Country History
Country: BAR
Component: BAR_characters
Constructs: recruit_character
Source: game
File: history/countries/BAR - Barotseland.txt

Code:
# Leaders & Characters for BAR
recruit_character = BAR_yeta_iii
### Entity: AI Strategy
Component: HOL_area_priority_indies_puppet
Constructs: has_country_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_area_priority_indies_puppet = {
	allowed = {
		tag = event_target:INS_dutch_indonesia
	}
	enable = {
		INS = {
			has_country_flag = INS_revolution_has_started
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_indies
		value = 100
	}
}
### Entity: Country Tag
Component: INJ
Constructs: has_cosmetic_tag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
INJ = {
	original_tag = INS
	has_cosmetic_tag = INJ
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ganbarou
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ganbarou
	icon = GFX_focus_JAP_ganbarou
	x = 2
	y = 1
	relative_position_id = JAP_redistribute_land_and_wealth
	prerequisite = {
		focus = JAP_redistribute_land_and_wealth
	} {
		focus = JAP_a_functionalist_housing_policy
	} {
		focus = JAP_sea_nationalize_the_zaibatsus
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			JAP_industry_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			JAP_industry_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_give_it_your_all_for_the_emperor_tt
	}
}
### Entity: Character
Component: TAN_tulberdiev
Source: game
File: common/characters/TAN.txt

Code:
TAN_tulberdiev = {
	advisor = {
		slot = high_command
		idea_token = TAN_tulberdiev
		ledger = army
		allowed = {
			original_tag = TAN
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Tulberdiev
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: Scripted Effect
Component: SOV_regular_purge_conspiracy_in_the_academy_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_regular_purge_conspiracy_in_the_academy_effect = {
	country_event = NSB_soviet_paranoia_system_events.22
	set_variable = {
		SOV_last_regular_purge_area = 2
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_albania_on_its_own
Constructs: prerequisite, completion_reward, add_political_power, is_subject, is_in_faction, set_rule
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_albania_on_its_own
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = ALB_the_second_republic ALB_communist_diplomacy ALB_egyptianize_the_army
	}
	mutually_exclusive = {
		focus = ALB_join_the_comintern ALB_join_the_allies
	}
	relative_position_id = ALB_the_second_republic
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	available = {
		exists = yes
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		add_political_power = 75
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invest_in_eastern_poland
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invest_in_eastern_poland
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = POL_agrarian_reform POL_develop_upper_silesia
	}
	x = 0
	y = 2
	relative_position_id = POL_national_defence_fund
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_develop_east_poland_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_develop_east_poland_2
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_develop_east_poland_3
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_develop_east_poland_4
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				93
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_develop_east_poland_1
		} {
			prioritize = {
				94
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_develop_east_poland_2
		} {
			prioritize = {
				95
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_develop_east_poland_3
		} {
			prioritize = {
				96
			}
		
# ... (truncated)
### Entity: Idea
Component: CHI_gung_ho_idea_fake_ns
Constructs: war_support_factor
Source: game
File: common/ideas/china.txt

Code:
CHI_gung_ho_idea_fake_ns = {
	picture = CHI_initiate_gung_ho_movement
	allowed = {
		always = no
	}
	modifier = {
		war_support_factor = 0.25
		production_speed_arms_factory_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		industry_repair_factor = 0.25
		production_speed_facility_factor = 0.1
	}
}
### Entity: Unit Leader
Component: organisational_leader
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
organisational_leader = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		land_reinforce_rate = 0.02
	}
	slot = army_chief
	specialist_advisor_trait = army_chief_organizational_1
	expert_advisor_trait = army_chief_organizational_2
	genius_advisor_trait = army_chief_organizational_3
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	gui_row = 7
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_rally_around_the_emperor
Constructs: completion_reward, add_political_power, has_country_leader, add_popularity
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_rally_around_the_emperor
	icon = GFX_focus_ETH_rally_around_the_emperor
	mutually_exclusive = {
		focus = ETH_military_communism ETH_reach_out_to_the_italians
	}
	x = 41
	y = 0
	cost = 5
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ETH_rally_around_the_emperor_tt ETH_the_second_italo-ethiopian_war_tt
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_worldstage_7
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_worldstage_7
	icon = GFX_goal_anschluss
	ai_will_do = {
		factor = 2
	}
	relative_position_id = MAL_worldstage_6
	x = 0
	y = 1
	prerequisite = {
		focus = MAL_worldstage_6
	}
	available = {
		INS = {
			is_subject = yes
		}
		 = PHI
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		HOL = {
			country_event = malaysia.19
		}
		USA = {
			country_event = malaysia.20
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_is_communist_stalinist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_communist_stalinist_ai = {
	OR = {
		has_country_flag = BUL_AI_RANDOM_COMMUNIST
		has_game_rule = {
			rule = BUL_ai_behavior
			option = COMMUNIST
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_attachment_production
Constructs: limit, has_country_flag, check_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_heavy_attachment_production = {
	has_country_flag = EAI_harm_template_upgrade
	NOT = {
		has_country_flag = EAI_mod_template_upgrade
	}
	check_variable = {
		EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
			}
		}
		OR = {
			date = > 1942.6.1
			AND = {
				date = > 1941.1.1
				OR = {
					check_variable = {
						EAI_difficulty_equipment_bonus_active = 2
					} {
						EAI_difficulty_equipment_bonus_active = 3
					}
				}
			}
		}
	}
	has_design_based_on = heavy_tank_chassis
}
### Entity: Order of Battle
Component: 1. Charlotte Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Charlotte Rifles
	location = 7138
	division_template = Volunteer Brigade
}
### Entity: Scripted Effect
Component: EAI_STRATEGY_get_last_stand_DOCTRINE
Constructs: limit, has_country_flag, has_subdoctrine_in_track, has_doctrine, set_temp_variable, add_to_temp_variable, set_country_flag, set_sub_doctrine
Source: game
File: common/scripted_effects/EAI_STRATEGY_effects.txt

Code:
EAI_STRATEGY_get_last_stand_DOCTRINE = {
	if = {
		limit = {
			has_subdoctrine_in_track = operations
			NOT = {
				has_doctrine = last_stand
			}
			set_temp_variable = {
				_xp_cost = 100
			} {
				xp_cost_reduction_modifier = modifier@land_doctrine_cost_factor
			} {
				_check_xp = _xp_cost
			}
			add_to_temp_variable = {
				xp_cost_reduction_modifier = 1
			}
			multiply_temp_variable = {
				_xp_cost = xp_cost_reduction_modifier
			}
			EAI_XP_has_army_check_xp = yes
		}
		set_country_flag = EAI_STRATEGY_get_last_stand_DOCTRINE
		EAI_XP_pay_army_xp_cost = yes
		set_sub_doctrine = last_stand
		if = {
			limit = {
				has_country_flag = EAI_law_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_STRATEGY_get_last_stand_DOCTRINE
		}
	}
}
### Entity: National Focus
Component: large_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 = large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = naval_effort
	}
	mutually_exclusive = {
		focus = flexible_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 = large_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_fleet_in_being
		} {
			name = large_navy
			bonus = 0.1
			days = 240
			grand_doctrine = new_base_strike
		}
		add_doctrine_cost_reduction = {
			name = large_navy
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Unit Leader
Component: 9
Source: game
File: common/unit_leader/00_skills.txt

Code:
9 = {
	cost = 25600
	type = navy
	modifier = {

	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_peripheral_infrastructure
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_owned_by, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_peripheral_infrastructure
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MEX_focus_rural_infrastructure
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_rural_infrastructure
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
				OR = {
					state = 476 475 474 484 482 483
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: damage_units
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## damage_units
* Arguments: <org>, <str>, <num>

Damage or heal selected units or units under pointer if there is none selected. Enter 1 argument to apply damage for both types, two for individual both types
### Entity: National Focus
Tree: aus_focus
Component: AUS_strike_deal_with_italy
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_strike_deal_with_italy
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = AUS_tighten_control_of_subjects
	}
	mutually_exclusive = {
		focus = AUS_renew_claims_in_italy
	}
	x = 0
	y = 2
	relative_position_id = AUS_tighten_control_of_subjects
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ITA = {
			OR = {
				controls_state = 39
				any_subject_country = {
					controls_state = 39
				}
			} {
				controls_state = 850
				any_subject_country = {
					controls_state = 850
				}
			}
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		ITA = {
			country_event = {
				id = AUS_political_events.55
				hours = 3
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
		event_option_tooltip = AUS_political_events.56.a
		effect_tooltip = {
			ITA = {
				random_owned_controlled_state = {
					limit = {
						is_core_of = ITA
						NOT = {
							state = 39 850
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ROOT = {
				random_owned_controlled_state = {
					limit = {
						is_core_of = AUS
						industrial_complex = > 2
					}
					remove_building = {
						type = industrial_complex
						level = 2
					}
				}
			}
			add_opinion_modifier = {
				target = ITA
				modifier = medium_increase
			}
		}
	}
}