Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_demand_LIT
Constructs: prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_subject, has_capitulated
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_demand_LIT
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = POL_support_global_falangism
	}
	relative_position_id = POL_support_global_falangism
	mutually_exclusive = {
		focus = POL_anti_germans_abroad
	}
	will_lead_to_war_with = LIT
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = no
	available = {
		is_subject = no
		has_government = fascism
		LIT = {
			exists = yes
			has_capitulated = no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			} {
				is_in_faction_with = ROOT
			}
		}
		784 = {
			owns_or_subject_of = yes
		}
		has_army_manpower = {
			size = > 399999
		}
	}
	bypass = {
		LIT = {
			OR = {
				exists = no
				has_capitulated = yes
				is_subject = yes
				has_war_with = ROOT
				is_in_faction_with = ROOT
			}
		}
		784 = {
			owns_or_subject_of = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				LIT = {
					has_war = no
				}
			}
			LIT = {
				country_event = {
					id = poland.15
					days = 5
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = LIT
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Expand_Agricultural_Subsidies
Constructs: has_completed_focus, prerequisite, completion_reward, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Expand_Agricultural_Subsidies
	icon = GFX_goal_agrarian_reform
	cost = 10
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	completion_reward = {
		99 = {
			add_extra_state_shared_building_slots = 2
		}
		37 = {
			add_extra_state_shared_building_slots = 3
		}
		add_to_variable = {
			den_lower_equilibrium = 5
			tooltip = den_lower_equilibrium_tooltip
		}
		den_calculate_stratas = yes
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Changing_Times
	}
	x = 11
	y = 1
}
### Entity: Idea
Component: DNZ_sean_lester_2
Constructs: removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
DNZ_sean_lester_2 = {
	name = DNZ_sean_lester
	picture = sean_lester
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: Event
Component: JUNO_brazil_news.7
Constructs: has_completed_focus, limit, fire_only_once, has_dlc, has_country_leader, retire_character, add_country_leader_role, set_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
news_event = {
	id = JUNO_brazil_news.7
	title = JUNO_brazil_news.7.t
	desc = JUNO_brazil_news.7.desc
	picture = GFX_news_event_generic_funeral
	major = no
	fire_only_once = yes
	trigger = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
		has_country_leader = {
			ruling_only = yes
			character = BRA_pedro_de_alcantara
		}
		date = > 1940.01.01
	}
	mean_time_to_happen = {
		days = 30
		modifier = {
			factor = 2
			date = > 1941.01.01
		}
	}
	option = {
		name = JUNO_brazil_news.7.a
		retire_character = BRA_pedro_de_alcantara
		IF = {
			limit = {
				NOT = {
					has_completed_focus = BRA_empire_of_brazil
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			BRA_pedro_gastao = {
				add_country_leader_role = {
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							BRA_head_of_house_orleans_braganza_trait
						}
					}
					promote_leader = yes
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = generic_skip_one_line_tt
			BRA_pedro_gastao = {
				add_country_leader_role = {
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							BRA_head_of_house_orleans_braganza_trait BRA_emperor_trait
						}
					}
					promote_leader = yes
				}
			}
		}
		hidden_effect = {
			set_country_flag = BRA_pedro_de_alcantara_dead_flag
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_organize_jakarta_pemuda
Constructs: division_template, prerequisite, completion_reward, has_full_control_of_state, add_manpower, add_to_variable, set_division_template_cap, create_unit
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_organize_jakarta_pemuda
	icon = GFX_focus_CHI_decisive_battles
	available = {
		has_full_control_of_state = 335
	}
	prerequisite = {
		focus = INS_assist_the_pemuda
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INS_assist_the_pemuda
	cost = 5
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 15000
		custom_effect_tooltip = INS_add_militia_cap_2_tt
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 2
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		335 = {
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "API Cabang Jakarta" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 	1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		activate_mission = INS_militias_jakarta_pemuda_mission
	}
}
### Entity: Character
Component: ger_civil_war_hero
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ger_civil_war_hero = {
	random = no
	communism_drift = 0.03
	stability_factor = 0.1
	army_morale_factor = 0.1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_for_the_homeland
Constructs: prerequisite, completion_reward, has_power_balance, add_to_variable, add_command_power
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_for_the_homeland
	icon = GFX_focus_CZE_demonstration_of_military_achievements
	prerequisite = {
		focus = CZE_lessons_of_war
	} {
		focus = CZE_expand_the_land_department_of_vtu
	} {
		focus = CZE_establish_the_fall_backlines
	}
	relative_position_id = CZE_lessons_of_war
	x = -4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		NOT = {
			has_power_balance = {
				id = CZE_bop_army_readiness
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			CZE_ceskoslovenska_armada_experience_gain_army_unit_factor = 0.05
			tooltip = experience_gain_army_unit_factor_tt
		} {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			CZE_ceskoslovenska_armada_dynamic_modifier_army_morale_factor = 0.05
			tooltip = army_morale_factor_tt
		}
		add_command_power = 25
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: massed_strike_spirit
Constructs: has_air_force_command, has_doctrine, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
massed_strike_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_force_command = yes
			has_doctrine = new_operational_integrity
		}
	}
	modifier = {
		army_bonus_air_superiority_factor = 0.05
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_agreement_with_germany
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_in_faction, give_guarantee, add_offsite_building
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_agreement_with_germany
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = AFG_custail_pashtunwali_primacy
	}
	x = 0
	y = 1
	relative_position_id = AFG_custail_pashtunwali_primacy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	bypass = {
		is_in_faction_with = GER
	}
	available = {
		GER = {
			exists = yes
			has_government = fascism
			NOT = {
				has_war_with = AFG
			}
		}
		AFG = {
			is_in_faction = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER = {
			country_event = {
				id = AFG_political_events.85
				hours = 1
			}
		}
		custom_effect_tooltip = AFG_agreement_with_germany_tt if_they_accept_tt
		effect_tooltip = {
			GER = {
				give_guarantee = AFG
			}
			give_guarantee = GER
			add_offsite_building = {
				type = arms_factory
				level = 2
			}
		}
	}
}
### Entity: Character
Component: KAL_charming_queen_mother
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KAL_charming_queen_mother = {
	sprite = 12
	random = no
	conscription = 0.01
	political_power_factor = 0.1
	stability_factor = 0.1
}
### Entity: Idea
Component: imperial_japanese_airways
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
imperial_japanese_airways = {
	picture = JAP_imperial_airways
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	available = {
		has_completed_focus = JAP_establish_showa_aircraft_idnsutry
	}
	research_bonus = {
		air_equipment = 0.05
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		civilian_airway_company
	}
	modifier = {

	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_new_plans_of_war
Constructs: shared_focus, prerequisite, completion_reward, has_war_support, has_defensive_war, add_tech_bonus
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_new_plans_of_war
	icon = GFX_goal_communist_brain
	x = 8
	y = 1
	relative_position_id = TRK_war_readiness
	cost = 10
	prerequisite = {
		focus = TRK_war_readiness
	}
	available = {
		date = > 1940.1.1
		OR = {
			has_war_support = > 0.5
			has_defensive_war = yes
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = TRK_new_plans_of_war
			bonus = 1
			uses = 2
			category = electronics armor cat_mechanized_equipment
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_increase_research_budget
Constructs: shared_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_increase_research_budget
	icon = GFX_focus_research2
	relative_position_id = LAT_devaluate_the_lats
	prerequisite = {
		focus = LAT_devaluate_the_lats
	}
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: khi_focus
Component: KHI_import_german_industry
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/khiva.txt

Code:
focus = {
	id = KHI_import_german_industry
	icon = GFX_focus_generic_german_trade
	prerequisite = {
		focus = KHI_kickstart_the_khivan_industry
	}
	mutually_exclusive = {
		focus = KHI_local_development
	}
	x = -6
	y = 2
	relative_position_id = KHI_war_of_the_turan
	cost = 5
	ai_will_do = {
		factor = 400
	}
	completion_reward = {
		army_experience = 10
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_28
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_28 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		army_speed_factor = -0.1
		training_time_factor = 0.25
		minimum_training_level = -0.1
	}
}
### Entity: Event
Component: DOD_romania.82
Constructs: is_triggered_only, ai_chance, has_war, add_stability, add_political_power, has_idea, set_country_flag, add_popularity
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.82
	title = DOD_romania.82.t
	desc = DOD_romania.82.desc
	picture = GFX_report_event_ROM_mistress
	is_triggered_only = yes
	trigger = {
		has_idea = ROM_king_carol_ii_hedonist
	}
	immediate = {
		set_country_flag = DOD_romania.82_fired
	}
	option = {
		name = DOD_romania.82.a
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 1
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			} {
				add = -10
				AND = {
					neutrality = < 0.5
					has_war = no
					NOT = {
						has_idea = ROM_mihail_sturdza
					} {
						has_idea = ROM_iuliu_maniu
					}
				}
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.05
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	} {
		name = DOD_romania.82.b
		ai_chance = {
			base = 3
		}
		add_political_power = -90
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	}
}
### Entity: Character
Component: navy_chief_maneuver_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_maneuver_2 = {
	sprite = 3
	naval_speed_factor = 0.1
	experience_gain_navy = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: ICE_siminn
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_siminn = {
	picture = generic_electronics_concern_1
	allowed = {
		original_tag = ICE
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_naval_aircraft_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_naval_aircraft_organization = {
	include = generic_naval_aircraft_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_large_navy
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_large_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = RUT_foreign_port RUT_ukrainian_shipbuilding
	}
	mutually_exclusive = {
		focus = RUT_flexible_navy
	}
	relative_position_id = RUT_foreign_port
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: strategic_bomber3
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		strat_bomber_equipment_3
	}
	path = {
		leads_to_tech = jet_strategic_bomber1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 8
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = ENG
		} {
			factor = 5
			tag = USA
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_large_plane_focus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, add_mio_size
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_large_plane_focus
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = PRC_form_the_5th_research_institute PRC_strengthen_the_air_arsenal
	}
	mutually_exclusive = {
		focus = PRC_light_plane_focus PRC_medium_plane_focus
	}
	x = 2
	y = 2
	relative_position_id = PRC_establish_domestic_aircraft_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_air_force_modify_tt generic_skip_one_line_tt
		add_to_variable = {
			PRC_pla_air_force_air_strategic_bomber_bombing_factor = 0.05
			tooltip = air_strategic_bomber_bombing_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:PRC_harbin_aircraft_industry_group_organization = {
				add_mio_size = 1
			}
		}
	}
}
### Entity: Technology
Component: damage_control_3
Constructs: has_war, research_cost, is_historical_focus_on
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2.5
	critical_receive_chance = -0.1
	naval_critical_effect_factor = -0.1
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	path = {
		leads_to_tech = sp_improved_repair_ship
		research_cost_coeff = 1
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 12
		}
	}
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1941.1.1
		} {
			is_historical_focus_on = yes
			tag = JAP
			factor = 0.25
		} {
			tag = USA
			factor = 3
		} {
			has_war = yes
			factor = 2
		}
	}
	categories = {
		naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_submarine_and_modules mio_cat_tech_all_carrier_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Effect Reference
Construct: GUIs
Constructs: GUIs, change_scope, add_to_variable
Source: vanilla_docs
File: common/scripted_guis/_documentation.md

Doc:
# Scripted GUIs

Scripted guis can be used for adding moddable guis to the game

example:
```
scripted_gui = {
	scripted_gui_name = {

		# type of the gui. must be one of the following :
		# player_context # the scope will be player
		# selected_country_context # the scope will a target country, when you right click a country
		# selected_state_context # the scope will a target country, when you left click a state
		# diplomacy_target_context # the gui will be attached to diplomacy window & will target current selected country
		# decision_category # gui will be attached to a specific decision category (add scripted_gui = scripted_gui_name to category). scope is player
		# diplomatic_action # gui will be attached to a diplo action. check scripted diplomatic actions
		# national_focus_context # gui will be attached to a national focus view for the targeted country, the country which owns the national focus view
		# country_mapicon # a map icon will be for each country. the scope will be the country
		# state_mapicon # a map icon will be for each state. the scope will be the state
		context_type = player_context

		# name of the container that is defined under a gui file
		window_name = "container_name"

		# by default gui is attached to main window (unless context overrides it)
		# you can specify a token or a window to override it

		# token must be one of the following:
		# top_bar, decision_tab, technology_tab, trade_tab, construction_tab, production_tab, deployment_tab, logistics_tab, diplomacy_tab, national_focus, politics_tab, selected_country_view, selected_state_view, selected_country_view_info, selected_country_view_diplomacy, army_ledger, navy_ledger, civilian_ledger, air_ledger, tech_infantry_folder, tech_support_folder, tech_armor_folder, tech_artillery_folder, tech_land_doctrine_folder, tech_naval_folder, tech_naval_doctrine_folder, tech_air_techs_folder, tech_air_doctrine_folder, tech_electronics_folder, tech_industry_folder
		parent_window_token = top_bar

		# if there is no token you can use, use a container name instead. in this case the game will search through all uis and attack scripted gui to one with this name
		# may not work
		parent_window_window = "container_name"

		# you can also attach a scripted gui to another scripted gui
		parent_scripted_gui = "container_name"

		# add if you want ui to show up only in specific map modes
		map
# ... (truncated)
### Entity: Decision
Component: NOR_request_allied_favors
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_request_allied_favors = {
	icon = generic_political_actions
	priority = 12
	allowed = {
		original_tag = NOR
	}
	visible = {
		original_tag = NOR
		OR = {
			has_government = democratic neutrality
		}
		has_completed_focus = NOR_request_allied_favors
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_ally_with_the_young_afghans
Constructs: prerequisite, add_ideas, has_government, has_country_flag, completion_reward, add_country_leader_role, set_party_name
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_ally_with_the_young_afghans
	icon = GFX_goal_AFG_ally_with_the_young_afghans
	x = -1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
		has_country_flag = AFG_amanullah_has_returned
	}
	prerequisite = {
		focus = AFG_amanullahs_visit_to_europe
	}
	relative_position_id = AFG_amanullahs_visit_to_europe
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = AFG_young_afghans
		custom_effect_tooltip = r56_newline
		AFG_amanullah_khan = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						AFG_dethroned_king_2
					}
				}
				promote_leader = yes
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = Young Afghans
			name = Young Afghans
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: mongol_democratic.24
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.24
	title = mongol_democratic.24.t
	desc = mongol_democratic.24.d
	picture = GFX_report_event_MON_genden_with_others
	is_triggered_only = yes
	option = {
		name = mongol_democratic.24.a
		effect_tooltip = {
			activate_mission = MON_the_fate_of_tuva
		}
	}
}