Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Balance of Power
Component: r56_south_asia_religious_bop
Constructs: stability_factor, set_variable, mobilization_speed, conscription_factor, democratic_drift, compliance_gain
Source: game
File: common/bop/r56_south_asia.txt

Code:
r56_south_asia_religious_bop = {
	initial_value = 0
	left_side = r56_south_asia_religious_majority
	right_side = r56_south_asia_religious_minority
	decision_category = r56_south_asia_religious_bop_decisions
	range = {
		id = r56_south_asia_religious_bop_balanced
		min = -0.15
		max = 0.15
		modifier = {
			consumer_goods_factor = 0.06
			political_advisor_cost_factor = 0.2
			stability_factor = 0.05
		}
		on_activate = {
			set_variable = {
				muslims_manpower = -0.05
			} {
				muslim_mobilization = 0
			} {
				muslim_resistance = 0
			} {
				slight_manpower = 0.05
			} {
				slight_mobilization = 0
			}
			custom_effect_tooltip = sa_balanced_minority_tt sa_balanced_slight_tt
		}
	}
	side = {
		id = r56_south_asia_religious_majority
		icon = GFX_bop_SA_Majoritarian_Side_Hindu
		range = {
			id = r56_south_asia_religious_very_majority
			min = -1
			max = -0.8
			modifier = {
				mobilization_speed = 0.2
				conscription_factor = 0.15
				consumer_goods_factor = -0.15
				political_advisor_cost_factor = -0.33
				stability_factor = -0.2
				democratic_drift = -0.01
				compliance_gain = -0.02
			}
			on_activate = {
				set_variable = {
					muslims_manpower = -1
				} {
					muslim_mobilization = 0
				} {
					muslim_resistance = 0.33
				} {
					slight_manpower = -0.33
				} {
					slight_mobilization = -0.15
				}
				custom_effect_tooltip = sa_very_majority_tt sa_very_slight_majority_tt
			}
		} {
			id = r56_south_asia_religious_really_majority
			min = -0.8
			max = -0.6
			modifier = {
				mobilization_speed = 0.15
				conscription_factor = 0.1
				political_advisor_cost_factor = -0.1
				stability_factor = -0.1
			}
			on_activate = {
				set_variable = {
					muslims_manpower = -0.4
				} {
					muslim_mobilization = -0.33
				} {
					muslim_resistance = 0.2
				} {
					slight_manpower = -0.25
				} {
					slight_mobilization = -0.15
				}
				custom_effect_tooltip = sa_really_majority_tt sa_really_slight_majority_tt
			}
		} {
			id = r56_south_asia_religious_middle_majority
			min = -0.6
			max = -0.4
			modifier = {
				conscription_factor = 0.05
				stability_factor = -0.05
			}
			on_activate = {
				set_variable = {
					muslims_manpower = -0.33
				} {
					muslim_mobilization = -0.2
				} {
					muslim_resistance = 0.15
				} {
					slight_manpower = -0.15
				} {
					slight_mobilization = -0.1
				}
				custom_effect_tooltip = sa_mi
# ... (truncated)
### Entity: Order of Battle
Component: Di 1 Jiandui
Source: game
File: history/units/r56_CHI_1936_naval_mtg.txt

Code:
fleet = {
	name = Di 1 Jiandui
	naval_base = 7014
	task_force = {
		name = Di 1 Jiandui
		location = 7014
		ship = {
			name = Ninghai
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = CHI
					version_name = Ninghai Class
				}
			}
		} {
			name = Haiqi
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Haiqi Class
				}
			}
		} {
			name = Hairong
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Haichen
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Haichou
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Zhaohe
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Yingrui
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = CHI
					version_name = Hai Yung Class
				}
			}
		} {
			name = Dadong
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHI
					version_name = Jianwei Class
				}
			}
		} {
			name = Zejiang
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CHI
					version_name = Jianwei Class
				}
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_the_defense_of_canada_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_the_defense_of_canada_idea = {
	name = r56_CAN_the_defense_of_canada_idea
	allowed = {
		always = no
	}
	picture = generic_wall_line
	removal_cost = -1
	modifier = {
		conscription = 0.01
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_anti_air_building_factor = 0.15
	}
}
### Entity: Idea
Component: MAN_eastasian_order
Constructs: stability_factor, war_support_factor, is_ally_with, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_eastasian_order = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		NOT = {
			is_ally_with = JAP
		}
	}
	removal_cost = -1
	picture = ARG_growing_nationalism_modifier
	modifier = {
		war_support_factor = 0.05
		political_power_factor = 0.05
		stability_factor = 0.05
		army_breakthrough_against_major_factor = 0.05
		army_org_factor = 0.05
	}
}
### Entity: Character
Component: CHI_jiang_baili
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_jiang_baili = {
	name = CHI_jiang_baili
	portraits = {
		army = {
			small = GFX_portrait_CHI_jiang_baili_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = No Compromise, No Surrender
			original_tag = CHI
		}
		cost = 100
		slot = theorist
		idea_token = CHI_jiang_baili
		ledger = army
		ai_will_do = {
			base = 5.0
		}
		traits = {
			CHI_national_defence_theorist
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.503
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.503
	title = BBA_italo_ethiopian_war_events.503.t
	desc = BBA_italo_ethiopian_war_events.503.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.503.a
		custom_effect_tooltip = BBA_ethiopia_is_expelled_tt
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = ITA_italy_asks_ethiopian_host_for_help
				}
				clr_country_flag = ITA_italy_asks_ethiopian_host_for_help
			}
		}
	}
}
### Entity: Character
Component: VNZ_giovanni_battista_gianquinto
Source: game
File: common/characters/VNZ.txt

Code:
VNZ_giovanni_battista_gianquinto = {
	name = VNZ_giovanni_battista_gianquinto
	portraits = {
		civilian = {
			large = gfx/leaders/USA/Portrait_USA_Generic_1.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1.1
		id = -1
		traits = {
			veteran_communist
		}
	}
}
### Entity: Idea
Component: CHL_aid_araucania
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension, remove_relation_rule_override, remove_relation_modifier
Source: game
File: common/ideas/chile.txt

Code:
CHL_aid_araucania = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	modifier = {
		send_volunteer_size = 4
		send_volunteer_divisions_required = -3
		lend_lease_tension = -0.5
		send_volunteers_tension = -1
	}
	on_remove = {
		remove_relation_rule_override = {
			target = CHL
			can_send_volunteers = yes
		}
		remove_relation_modifier = {
			target = CHL
			modifier = CHL_from_support_chile_static_modifier
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_the_nationalist_council
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_the_nationalist_council
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = LIT_a_martial_prime_minister LIT_a_priestly_prime_minister
	}
	x = 1
	y = 1
	relative_position_id = LIT_a_martial_prime_minister
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_seimas_idea_2
			add_idea = LIT_seimas_idea_3
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_CIA_Contacts
Constructs: prerequisite, limit, completion_reward, has_country_leader, allow_branch, is_in_faction_with, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_CIA_Contacts
	icon = GFX_Goal_USA_Global_Hegemony
	cost = 5
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_DKP_Takeover
	}
	available = {
		has_country_leader = {
			character = DEN_aksel_larsen
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	x = -2
	y = 2
	allow_branch = {
		is_in_faction_with = USA
		has_country_leader = {
			character = DEN_aksel_larsen
			ruling_only = yes
		}
		has_dlc = La Resistance
	}
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		if = {
			limit = {
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
		upgrade_intelligence_agency = upgrade_psycho_warfare upgrade_interrogation_techniques upgrade_r56_civilian_signal_corp
	}
}
### Entity: Decision
Component: SOV_great_patriotic_war
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_great_patriotic_war = {
	priority = 200
	icon = sov_great_patriotic_war
	allowed = {
		original_tag = SOV
	}
	visible = {
		any_enemy_country = {
			SOV_is_major_not_original_sov = yes
		}
	}
}
### Entity: Idea
Component: VEN_light_tank_designer
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_light_tank_designer = {
	picture = generic_motorized_equipment_manufacturer_2
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_invite_portugal
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, is_in_faction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_invite_portugal
	icon = GFX_focus_generic_befriend_portugal
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_reach_out_to_spain
	}
	relative_position_id = FRA_reach_out_to_spain
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		POR = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		IF = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				NOT = {
					has_war_with = POR
				}
			}
		}
	}
	bypass = {
		POR = {
			OR = {
				exists = no
				is_in_faction_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		POR = {
			IF = {
				limit = {
					ROOT = {
						is_in_faction = yes
					}
				}
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 12
				}
			}
			ELSE = {
				custom_effect_tooltip = invite_to_faction_tt
			}
		}
	}
}
### Entity: Idea
Component: AFG_purchasing_german_guns_GER
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_purchasing_german_guns_GER = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = AFG
	}
	modifier = {
		consumer_goods_factor = -0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_assume_the_naval_burden
Constructs: prerequisite, completion_reward, is_ally_with, has_navy_size
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_assume_the_naval_burden
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = PHI_war_for_the_oceans
	}
	mutually_exclusive = {
		focus = PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_war_for_the_oceans
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		is_ally_with = JAP
		JAP = {
			has_navy_size = {
				size = > 24
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		JAP = {
			country_event = SEA_PHI_political_events.56
			custom_effect_tooltip = if_they_accept_newline_tt PHI_send_a_share_of_THIS_navy_to_ROOT_tt
			show_unit_leaders_tooltip = JAP_kiyoshi_hasegawa
		}
	}
}
### Entity: Idea
Component: EAI_HARD/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: POL_investments_monarchist
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_investments_monarchist = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_united_kingdom
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, cancel_if_invalid, every_other_country, is_on_continent, is_subject_of
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_united_kingdom
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = YUG_banat_for_support YUG_autonomous_transylvania YUG_fortify_banat
	}
	mutually_exclusive = {
		focus = YUG_towards_independence
	}
	x = 2
	y = 1
	relative_position_id = YUG_autonomous_transylvania
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				NOT = {
					original_tag = YUG
				}
				is_subject_of = ROOT
			}
			add_autonomy_score = {
				value = -25
				localization = YUG_towards_independence_mod
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Decision
Component: MPL_independence_preparations
Constructs: add_equipment_to_stockpile, add_stability, fire_only_once, check_variable, remove_effect, add_to_variable, build_railway, build_only_on_allied
Source: game
File: common/decisions/MPL.txt

Code:
MPL_independence_preparations = {
	MPL_develop_minority_communities = {
		icon = GFX_decision_eng_trade_unions_support
		cost = 50
		days_remove = 45
		visible = {
			check_variable = {
				MPL_political_independence = < 100
			}
		}
		ai_will_do = {
			factor = 1000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 74
				} {
					MPL_path_selection = < 90
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				MPL_political_independence = 10
			} {
				MPL_total_independence = 10
			}
			clamp_variable = {
				var = MPL_political_independence
				min = 0
				max = 100
			}
			custom_effect_tooltip = MPL_political_up_10
		}
		modifier = {
			consumer_goods_factor = 0.15
		}
	}
	MPL_merge_local_governments = {
		icon = GFX_decision_eng_trade_unions_support
		cost = 100
		days_remove = 60
		visible = {
			check_variable = {
				MPL_political_independence = < 100
			}
		}
		ai_will_do = {
			factor = 1000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 74
				} {
					MPL_path_selection = < 90
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				MPL_political_independence = 20
			} {
				MPL_total_independence = 20
			}
			clamp_variable = {
				var = MPL_political_independence
				min = 0
				max = 100
			}
			custom_effect_tooltip = MPL_political_up_20
		}
		modifier = {
			political_power_factor = -0.2
		}
	}
	MPL_upgrade_central_railway = {
		icon = GFX_decision_railroads
		cost = 25
		available = {
			industrial_complex = > 0
		}
		fire_only_once = yes
		days_remove = 45
		ai_will_do = {
			factor = 1000
			modifier = {
				factor = 0
				check_variable = {
					MPL_path_selection = > 74
				} {
					MPL_path_selection = < 90
				}
			}
		}
		remove_effect = {
			build_railway = {
				level = 1
				build_only_on_allied = yes
				path = {
					4206 1086 7985
				}
			}
			add_to_variable = {
				MPL_economic_independence = 10
			} {
				MPL_total_independence = 10
			}
			clamp_variable = {
				var = MPL_economic_independence
				min = 0
				max = 100
			}
			custom_effect_tooltip = MPL_economic_up_10
		}
		modifier = {
			civilian_factory_use = 1
		}
	}
	MPL_upgrade_coastal_railway = {
		icon = GFX_decision_railroads
		cost = 25
		available = {
			industrial_complex = > 1
		}
		fire_only_once = yes
		days_remove = 60
		ai_will_do = {
			factor = 1000
			modifier = {
				facto
# ... (truncated)
### Entity: Character
Component: duke_of_castro
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
duke_of_castro = {
	random = no
	political_power_factor = 0.1
	war_support_factor = 0.05
	command_power_gain = 0.05
}
### Entity: Unit Template
Component: VEN_BB_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARV 
	fallback_name = Acorazado %d
	unique = {
		Coronel Eduardo Blanco Almirante San Pablo Caracas
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_building_the_future
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_building_the_future
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = VIN_expand_the_coal_mines
	} {
		focus = VIN_the_new_agriculture_program
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 47
	y = 4
}
### Entity: Unit Template
Component: BLR_CAV_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Belaruskaya Kavaleryiskaya Div.
	ordered = {
		1 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		2 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		3 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		4 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		5 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		6 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		7 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		8 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		9 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
		10 = {
			%dya Belaruskaya Kavaleryiskaya Div.
		}
	}
}
### Entity: Modding Documentation
Construct: forget_medals_and_ribbons
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## forget_medals_and_ribbons
* Not available in release build

Make the game forget that you have earned medals and ribbons.
### Entity: Effect Reference
Construct: unlock_decision_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_decision_tooltip

* Supported Scopes: COUNTRY
* Supported Targets: none

```
show what decision does
Example: unlock_decision_tooltip = some_decision_here
Example:
unlock_decision_tooltip = {
    decision = <some_decision>
    show_effect_tooltip = yes # default is no
    show_modifiers = yes # default is no
}

```
### Entity: National Focus
Tree: prc_focus
Component: PRC_socialism_with_chinese_characteristics
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_subject, cancel_if_invalid, set_rule, is_in_faction
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_socialism_with_chinese_characteristics
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = PRC_maoism
	}
	x = 0
	y = 3
	relative_position_id = PRC_agrarian_socialism
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			is_faction_leader = yes
			factor = 0
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_government_of_national_defense
				name = PRC_mao_faction
			}
		}
	}
}