Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_support_the_spanish_republic
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_war_with, add_opinion_modifier, completion_reward, has_global_flag
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_support_the_spanish_republic
	available = {
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
	}
	bypass = {
		OR = {
			has_global_flag = scw_over
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				NOT = {
					country_exists = SPR
				}
			}
			else = {
				NOT = {
					country_exists = SPD
				}
			}
		}
	}
	prerequisite = {
		focus = POR_popular_front
	}
	mutually_exclusive = {
		focus = POR_strict_neutrality_in_the_spanish_civil_war POR_support_the_spanish_nationalists POR_a_royal_wedding
	}
	icon = GFX_goal_support_communism
	x = 0
	y = 1
	relative_position_id = POR_popular_front
	cost = 10
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_effect_tooltip = POR_spanish_republic_tt
		}
		SPD = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 10000
		}
		add_ideas = POR_volunteers_in_the_war_republican
		add_manpower = -10000
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
			}
			send_equipment = {
				equipment = infantry_equipment
				amount = 2000
				target = SPD
			}
		}
		custom_effect_tooltip = POR_support_the_spanish_republic_effect_tooltip_tt
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: Order of Battle
Component: 511e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 511e Rgt. de Chars de Combat
	location = 3560
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_claims_on_faroe_islands
Constructs: has_completed_focus, prerequisite, owns_state, has_war_with, completion_reward, has_hide_rule, is_in_faction_with, is_controlled_by
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_claims_on_faroe_islands
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = NOR_our_royal_claims
	}
	x = -3
	y = 1
	relative_position_id = NOR_our_royal_claims
	offset = {
		x = 3
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_the_chamberlains_overture
		}
	}
	cost = 5
	available = {
		NOT = {
			owns_state = 337
			has_war_with = 337
			 = .OWNER .OWNER
			is_in_faction_with = 337
		}
		OR = {
			337 = {
				is_controlled_by = 337
				 = .OWNER
			} {
				is_controlled_by = ROOT
			}
		}
		is_subject = no
	}
	bypass = {
		337 = {
			is_owned_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		337 = {
			OWNER = {
				country_event = {
					id = AAT_norway.17
					hours = 3
				}
			}
		}
		set_country_flag = NOR_claiming_faroes
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept if_they_reject
			337 = {
				transfer_state_to = NOR
			} {
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_state_focus
							target = PREV
							generator = {
								337
							}
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_align_with_the_soviets
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_faction_leader
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_align_with_the_soviets
	icon = GFX_focus_chi_mission_to_the_soviet_union
	cost = 5
	prerequisite = {
		focus = PER_islamic_socialism_focus PER_promote_atheism
	}
	mutually_exclusive = {
		focus = PER_persian_way_to_socialism
	}
	x = 9
	y = 5
	ai_will_do = {
		factor = 50
	}
	available = {
		SOV = {
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Component: r56_RAJ_reactivate_our_japanese_contacts
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_reactivate_our_japanese_contacts
	icon = GFX_focus_chi_collaboration_with_the_japanese
	prerequisite = {
		focus = r56_RAJ_militarized_hindutva
	}
	mutually_exclusive = {
		focus = r56_RAJ_join_the_axis
	}
	available = {
		AND = {
			JAP = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = fascism neutrality
				} {
					is_faction_leader = yes
					any_other_country = {
						is_faction_leader = yes
						is_in_faction_with = JAP
						has_government = fascism
					}
				}
				has_capitulated = no
			}
			NOT = {
				is_in_faction = yes
			}
			is_puppet = no
		}
	}
	relative_position_id = r56_RAJ_militarized_hindutva
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				JAP = {
					is_faction_leader = yes
				}
			}
			JAP = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				JAP = {
					is_in_faction = yes
					is_faction_leader = no
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = JAP
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Leader
Component: search_pattern_expert
Source: game
File: common/unit_leader/00_traits.txt

Code:
search_pattern_expert = {
	type = navy
	modifier = {
		spotting_chance = 0.2
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		spotter fleet_protector
	}
	gui_row = 4
	gui_column = 1
}
### Entity: Modifier Reference
Construct: special_forces_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Idea
Component: idea_RAJ_planned_economy
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_planned_economy = {
	name = idea_RAJ_planned_economy
	picture = SOV_fourth_five_year_plan
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		local_resources_factor = 0.1
		line_change_production_efficiency_factor = -0.08
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_disrupting_the_great_powers
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_disrupting_the_great_powers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = GRE_a_modern_navy
	}
	x = 0
	y = 1
	relative_position_id = GRE_a_modern_navy
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_disrupting_the_great_powers
			bonus = 0.75
			uses = 1
			category = ss_tech
		}
		add_doctrine_cost_reduction = {
			name = GRE_disrupting_the_great_powers
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_direct_democracy_focus_effect
Constructs: add_country_leader_role, add_popularity, set_country_flag
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_direct_democracy_focus_effect = {
	INS_national_committee = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = populism
				expire = 1965.1.1.1
				traits = {
					INS_inefficient_government
				}
			}
		}
	}
	add_popularity = {
		ideology = democratic
		popularity = 0.2
	}
	custom_effect_tooltip = newline_tt available_political_advisor
	set_country_flag = INS_socialist_loyalty
	show_ideas_tooltip = INS_surachman_tjokoadisurjo
}
### Entity: Decision
Component: GER_vdp_cat
Constructs: has_completed_focus, has_government, add_stability, fire_only_once, complete_effect, remove_effect, complete_national_focus, add_to_variable
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_vdp_cat = {
	GER_vdp_kaiser_empowerment = {
		priority = 119
		icon = GFX_decision_generic_pickelhaube
		allowed = {
			original_tag = GER
		}
		visible = {
			has_completed_focus = GER_integrate_the_monarchists
		}
		available = {
			has_government = neutrality
		}
		complete_effect = {

		}
		cost = 50
		days_remove = 50
		fire_only_once = yes
		modifier = {

		}
		remove_effect = {
			complete_national_focus = GER_the_kaiser_rises GER_a_new_monarch_for_a_new_age
			hidden_effect = {
				complete_national_focus = GER_the_kaiser_rises_fake
			}
		}
		ai_will_do = {
			base = 50
		}
	}
	GER_vdp_dnvp = {
		priority = 119
		icon = GFX_r56_decision_GER_party_dnvp_icon
		allowed = {
			original_tag = GER
		}
		visible = {
			has_completed_focus = GER_form_the_league_of_patriots
			NOT = {
				has_completed_focus = GER_unite_the_bearocratic_colossus
			}
		}
		available = {
			has_completed_focus = GER_integrate_the_dnvp
		}
		complete_effect = {
			add_to_variable = {
				GER_vdp_core_stats_factor = 0.075
			} {
				GER_vdp_ws_weekly_factor = 0.002
			}
			custom_effect_tooltip = GER_vdp_ws_weekly0.2_core_attack7.5
		}
		cost = 50
		days_remove = 75
		days_re_enable = 100
		modifier = {

		}
		remove_effect = {
			add_to_variable = {
				GER_vdp_core_stats_factor = -0.075
			} {
				GER_vdp_ws_weekly_factor = -0.002
			}
			custom_effect_tooltip = GER_vdp_ws_weekly-0.2_core_attack-7.5
		}
		ai_will_do = {
			base = 0
		}
	}
	GER_vdp_dnvp_2 = {
		priority = 119
		icon = GFX_r56_decision_GER_party_dnvp_icon
		allowed = {
			original_tag = GER
		}
		visible = {
			has_completed_focus = GER_form_the_league_of_patriots GER_unite_the_bearocratic_colossus
			NOT = {
				has_decision = GER_vdp_dnvp
			}
		}
		available = {
			has_completed_focus = GER_integrate_the_dnvp
		}
		complete_effect = {
			add_to_variable = {
				GER_vdp_core_stats_factor = 0.075
			} {
				GER_vdp_ws_weekly_factor = 0.002
			}
			custom_effect_tooltip = GER_vdp_ws_weekly0.2_core_attack7.5
		}
		cost = 25
		days_remove = 75
		days_re_enable = 100
		modifier = {

		}
		remove_effect = {
			add_to_variable = {
				GER_vdp_core_stats_factor = -0.075
			} {
				GER_vdp_ws_weekly_factor = -0.002
			}
			custom_effect_tooltip = GER_vdp_ws_weekly-0.2_core_attack-7.5
		}
		ai_will_do = {
			base = 5
		}
	}
	GER_vdp_mon = {
		priority = 119
		icon = GFX_decision_generic_monarchy
		allowed = {
			ori
# ... (truncated)
### Entity: National Focus
Tree: egy_focus
Component: EGY_crush_the_israeli_state2
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, add_ai_strategy, create_wargoal, annex_everything
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_crush_the_israeli_state2
	text = EGY_crush_the_israeli_state
	icon = GFX_goal_generic_attack_israel
	relative_position_id = EGY_integrate_the_green_shirts
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		country_exists = ISR
		ISR = {
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = ISR
	prerequisite = {
		focus = EGY_integrate_the_green_shirts
	}
	bypass = {
		is_in_faction_with = ISR
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ai_strategy = {
			type = conquer
			id = ISR
			value = 200
		}
		create_wargoal = {
			target = ISR
			type = annex_everything
			expire = 0
		}
	}
}
### Entity: Character
Component: UKR_nikita_krushchyov
Source: game
File: common/characters/UKR.txt

Code:
UKR_nikita_krushchyov = {
	name = UKR_nikita_krushchyov
	portraits = {
		civilian = {
			large = GFX_portrait_Nikita_Sergeyevich_Khrushchyov
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1953.3.1
		id = -1
		traits = {

		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_strengthen_zogs_rule
Constructs: prerequisite, completion_reward, add_political_power, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_strengthen_zogs_rule
	icon = GFX_goal_ALB_zog
	mutually_exclusive = {
		focus = ALB_challenge_zogs_rule
	}
	prerequisite = {
		focus = ALB_political_reforms
	}
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 75
		modifier = {
			is_historical_focus_on = yes
			factor = 100
		}
	}
	completion_reward = {
		add_political_power = 75
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fly_over_the_mountains
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fly_over_the_mountains
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = SWI_arsenal_of_the_alps
	}
	relative_position_id = SWI_arsenal_of_the_alps
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 150
		add_tech_bonus = {
			name = SWI_fly_over_the_mountains
			bonus = 1
			uses = 3
			category = air_equipment
		}
		add_doctrine_cost_reduction = {
			name = SWI_fly_over_the_mountains
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Character
Component: GNA_nt
Source: game
File: common/characters/GNA.txt

Code:
GNA_nt = {
	advisor = {
		slot = theorist
		idea_token = GNA_nt
		ledger = navy
		allowed = {
			original_tag = GNA
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: FRA_syria_intervention.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_syria_intervention.11
	title = FRA_syria_intervention.1.t
	desc = FRA_syria_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_syria_intervention.1.a
		effect_tooltip = {
			event_target:free_france = {
				transfer_state = 554 680 677 553
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_American_Air
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_American_Air
	text = GEN_american_air_industry_expansion
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = VNZ_Invite_American
	}
	x = 0
	y = 2
	relative_position_id = VNZ_Invite_American
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		AND = {
			USA = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		} {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: britain.12
Constructs: is_triggered_only, ai_chance, add_war_support, add_to_faction, add_ai_strategy
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.12
	title = britain.12.t
	desc = britain.12.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	option = {
		name = britain.12.a
		add_war_support = 0.1
		ENG = {
			add_to_faction = ROOT
		}
		ROOT = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = britain.12.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Decision
Component: form_prussia_category
Constructs: add_ideas, fire_only_once, complete_effect, add_state_core
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
form_prussia_category = {
	form_prussia = {
		icon = generic_form_nation
		cost = 0
		fire_only_once = yes
		allowed = {
			original_tag = DNZ
		}
		available = {
			controls_state = 64 68 63 66 67 807 86 762 85 62 5 763
		}
		ai_will_do = {
			factor = 150
		}
		complete_effect = {
			add_state_core = 64 68 63 66 67 807 86 762 763 188 85 62 5
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.11
Constructs: ai_chance, has_government, add_stability, fire_only_once, add_political_power, has_dlc, is_subject_of, add_timed_idea
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.11
	title = tsr_manchukuo.11.t
	desc = tsr_manchukuo.11.desc
	picture = GFX_report_event_japanese_officers
	trigger = {
		has_dlc = No Compromise, No Surrender
		original_tag = MAN
		MAN = {
			exists = yes
			is_subject_of = JAP
			has_government = fascism
		}
		date = > 1936.2.1 < 1936.4.20
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 15
	}
	option = {
		name = tsr_manchukuo.11.a
		ai_chance = {
			base = 90
		}
		add_political_power = 50
		add_stability = -0.025
	} {
		name = tsr_manchukuo.11.b
		ai_chance = {
			base = 20
		}
		add_timed_idea = {
			idea = MAN_xingan_army_resigned
			days = 365
		}
		retire_character = MAN_urzhin_garmaev MAN_jonjurjab
		hidden_effect = {
			set_country_flag = MAN_xingan_army_resigned
		}
	} {
		name = tsr_manchukuo.11.c
		ai_chance = {
			base = 15
		}
		add_timed_idea = {
			idea = MAN_xingan_army_appeased
			days = 725
		}
		add_stability = -0.1
		add_political_power = -25
		hidden_effect = {
			set_country_flag = MAN_xingan_army_government
		}
		custom_effect_tooltip = MAN_will_support_japan_tt
	}
}
### Entity: AI Strategy
Component: SOV_reduce_armor_production_2
Constructs: has_army_manpower
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_reduce_armor_production_2 = {
	allowed = {
		tag = SOV
	}
	enable = {
		has_army_manpower = {
			type = infantry
			size = < 3000000
		}
	}
	abort = {
		has_army_manpower = {
			type = infantry
			size = > 3300000
		}
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = -25
	}
}
### Entity: Wiki Documentation
Construct: Writing_style
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3AStyle.html

Doc:
Writing style[edit]
Write objectively, not in the first person.
Correct: The United Kingdom can focus on its navy to become a major power.

Incorrect: I always build a lot of destroyers.

Use a third person narrative when possible. Country strategy guides are exempt from this rule, but it is still preferred.
Correct: The player can build anti ballistic missiles in order to protect their cities from nukes.

Incorrect: You can build anti ballistic missiles in order to protect your cities from nukes.

Use a semi-formal register.
Correct: It's recommended for ... to attack his neighbor in order to obtain more resources and manpower.

Incorrect: ... should obviously attack his neighbor to get resources and manpower.

Paradox games allow for limitless possibilities.
Correct: The Soviets have multiple options for engaging in Eastern Europe. One strategy is to...

Incorrect: The best way for the Soviets to engage in Eastern Europe is to start with Yugoslavia...'

Write in general, abstract terms.
Correct: Tanks are excellent at destroying enemy armies...

Incorrect: Build exactly 4 Tank units, use them to attack this province, etc...

Do not emphasize text with CAPITALS, use italics instead.

Write so that everyone can participate: do not personalize articles by signing them or naming game concepts after yourself.

Capitalization should only be used for the first letter in a sentence, and proper nouns. The name of game mechanics do not count as proper nouns. The names of individual decisions, [[events], and similar count as proper nouns.
### Entity: AI Strategy
Component: northern_expansion
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/JAP.txt

Code:
northern_expansion = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			has_completed_focus = JAP_kantokuen JAP_prepare_for_war_with_the_soviet_union
		}
		country_exists = SOV
	}
	abort = {
		NOT = {
			country_exists = SOV
		}
	}
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 200
	}
}
### Entity: Joint Focus
Component: CONGO_modernize_force_publique
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_modernize_force_publique
	dynamic = yes
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = CONGO_force_publique
	}
	relative_position_id = CONGO_force_publique
	x = 2
	y = 1
	cost = 10
	text_icon = CONGO_BEL_focus_style
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_army_core_attack_factor = -0.05
				tooltip = army_core_attack_factor_tt
			} {
				BEL.COG_force_publique_army_core_defence_factor = -0.05
				tooltip = army_core_defence_factor_tt
			} {
				BEL.COG_force_publique_army_attack_factor = 0.05
				tooltip = army_attack_factor_tt
			} {
				BEL.COG_force_publique_army_defence_factor = 0.1
				tooltip = army_defence_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_modernize_force_publique
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_army_core_attack_factor = -0.05
				tooltip = army_core_attack_factor_tt
			} {
				BEL.COG_force_publique_army_core_defence_factor = -0.05
				tooltip = army_core_defence_factor_tt
			} {
				BEL.COG_force_publique_army_attack_factor = 0.05
				tooltip = army_attack_factor_tt
			} {
				BEL.COG_force_publique_army_defence_factor = 0.1
				tooltip = army_defence_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_modernize_force_publique
			}
		}
	}
}