Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Switzerland.html

Doc:
This article is considered accurate for the current version of the game.

Switzerland

Capital provinceDe Facto Bern

Government typeDemocracy

FactionNeutral

|
Please help improve this article or section by expanding it. |

Switzerland remained neutral throughout the war, although Germany originally planned to annex it(Operation Tannenbaum).
Switzerland maintained its independence through a combination of concessions to Germany, militaric deterrence and luck.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Name List
Component: LES
Source: game
File: common/names/r56_names.txt

Code:
LES = {
	male = {
		names = {
			Moeketsi Sekhonyana Nehemia Leabua Jonathan Justin Metsing Elias Phisoana Ntsu Hae Pakalitha Thomas Motsoahae John Teboho Ntlhoi Sephiri Enoch Makosini Morena James Maaparankoe Tate Makalo Mathibeli
		}
	}
	female = {
		names = {
			Dibolelo Mosili Lucy Matabello Magdeline Zanele
		}
	}
	surnames = {
		Majoro Maseribane Lekhanya Ramaema Mokhehle Phoofolo Mosisili Thabane Kolane Motsamai Motanyane Chabangu Leraba Letuka Mahao Mahlatsi Makgoe Makuta Mapena Mohale Mokhothu Resha Sifuba
	}
	callsigns = {

	}
}
### Entity: State History
Component: 885
Constructs: add_core_of
Source: game
File: history/states/885-Bahr al Ghazal.txt

Code:
state = {
	id = 885
	name = STATE_885
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = SUD
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1953 7996 10764 10908
	}
	manpower = 550000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_forgive_trading_debts
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_forgive_trading_debts
	icon = GFX_focus_CZE_forgive_trading_debts
	prerequisite = {
		focus = CZE_coalition_building
	}
	relative_position_id = CZE_coalition_building
	x = 28
	y = 1
	offset = {
		x = -14
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	} {
		x = -17
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_negotiations_with_the_autonomous_bloc
		}
	} {
		x = -13
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_increase_funding_from_moscow
		}
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				YUG = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			YUG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_increase
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				ROM = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_increase
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				AUS = {
					exists = yes
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			AUS = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_increase
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				HUN = {
					exists = yes
					has_government = ROOT
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			HUN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_increase
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_timed_idea = {
			idea = CZE_forgive_trading_debts_idea
			days = 180
		}
	}
}
### Entity: Character
Component: personal_agenda_mannerheim
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_mannerheim = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_mannerheim_tt
}
### Entity: Event
Component: r56_canada.6
Constructs: remove_ideas, add_stability, fire_only_once, add_political_power, has_idea, has_political_power, swap_ideas, remove_idea
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.6
	title = r56_canada.6.t
	desc = r56_canada.6.d
	picture = GFX_report_event_RCMP
	fire_only_once = yes
	trigger = {
		tag = CAN
		has_idea = r56_CAN_royal_twenty_centers
		date = > 1937.4.4
	}
	mean_time_to_happen = {
		days = 90
	}
	option = {
		name = r56_canada.6.a
		trigger = {
			has_political_power = > 100
		}
		remove_ideas = r56_CAN_royal_twenty_centers
		add_political_power = -100
		add_stability = 0.01
	} {
		name = r56_canada.6.b
		swap_ideas = {
			remove_idea = r56_CAN_royal_twenty_centers
			add_idea = r56_CAN_royal_twenty_centers_angered
		}
		add_manpower = -1000
		add_stability = -0.05
	} {
		name = r56_canada.6.c
		add_political_power = -50
		add_stability = -0.02
		276 = {
			damage_building = {
				type = industrial_complex
				damage = 1.2
			} {
				type = arms_factory
				damage = 1.2
			} {
				type = infrastructure
				damage = 1.2
			}
		}
		hidden_effect = {
			set_country_flag = r56_can_riots_continued
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_send_half_the_army_to_finland_if_not_in_our_faction
Constructs: has_war_with, is_in_faction_with, has_military_access_to, is_controlled_by, send_lend_lease_desire
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_send_half_the_army_to_finland_if_not_in_our_faction = {
	allowed = {
		original_tag = GER
	}
	enable = {
		FIN = {
			has_war_with = SOV
		}
		has_war_with = SOV
		NOT = {
			is_in_faction_with = FIN
		}
		has_military_access_to = FIN
		925 = {
			is_controlled_by = ROOT
		}
		195 = {
			is_controlled_by = SOV
		}
		263 = {
			is_controlled_by = SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.05
		states = {
			925
		}
		area = scandinavia
	} {
		type = front_unit_request
		strategic_region = 13 277 265 12
		value = -90
	} {
		type = send_lend_lease_desire
		id = FIN
		value = 200
	}
}
### Entity: Modifier Reference
Component: steel_mines_lightly_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
steel_mines_lightly_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_steel_factor = -0.25
}
### Entity: Technology
Component: basic_encryption
Constructs: has_war, research_cost, allow_branch, has_dlc
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	encryption = 1
	research_cost = 1
	start_year = 1938
	allow_branch = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	folder = {
		name = electronics_folder
		position = {
			x = @encryption_x
			y = 6
		}
	}
	ai_will_do = {
		factor = 1.75
		modifier = {
			has_war = yes
			factor = 3
		} {
			num_of_military_factories = < 50
			factor = 1.5
		} {
			factor = 3
			tag = GER
		} {
			factor = 3
			tag = SOV
		}
	}
	categories = {
		electronics encryption_tech
	}
}
### Entity: Idea
Component: EAI_attache_sent
Constructs: war_support_factor
Source: game
File: common/ideas/EAI_ideas.txt

Code:
EAI_attache_sent = {
	allowed = {
		always = no
	}
	modifier = {
		max_command_power = -50
		war_support_factor = 0.1
	}
	picture = FRA_scw_intervention_nationalists_focus
}
### Entity: Order of Battle
Component: air_wing_4
Source: game
File: history/units/AUS_1936_air_bba.txt

Code:
air_wings = {
	4 = {
		small_plane_airframe_0 = {
			owner = AUS
			creator = ITA
			amount = 42
			version_name = CR.32
		}
		small_plane_cas_airframe_0 = {
			owner = AUS
			creator = ITA
			amount = 15
			version_name = Ca.111
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_the_horska_divisions
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_army_leader, has_trait, random_select_amount, add_trait
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_the_horska_divisions
	icon = GFX_focus_AUS_osterreichische_gebirgsjager
	prerequisite = {
		focus = CZE_form_the_state_defense_guard
	}
	x = 3
	y = 1
	relative_position_id = CZE_form_the_state_defense_guard
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_winter_specialist_random_generals_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_special_forces_cap = 0.05
			tooltip = special_forces_cap_tt
		} {
			CZE_ceskoslovenska_armada_special_forces_out_of_supply_factor = -0.05
			tooltip = special_forces_out_of_supply_factor_tt
		} {
			CZE_ceskoslovenska_armada_acclimatization_cold_climate_gain_factor = 0.05
			tooltip = acclimatization_cold_climate_gain_factor_tt
		} {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.05
			tooltip = recon_factor_while_entrenched_tt
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					NOT = {
						has_trait = winter_expert desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist adaptable winter_specialist
					}
				}
				random_select_amount = 2
				add_trait = {
					trait = winter_specialist
				}
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = CZE_expand_the_horska_divisions
				cost_reduction = 0.25
				uses = 2
				category = cat_mountaineers_doctrine
			}
		}
		add_tech_bonus = {
			name = CZE_expand_the_horska_divisions
			bonus = 1.0
			uses = 1
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_expand_port_paldiski
Constructs: shared_focus, prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_expand_port_paldiski
	prerequisite = {
		focus = EST_build_paldiski_port
	}
	relative_position_id = EST_build_paldiski_port
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MAL_colonial_administration_idea
Constructs: is_subject, removal_cost
Source: game
File: common/ideas/malaysia.txt

Code:
MAL_colonial_administration_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject = yes
	}
	cancel = {
		is_subject = no
	}
	removal_cost = -1
	picture = ARG_resource_extration_focus
	modifier = {
		resources_to_overlord_factor = 0.1
		cic_to_overlord_factor = 0.15
	}
}
### Entity: Event
Component: war_justification.14
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.14
	title = war_justification.14.t
	desc = war_justification.14.d
	picture = GFX_report_event_tanks_vietnam
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		FROM = {
			has_government = democratic
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.14.a
		FROM = {
			country_event = {
				id = war_justification.214
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Unit Template
Component: KUR_INF_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_INF_02 = {
	name = Infantry Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		infantry
	}
	fallback_name = %dème Division d'Infanterie
	ordered = {
		1 = {
			%dème Division d'Infanterie
		}
		2 = {
			%dème Division d'Infanterie
		}
		3 = {
			%dème Division d'Infanterie
		}
		4 = {
			%dème Division d'Infanterie
		}
		5 = {
			%dème Division d'Infanterie
		}
		6 = {
			%dème Division d'Infanterie
		}
		7 = {
			%dème Division d'Infanterie
		}
		8 = {
			%dème Division d'Infanterie
		}
		9 = {
			%dème Division d'Infanterie
		}
		10 = {
			%dème Division d'Infanterie
		}
		11 = {
			%dème Division d'Infanterie
		}
		12 = {
			%dème Division d'Infanterie
		}
		13 = {
			%dème Division d'Infanterie
		}
		14 = {
			%dème Division d'Infanterie
		}
		15 = {
			%dème Division d'Infanterie
		}
		16 = {
			%dème Division d'Infanterie
		}
		17 = {
			%dème Division d'Infanterie
		}
		18 = {
			%dème Division d'Infanterie
		}
		19 = {
			%dème Division d'Infanterie
		}
		20 = {
			%dème Division d'Infanterie
		}
	}
}
### Entity: Shared Focus
Component: MICRO_recruit_marines
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_recruit_marines
	text = MNC_recruit_marines
	icon = GFX_focus_generic_naval_invasion
	prerequisite = {
		focus = MICRO_root_naval_academy
	} {
		focus = MICRO_develop_special_forces
	}
	relative_position_id = MICRO_develop_special_forces
	cost = 10
	x = -1
	y = 1
	completion_reward = {
		add_tech_bonus = {
			name = MNC_recruit_marines
			bonus = 1
			uses = 1
			category = marine_tech
		} {
			name = MNC_recruit_marines
			bonus = 1
			uses = 1
			category = tp_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_3 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_flame_chassis
		value = 0
	}
}
### Entity: Idea
Component: dive_bombing_spirit
Constructs: has_air_academy, has_doctrine, research_bonus, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
dive_bombing_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_academy = yes
			has_doctrine = new_battlefield_support
		}
	}
	research_bonus = {
		cas_bomber = 0.05
	}
	modifier = {
		small_plane_cas_airframe_design_cost_factor = -0.75
		cv_small_plane_cas_airframe_design_cost_factor = -0.75
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Event
Component: lithuania.52
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.52
	title = lithuania.52.t
	desc = lithuania.52.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.52.a
		hidden_effect = {
			country_event = {
				id = lithuania.34
				days = 1
			}
		}
	} {
		name = lithuania.52.b
		hidden_effect = {
			country_event = {
				id = lithuania.56
				days = 1
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Own_Fighter
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Own_Fighter
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = GEN_Own_Design
	}
	x = -1
	y = 2
	relative_position_id = GEN_Own_Design
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = fighter_bonus
				ahead_reduction = 1
				bonus = 1
				uses = 1
				category = light_air
			}
			else = {
				add_tech_bonus = {
					name = fighter_bonus
					bonus = 1
					uses = 1
					category = light_fighter
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BUL_army_restrictions
Constructs: limit, has_country_flag, industrial_capacity_factory, removal_cost, has_non_aggression_pact_with, clr_country_flag, clear_rule
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_army_restrictions = {
	picture = tfv_can_conscription_crisis
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	cancel = {
		has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
		OR = {
			has_non_aggression_pact_with = GRE YUG ROM TUR
		}
	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
				NOT = {
					has_country_flag = BUL_refused_arms_restrictions_flag
				} {
					has_country_flag = BUL_uk_gives_in_to_pressure_flag
				}
			}
			country_event = bftb_bulgaria_rearmament.4
			ENG = {
				country_event = bftb_bulgaria_rearmament.5
			}
		} {
			limit = {
				has_country_flag = BUL_refused_arms_restrictions_flag
			}
			clr_country_flag = BUL_refused_arms_restrictions_flag
		} {
			limit = {
				has_country_flag = BUL_uk_gives_in_to_pressure_flag
			}
			clr_country_flag = BUL_uk_gives_in_to_pressure_flag
		} {
			limit = {
				has_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
			}
			clr_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
		}
		country_lock_all_division_template = no
		clear_rule = {
			can_not_declare_war = yes
		}
	}
	modifier = {
		industrial_capacity_factory = -0.25
		industrial_capacity_dockyard = -0.25
		custom_modifier_tooltip = BUL_army_restrictions_mobilization_law_tt
	}
}
### Entity: Order of Battle
Component: BEST HORSE EVER
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = BEST HORSE EVER
	location = 10870
	division_template = Horse Friend
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_suez_alternative
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_suez_alternative
	icon = GFX_goal_generic_trade
	relative_position_id = EGY_expand_alexandria_shipping
	x = -1
	y = 2
	cost = 10
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	prerequisite = {
		focus = EGY_expand_alexandria_shipping
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 10005
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_yamato_spirit
Constructs: prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, add_to_variable, has_rule, set_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_yamato_spirit
	icon = GFX_focus_JAP_national_spiritual_mobilization_movement
	x = 0
	y = 2
	relative_position_id = JAP_propagandize_the_nihon_shoki
	prerequisite = {
		focus = JAP_propagandize_the_nihon_shoki
	}
	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_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			JAP_the_imperial_way_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		IF = {
			limit = {
				NOT = {
					has_rule = can_use_kamikaze_pilots
				}
			}
			hidden_effect = {
				set_rule = {
					can_use_kamikaze_pilots = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt kamikaze_focus_tooltip
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = JAP_luxury_is_the_enemy_decision JAP_form_a_labor_patriot_corps_decision JAP_produce_bullet_stamps_decision
		hidden_effect = {
			IF = {
				limit = {
					has_country_flag = JAP_emperor_hirohito_under_house_arrest_flag
				}
				country_event = {
					id = SEA_japan_popup_events.11
					days = 14
					random_days = 7
				}
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_canada_wheat_board
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_canada_wheat_board
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CAN_wartime_prices_and_trade_board
	}
	x = 3
	y = 2
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_mine_the_shield
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CAN_great_depression_1
			}
			swap_ideas = {
				remove_idea = CAN_great_depression_1
				add_idea = CAN_great_depression_2
			}
		}
		else_if = {
			limit = {
				has_idea = CAN_great_depression_2
			}
			remove_ideas = CAN_great_depression_2
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reverse_brain_drain
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_reverse_brain_drain
	icon = GFX_goal_communist_brain
	relative_position_id = AUS_restart_linz_program
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_democracy_of_the_proletariat
	} {
		focus = AUS_revive_the_schutzbund
	}
	cost = 8
	completion_reward = {
		add_ideas = AUS_reverse_brain_drain
	}
}