Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: JAP_hino_kumazo
Source: game
File: common/characters/JAP.txt

Code:
JAP_hino_kumazo = {
	name = JAP_hino_kumazo
	portraits = {
		army = {
			small = GFX_portrait_JAP_hino_kumazo_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = hino_kumazo
		ledger = air
		allowed = {
			original_tag = JAP
		}
		ai_will_do = {
			base = 1
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_colonial_secret_department
Constructs: prerequisite, limit, add_ideas, completion_reward, is_on_continent, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_colonial_secret_department
	icon = GFX_focus_generic_secret_service_agency
	x = 0
	y = 1
	prerequisite = {
		focus = AOI_italian_african_police
	}
	relative_position_id = AOI_italian_african_police
	cost = 10
	available = {
		any_controlled_state = {
			is_on_continent = africa
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				NOT = {
					has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
			show_ideas_tooltip = r56i_laws_security_order
			hidden_effect = {
				add_ideas = r56i_laws_security_order
			}
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		every_controlled_state = {
			limit = {
				has_resistance = yes
			}
			add_resistance = -3
		}
	}
}
### Entity: Technology
Component: smoke_generator
Constructs: research_cost, has_navy_size
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	naval_retreat_speed = 0.2
	research_cost = 0.75
	start_year = 1922
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 2
		}
	}
	ai_will_do = {
		base = 2
		modifier = {
			has_navy_size = {
				size = < 10
			}
			factor = 0.1
		} {
			factor = 4
			tag = ENG
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	categories = {
		naval_equipment dd_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_first_five_year_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_first_five_year_plan
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = MAN_obedience
	}
	x = 0
	y = 1
	relative_position_id = MAN_obedience
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		country_event = wtt_manchukou.11
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_march_of_the_four_suyos
Constructs: prerequisite, completion_reward, has_civil_war, add_building_construction, add_extra_state_shared_building_slots, set_capital, add_victory_points, set_variable
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_march_of_the_four_suyos
	prerequisite = {
		focus = PRU_organize_protests_in_the_south PRU_the_true_owners_of_america PRU_revolutionary_andes
	}
	icon = GFX_goal_PRU_inca_war
	x = -4
	y = 3
	relative_position_id = PRU_crown_an_inca
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		controls_state = 494
	}
	completion_reward = {
		494 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 5166
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
		set_capital = {
			state = 494
		}
		add_victory_points = {
			province = 5166
			value = 10
		}
		custom_effect_tooltip = PRU_que_loyalty_our_status_text
		set_variable = {
			PRU_que_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_que_be_friend
		}
		PRU_partidos_update_update_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_open_the_country
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_open_the_country
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = BHU_traders_of_the_himalaya
	} {
		focus = BHU_share_power
	}
	relative_position_id = BHU_traders_of_the_himalaya
	x = 1
	y = 1
	cost = 5
	available = {
		NOT = {
			has_idea = BHU_severe_economic_isolationism BHU_moderate_economic_isolationism BHU_slight_economic_isolationism
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = free_trade
	}
}
### Entity: Character
Component: XSM_ma_buqing
Constructs: has_government, has_dlc
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_buqing = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_buqing
		portraits = {
			army = {
				small = GFX_idea_generic_army_asia_3
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_buqing
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		} {
			slot = political_advisor
			idea_token = XSM_ma_buqing3
			allowed = {
				original_tag = XSM
			}
			traits = {
				mediator
			}
		} {
			slot = high_command
			idea_token = XSM_ma_buqing2
			ledger = army
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_buqing
		portraits = {
			army = {
				large = GFX_portrait_GSM_ma_buqing
				small = GFX_portrait_GSM_ma_buqing_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_buqing4
			allowed = {
				original_tag = GSM
			}
			traits = {
				army_chief_reform_2
			}
			available = {
				NOT = {
					has_government = communism
				}
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		field_marshal = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
		country_leader = {
			ideology = military_junta
			traits = {
				GSM_staunch_anti_communist
			}
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Idea
Component: AUS_phonix_insurance
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/austria.txt

Code:
AUS_phonix_insurance = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AUS_phonix_insurance_variant
	modifier = {
		conscription_factor = 0.15
		stability_factor = 0.05
		political_power_factor = 0.15
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_five_year_plan
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, add_timed_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_five_year_plan
	icon = GFX_focus_GRE_red_economy
	prerequisite = {
		focus = HON_collective_agriculture
	} {
		focus = HON_collectivization
	}
	relative_position_id = HON_collective_agriculture
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_idea = COS_economic_turmoil
		}
	}
	completion_reward = {
		hidden_effect = {
			add_timed_idea = {
				idea = AFG_five_year_plan_idea
				days = 1825
			}
			remove_ideas = HON_banana_republic
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = HON_banana_republic
				add_idea = AFG_five_year_plan_idea
			}
		}
	}
}
### Entity: Idea
Component: JAP_north_east_asian_bank
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_north_east_asian_bank = {
	picture = golden_currency
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		intelligence_agency_defense = 1
		consumer_goods_factor = -0.15
		political_power_gain = 0.05
	}
}
### Entity: Character
Component: GER_humanist_monarchist_nonaligned
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_humanist_monarchist_nonaligned = {
	sprite = 13
	random = no
	compliance_growth = 0.1
	resistance_decay = 0.1
	political_power_factor = -0.05
	monthly_population = 0.05
	stability_factor = 0.05
}
### Entity: Modifier Reference
Construct: sub_retreat_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## sub_retreat_speed

* Number with 0 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: Character
Component: JUNO_mayor_of_the_city_of_asuncion
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_mayor_of_the_city_of_asuncion = {
	sprite = 13
	random = no
	research_speed_factor = 0.05
	political_power_factor = 0.05
	production_speed_buildings_factor = 0.05
}
### Entity: Modifier Reference
Component: r56_danish_middle_strata
Constructs: political_power_gain
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_danish_middle_strata = {
	enable = {
		always = yes
	}
	consumer_goods_factor = den_middle_consumer
	army_core_defence_factor = den_middle_defence
	political_power_gain = den_middle_pp
}
### Entity: Idea
Component: EAI_DD_18/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: YUN_xi_ziqiang
Constructs: has_government
Source: game
File: common/characters/YUN.txt

Code:
YUN_xi_ziqiang = {
	name = YUN_xi_ziqiang
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_7
			small = GFX_kr_portrait_asia_generic_land_7_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		visible = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			infantry_officer
		}
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_education_for_the_masses
Constructs: prerequisite, add_stability, completion_reward, add_research_slot
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_education_for_the_masses
	icon = GFX_goal_communist_brain
	prerequisite = {
		focus = TIB_expand_the_tdyl
	}
	relative_position_id = TIB_expand_the_tdyl
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_research_slot = 1
		add_stability = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 25
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 15
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: Idea
Component: AST_strike_ongoing
Constructs: has_completed_focus, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_strike_ongoing = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ICE_general_strike
	cancel = {
		OR = {
			has_completed_focus = AST_all_for_one_one_for_all
			has_government = communism
		}
	}
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_fromandskorpset
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, is_subject, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_fromandskorpset
	icon = GFX_focus_DEN_fromandskorpset
	prerequisite = {
		focus = DEN_baltic_sea_domination
	} {
		focus = DEN_generalkommandoen
	}
	relative_position_id = DEN_sovaernets_operative_kommando
	x = -1
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = DEN_fromandskorpset_ns
		add_tech_bonus = {
			name = DEN_fromandskorpset
			bonus = 1.0
			uses = 2
			category = marine_tech tp_tech
		}
		add_doctrine_cost_reduction = {
			name = DEN_fromandskorpset
			cost_reduction = 0.25
			uses = 2
			category = special_forces_doctrine
		}
		custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
		hidden_effect = {
			add_mastery_bonus = {
				name = FIN_marine_jaeger_divisions
				bonus = 0.1
				days = 240
				sub_doctrine = marines_1
			} {
				name = FIN_marine_jaeger_divisions
				bonus = 0.1
				days = 240
				sub_doctrine = marines_2
			}
		}
	}
}
### Entity: Idea
Component: FSM_acd2
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = FSM
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_renewed_offensive
Constructs: prerequisite, limit, completion_reward, has_global_flag, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_renewed_offensive
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = ETH_the_second_italo-ethiopian_war
	}
	mutually_exclusive = {
		focus = ETH_falling_back
	}
	x = -2
	y = 1
	relative_position_id = ETH_the_second_italo-ethiopian_war
	cost = 5
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = ETH_army_1_dynamic_modifier
				}
			}
			custom_effect_tooltip = ETH_renewed_offensive_tt_1
		}
		custom_effect_tooltip = ETH_renewed_offensive_tt
		add_to_variable = {
			ETH_army_modifier_army_sub_unit_infantry_attack_factor = 0.1
		} {
			ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor = 0.1
		} {
			ETH_army_army_defence_factor = -0.05
		}
	}
}
### Entity: Event
Component: usa.6
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, add_ideas, has_country_flag, add_political_power
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.6
	title = usa.6.t
	desc = usa.6.d
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1936.1.1 < 1937.1.1
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = usa.6.a
		ai_chance = {
			factor = 75
			modifier = {
				OR = {
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
					has_country_flag = USA_AI_RANDOM_FASCIST
				}
				has_dlc = Man the Guns
				factor = 0
			}
		}
		add_ideas = new_deal
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = usa.6.b
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				has_game_rule = {
					rule = USA_ai_behavior
					option = DEFAULT
				}
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		custom_effect_tooltip = usa_congress_elections_tt_good
		add_political_power = 120
		if = {
			limit = {
				has_idea = standard_oil_california
			}
			add_political_power = 150
		} {
			limit = {
				NOT = {
					has_idea = standard_oil_california
				}
			}
			add_ideas = standard_oil_california
		}
		create_country_leader = {
			name = Alf Landon
			desc = POLITICS_ALF_LANDON_DESC
			picture = GFX_portrait_Alf_Landon
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				staunch_constitutionalist
			}
		}
		country_event = usa.31
	}
}
### Entity: Idea
Component: EAI_DD_2/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: Faction
Component: faction_template_MAN_popular_front
Constructs: change_leader_rule_industry, change_leader_rule_manpower
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_MAN_popular_front = {
	name = MAN_popular_front
	manifest = faction_manifest_china_territorial_integrity
	icon = GFX_faction_logo_4th_international
	goals = {
		faction_goal_industrial_expansion faction_goal_defeat_of_fascism
	}
	default_rules = {
		joining_rule_china_only joining_rule_communist_only change_leader_rule_industry change_leader_rule_manpower
	}
}
### Entity: Idea
Component: idea_RAJ_armed_peasantry_3
Constructs: equipment_bonus, build_cost_ic, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_armed_peasantry_3 = {
	allowed = {
		original_tag = RAJ
	}
	picture = saf_soviet_advisers
	allowed_civil_war = {
		always = yes
	}
	name = idea_RAJ_armed_peasantry
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.2
		mobilization_speed = 0.2
		army_org_factor = -0.05
		army_strength_factor = -0.05
		army_leader_cost_factor = -0.25
		terrain_trait_xp_gain_factor = 0.1
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_study_new_land_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_study_new_land_doctrines
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = IRQ_motorized_army IRQ_remove_dependency_on_british_equipment
	}
	relative_position_id = IRQ_motorized_army
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = IRQ_study_new_land_doctrines
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SWE_minister_of_transport
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_minister_of_transport = {
	sprite = 10
	random = no
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_supply_node_factor = 0.1
}
### Entity: Idea
Component: NOR_horten_naval_yard
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_horten_naval_yard = {
	picture = generic_naval_manufacturer_1
	available = {
		NOT = {
			has_completed_focus = NOR_capital_ships
		}
	}
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {
		repair_speed_factor = 0.05
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_country_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_country_flag

* Supported Scopes: COUNTRY
* Supported Targets: any

```
has country flag been set.Check flag val date set and days since set.
Example: has_country_flag = test_flag
has_country_flag = { 
	flag = <name> (mandatory)
	value < <int> (optional)
	date > <date> (optional)
	days > <int> (optional)
}
```
### Entity: Joint Focus
Component: HABSBURG_joint_training_initiative
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_joint_training_initiative
	dynamic = yes
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = HABSBURG_the_strength_of_the_common_man
	}
	relative_position_id = HABSBURG_the_strength_of_the_common_man
	x = 0
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_experience_gain_army_factor = 0.1
				tooltip = experience_gain_army_factor_tt
			} {
				global.HABSBURG_army_max_command_power = 25
				tooltip = max_command_power_tt
			} {
				global.HABSBURG_army_planning_speed = 0.15
				tooltip = planning_speed_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
			add_to_variable = {
				global.HABSBURG_army_experience_gain_army_factor = 0.1
				tooltip = experience_gain_army_factor_tt
			} {
				global.HABSBURG_army_max_command_power = 25
				tooltip = max_command_power_tt
			} {
				global.HABSBURG_army_planning_speed = 0.15
				tooltip = planning_speed_factor_tt
			}
		}
	}
}