Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: PHI_DD_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = RPS 
	fallback_name = Destroyer %d
	unique = {
		Rajah Soliman Rajah Lakandula Datu Kalantiaw Datu Sikatuna Andres Bonifacio Gregorio del Pilar Diego Silang Francisco Dagohoy Datu Marikudo Negros Occidental Leyte Abra Agusan
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_define_sides
Constructs: limit, has_country_flag, clear_temp_array, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_define_sides = {
	if = {
		limit = {
			has_country_flag = EAI_invasion_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_define_sides
	}
	clear_temp_array = _our_side_ _their_side_
	set_temp_variable = {
		_id = THIS.id
	} {
		_at_war = 1
	}
	EAI_get_side = yes
	for_each_loop = {
		array = side_
		add_to_temp_array = {
			_our_side_ = v
		}
	} {
		array = _states_
		add_to_temp_array = {
			_states = v
		}
	} {
		array = controllers_
		add_to_temp_array = {
			_their_side_ = v
		}
	}
	EAI_get_state_controllers = yes
}
### Entity: Modding Documentation
Construct: loc_check_national_spirits
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## loc_check_national_spirits

Check national spirits for missing localization
### Entity: Idea
Component: CHL_spread_revolution_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_spread_revolution_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		subversive_activites_upkeep = -0.25
	}
	picture = FRA_scw_intervention_republicans_focus
}
### Entity: Event
Component: wtt_soviet_hold_city.4
Constructs: is_triggered_only, save_event_target_as
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.4
	title = wtt_soviet_hold_city_t_fail
	desc = wtt_soviet_hold_city_d_fail
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			195 = {
				CONTROLLER = {
					save_event_target_as = controller
				}
			}
		}
	}
	option = {
		name = wtt_soviet_hold_city_o_fail
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_prepare_leftist_takeover
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_prepare_leftist_takeover
	icon = GFX_goal_generic_socialism_fist
	x = -3
	y = 1
	relative_position_id = MON_invite_frinovsky
	cost = 8
	prerequisite = {
		focus = MON_invite_frinovsky
	}
	mutually_exclusive = {
		focus = MON_appoint_soviet_protege MON_reject_choibalsan_advances
	}
	available = {
		has_country_flag = MON_kill_genden_for_future_leftist_takeover
		NOT = {
			has_idea = MON_khorloogiin_choibalsan
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		hidden_effect = {
			country_lock_all_division_template = yes
		}
		add_ideas = MON_political_opposition_organizing
		activate_mission = MON_choibalsan_plot
		custom_effect_tooltip = MON_civil_wars_missions_helping_choibalsan_tt
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_independent_army_structure
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_independent_army_structure
	icon = GFX_goal_generic_military_funding
	x = -2
	y = 1
	relative_position_id = MON_dealing_with_soviet_sympathisers
	cost = 10
	prerequisite = {
		focus = MON_denounce_politizised_army MON_dealing_with_soviet_sympathisers
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 150
		add_ideas = MON_army_reform_in_progress
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 140
			}
		}
		remove_ideas = MON_intelligence_compromised_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: SEA_warlords.72
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_manpower
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.72
	title = SEA_warlords.72.t
	desc = SEA_warlords.72.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.72.a
		FROM = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = FROM
			}
			add_manpower = -1000
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = FROM
		}
		add_manpower = 1000
	}
}
### Entity: Modifier Reference
Construct: special_forces_min
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_min

* Number with 0 decimal places
* **Categories**: army
### Entity: Trigger Reference
Construct: is_general_captured
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_general_captured

* Supported Scopes: CHARACTER
* Supported Targets: none

Checks if the scoped unit leader (general) is captured (by any country)
### Entity: Effect Reference
Construct: instant_prepare
Constructs: instant_prepare, add_core
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
instant_prepare
|
Instantly prepares naval invasions
|
Only works in debug mode.
|

instanttraining (it)
|
Instantly trains divisions and ships
|
Affects AI
|

nuke [number]
|
Adds nukes
|
Add 100 or 1000
|

ai_accept (yesman)
|
AI will accept all diplomatic offers
|

|

add_core <state_id>
|
Adds cores
|

|

Agency.Instant
|
Makes everything regarding agencies instant.
|
Equivalent to a combination of Operation.Instant, IntelNetwork.Instant, Agency.InstantSlotUnlock, and Agency.Autocomplete
|

Agency.InstantSlotUnlock
|
Removes wait time between agent recruits
|

|

Agency.Autocomplete
|
Instantly completes agency upgrades
|

|
### Entity: National Focus
Tree: par_focus
Component: PAR_invite_japanese_settlers
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_invite_japanese_settlers
	available = {

	}
	prerequisite = {
		focus = PAR_a_great_charter
	}
	icon = GFX_focus_chi_collaboration_with_the_japanese
	relative_position_id = PAR_a_great_charter
	x = -1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			prioritize = {
				688
			}
			add_extra_state_shared_building_slots = 4
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_draft_portugals_own_labor_charter
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_draft_portugals_own_labor_charter
	prerequisite = {
		focus = POR_reorientate_the_economy
	}
	icon = GFX_goal_QUE_clerical_fascism
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_reorientate_the_economy
	ai_will_do = {
		base = 35
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		unlock_decision_tooltip = POR_invest_in_public_education
		custom_effect_tooltip = CHL_skip_one_line_tt
		swap_ideas = {
			remove_idea = POR_reorientate_the_economy_idea
			add_idea = POR_towards_a_national_syndicalist_state
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: cityfall.88
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.88
	title = cityfall.88.t
	desc = cityfall.88.desc
	picture = GFX_news_event_guatemalan_army
	major = yes
	is_triggered_only = yes
	immediate = {
		306 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.88.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.88.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Special Project
Component: sp_land_self_propelled_super_heavy_howitzer
Constructs: fire_only_once, has_dlc, breakthrough_cost, resource_cost, enable_subunits, enable_equipments, equipment_bonus, build_cost_ic
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_self_propelled_super_heavy_howitzer = {
	specialization = specialization_land
	project_tags = sp_tag_artillery
	allowed = {
		has_dlc = Gotterdammerung
	}
	special_project_parent = {
		sp_land_military_engineering_vehicles sp_land_super_heavy_howitzer
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.medium
	breakthrough_cost = {
		specialization_land = 2
	}
	resource_cost = {
		resources = {
			steel = 8
			tungsten = 6
			chromium = 2
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_artillery_purpose_built_gun_motor_carriages_tech
			}
		}
		enable_subunits = {
			self_propelled_super_heavy_artillery
		}
		enable_equipments = {
			self_propelled_super_heavy_artillery_equipment_1
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_artillery_bonus_2 sp_land_generic_reward_artillery_bonus_3 sp_land_generic_reward_resource_scarcity sp_land_generic_reward_critical_failure
	}
	unique_prototype_rewards = {
		sp_land_reward_self_propelled_super_heavy_howitzer_focus_preference = {
			fire_only_once = yes
			threshold = {
				min = 30
				max = 100
			}
			weight = {
				base = 50
			}
			option = {
				token = sp_land_reward_option_self_propelled_super_heavy_howitzer_focus_preference_balance
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = generic_no_effects_to_equipment_tt
							EQUIPMENT = self_propelled_super_heavy_artillery_equipment_1
						}
					}
				}
			} {
				token = sp_land_reward_option_self_propelled_super_heavy_howitzer_focus_preference_firepower
				iteration_output = {
					equipment_bonus = {
						self_propelled_super_heavy_artillery_equipment_1 = {
							build_cost_i
# ... (truncated)
### Entity: Idea
Component: BUL_soviet_industrial_concern
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_soviet_industrial_concern = {
	name = stalingrad_tractor_factory
	picture = stalingrad_tractor_factory
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_industrial_concern_flag
				}
			}
			SOV = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = SOV
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		custom_trigger_tooltip = {
			tooltip = BUL_foreign_industrial_concern_requirements_sov_tt
			NOT = {
				check_variable = {
					BUL_soviet_industrial_investments = < BUL_industrial_investments_medium_cap
				}
			}
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_industrial_concern_flag
				}
			}
			set_country_flag = BUL_contract_with_soviet_industrial_concern_flag
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_greater_east_asian_federation
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_greater_east_asian_federation
	icon = GFX_focus_JAP_the_greater_east_asian_federation
	x = 1
	y = 1
	relative_position_id = JAP_an_integrated_union
	prerequisite = {
		focus = JAP_an_integrated_union JAP_guardian_of_the_pacific
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_greater_east_asian_federation_2_tt generic_skip_one_line_tt JAP_greater_east_asian_federation_tt generic_skip_one_line_tt JAP_allied_civilian_administration_integration_tt
		hidden_effect = {
			set_cosmetic_tag = JAP_pacific_union
		}
	}
}
### Entity: Country History
Country: SER
Component: SER_technology
Constructs: set_technology
Source: game
File: history/countries/SER - Serbia.txt

Code:
# Starting Technologies for SER
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	fuel_silos = 1
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_smoking_cobras
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_in_faction_with, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_smoking_cobras
	icon = GFX_focus_BRA_cobras_fumantes
	prerequisite = {
		focus = BRA_washington_accords
	}
	x = -4
	y = 1
	relative_position_id = BRA_washington_accords
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = USA
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					USA
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					USA
				}
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 4000
			producer = USA
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Character
Component: PER_davud_monshizadeh
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_davud_monshizadeh = {
	name = PER_davud_monshizadeh
	portraits = {
		civilian = {
			large = GFX_portrait_PER_davud_monshizadeh
			small = GFX_portrait_PER_davud_monshizadeh_civilian_small
		}
		army = {
			small = GFX_portrait_PER_davud_monshizadeh_military_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_davud_monshizadeh
		allowed = {
			original_tag = PER
		}
		visible = {
			NOT = {
				has_completed_focus = PER_the_pahlavi_imperium PER_united_progressive_parties PER_rally_behind_mosaddegh
			}
		}
		available = {
			has_completed_focus = PER_form_sumka
		}
		traits = {
			fascist_demagogue
		}
	}
}
### Entity: Event
Component: germany.5
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, has_war_with, add_opinion_modifier, has_opinion, is_literally_china
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.5
	title = germany.5.t
	desc = germany.5.d
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = germany.5.a
		ai_chance = {
			base = 75
			modifier = {
				factor = 4
				has_opinion = {
					target = SOV
					value = < -10
				}
			} {
				factor = 0.5
				has_opinion = {
					target = GER
					value = < -10
				}
			} {
				factor = 0
				has_war = yes
				NOT = {
					AND = {
						tag = ITA
						has_war_with = ETH
					}
				}
			} {
				factor = 0
				tag = JAP
				OR = {
					has_completed_focus = JAP_the_unthinkable_option JAP_return_of_the_manchukuo_exiles
				}
			} {
				factor = 0
				is_literally_china = yes
				JAP = {
					has_completed_focus = JAP_sea_purge_the_kodoha_faction
				}
			} {
				factor = 0
				tag = JAP
				has_completed_focus = JAP_sea_purge_the_kodoha_faction
				date = > 1938.1.1
			}
		}
		set_country_flag = anti_comintern_member
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = anti_comintern_pact_opinion
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = anti_comintern_pact_opinion
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = pact_against_us
			}
		}
	} {
		name = germany.5.b
		trigger = {
			NOT = {
				is_subject_of = GER
			}
		}
		ai_chance = {
			base = 25
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = refused_anti_comintern_pact_opinion
			}
		}
	}
}
### Entity: Character
Component: SLO_anton_pulanick
Source: game
File: common/characters/SLO.txt

Code:
SLO_anton_pulanick = {
	advisor = {
		slot = air_chief
		idea_token = SLO_anton_pulanick
		allowed = {
			original_tag = SLO
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Anton Pulanick
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_democratic_king
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_political_power, has_resistance, add_compliance, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_democratic_king
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = ITA_revoke_the_acerbo_law
	}
	mutually_exclusive = {
		focus = ITA_christian_democracy
	}
	x = 1
	y = 1
	relative_position_id = ITA_revoke_the_acerbo_law
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_ARMY_XP FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 10
		}
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = no
		}
		if = {
			limit = {
				has_character = ITA_vittorio_emanuele_iii
			}
			add_country_leader_role = {
				character = ITA_vittorio_emanuele_iii
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					traits = {
						the_soldier_king
					}
					expire = 1965.1.1.1
					id = -1
				}
			}
		}
		else = {
			ITA_promote_umberto_to_country_leader = yes
		}
		hidden_effect = {
			set_cosmetic_tag = ITA_neutrality
		}
	}
}
### Entity: Character
Component: SAR_abang_openg
Source: game
File: common/characters/SAR.txt

Code:
SAR_abang_openg = {
	name = SAR_abang_openg
	portraits = {
		civilian = {
			large = gfx/leaders/Arabia/portrait_arabia_generic_land_6.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Decision
Component: POL_organize_the_peasants_strike
Constructs: has_completed_focus, has_dlc, has_idea
Source: game
File: common/decisions/categories/POL_decision_categories.txt

Code:
POL_organize_the_peasants_strike = {
	on_map_area = {
		state = 92
		name = POL_expand_the_strike_name
		zoom = 250
	}
	icon = GFX_decision_category_generic_democracy
	allowed = {
		original_tag = POL
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = POL_organize_the_peasants_strike
		OR = {
			has_idea = POL_looming_peasants_strike POL_great_peasants_strike
		}
	}
	priority = 99
}
### Entity: Character
Component: NZL_j_e_duigan
Source: game
File: common/characters/NZL.txt

Code:
NZL_j_e_duigan = {
	name = NZL_j_e_duigan
	portraits = {
		army = {
			small = GFX_idea_NZL_j_e_duigan
		}
	}
	advisor = {
		slot = army_chief
		idea_token = NZL_j_e_duigan
		allowed = {
			original_tag = NZL
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_irgun_in_power
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_irgun_in_power
	icon = GFX_focus_generic_military_dictatorship
	relative_position_id = ISR_convene_knesset
	x = 36
	y = 0
	offset = {
		trigger = {
			has_completed_focus = ISR_irgun_in_power
		}
		x = -55
	}
	prerequisite = {
		focus = ISR_win
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			has_government = neutrality
		}
		else = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	mutually_exclusive = {
		focus = ISR_convene_knesset
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ISR_convene_knesset
			}
		}
	}
	cost = 10
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.1
		set_politics = {
			ruling_party = neutrality
			long_name = Irgun Tsvai Leumi
			name = Irgun
			elections_allowed = no
		}
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_expand_our_logistic_capabilities
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_expand_our_logistic_capabilities
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = TIB_improve_military_tactics
	}
	relative_position_id = TIB_improve_military_tactics
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = CZE_support_bonus
			bonus = 0.5
			uses = 2
			category = support_tech
		} {
			name = CZE_support_bonus
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: h_balanced_budget
Constructs: removal_cost
Source: game
File: common/ideas/t_modern_health.txt

Code:
h_balanced_budget = {
	level = 3
	default = yes
	cost = 0
	removal_cost = -1
	picture = h_budget
	modifier = {

	}
}