Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_expansion_of_naval_facilities
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, random_state
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_expansion_of_naval_facilities
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = LIT_baltic_navy
	}
	x = -3
	y = 1
	relative_position_id = LIT_baltic_navy
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	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 = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		else_if = {
			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 = 2
				add_building_construction = {
					type = dockyard
					level = 2
					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 = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_57
Source: game
File: history/units/GER_1936_air_legacy.txt

Code:
air_wings = {
	57 = {
		fighter_equipment_0 = {
			owner = GER
			amount = 60
		} {
			owner = GER
			amount = 60
		}
		name = Jagdgeschwader 134 Kampfgeschwader 152 Kampfgeschwader 155
		tac_bomber_equipment_1 = {
			owner = GER
			amount = 80
		}
		tac_bomber_equipment_0 = {
			owner = GER
			amount = 80
		}
	}
}
### Entity: Achievement
Component: right_side_up
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
right_side_up = {
	id = 278
	possible = {
		tag = AST
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		914 = {
			is_owned_and_controlled_by = AST
		}
	}
}
### Entity: Technology
Component: MUN_horska_artillery
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	artillery_brigade = {
		mountain = {
			attack = 0.1
			movement = 0.1
		}
		hills = {
			attack = 0.1
			movement = 0.1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_26_Width_Armor_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_26_Width_Armor_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ENG
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Idea
Component: SPR_demand_ministerial_positions
Constructs: has_government, communism_drift
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_demand_ministerial_positions = {
	picture = generic_communism_drift_bonus
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Achievement
Component: declare_military_emergency
Constructs: has_country_flag, declare_military_emergency, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, declare_military_emergency_tt
Source: game
File: common/achievements.txt

Code:
declare_military_emergency = {
	id = 261
	possible = {
		tag = PHI
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = declare_military_emergency_tt
			PHI = {
				has_country_flag = PHI_military_emergency_flag
			}
		}
	}
}
### Entity: Event
Component: peru.59
Constructs: is_triggered_only, add_ideas, remove_ideas, add_stability, add_political_power, set_variable, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.59
	title = peru.59.t
	desc = peru.59.d
	picture = GFX_report_event_PRU_rally
	is_triggered_only = yes
	option = {
		name = peru.59.a.1
		custom_effect_tooltip = PRU_oli_loyalty_hostile_status_text PRU_que_loyalty_our_status_text
		set_variable = {
			PRU_que_loyalty = -1
		} {
			PRU_oli_loyalty = -2
		}
		PRU_partidos_update_update_effect = yes
		PRU = {
			set_country_flag = PRU_oli_exclu PRU_que_be_friend
		}
		remove_ideas = PRU_peru_falangism PRU_incaism_idea_1
		add_ideas = PRU_incaism_idea_2
		add_political_power = -70
	} {
		name = peru.59.a.2
		custom_effect_tooltip = PRU_que_loyalty_hostile_status_text PRU_oli_loyalty_our_status_text
		set_variable = {
			PRU_oli_loyalty = -1
		} {
			PRU_que_loyalty = -2
		}
		PRU_partidos_update_update_effect = yes
		PRU = {
			set_country_flag = PRU_que_exclu PRU_oli_be_friend
		}
		remove_ideas = PRU_peru_falangism PRU_incaism_idea_1
		add_ideas = PRU_peru_falangism_1
		add_political_power = -70
	} {
		name = peru.59.a.3
		add_stability = 0.1
		remove_ideas = PRU_peru_falangism PRU_incaism_idea_1
		add_ideas = PRU_a_new_pride
		add_political_power = 150
	}
}
### Entity: Character
Component: BEL_nicolas_florine
Source: game
File: common/characters/BEL.txt

Code:
BEL_nicolas_florine = {
	name = BEL_nicolas_florine
	portraits = {
		army = {
			large = GFX_portrait_BEL_nicolas_florine
		}
	}
	scientist = {
		traits = {
			scientist_trait_helicopter_expert
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Idea
Component: aa_curtain_navy_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
aa_curtain_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = new_fleet_in_being battleship_antiair_screen
		}
	}
	modifier = {
		navy_anti_air_attack_factor = 0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			OR = {
				has_doctrine = anti_aircraft_cruisers battleship_antiair_screen
			}
		}
	}
}
### Entity: Modding Documentation
Construct: civilian_intel
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### civilian_intel
* description: civilian intel against a target country. example GER.civilian_intel@ENG
### Entity: National Focus
Tree: tur_focus
Component: TUR_create_the_balkan_central_bank
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_create_the_balkan_central_bank
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = TUR_balkan_defense_council
	} {
		focus = TUR_three_year_industrial_plan
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = TUR_reaffirm_the_balkan_pact
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				GRE = {
					has_completed_focus = GRE_bedrock_of_balkan_financial_stability
					is_in_faction_with = TUR
				}
			}
			add_ideas = TUR_central_balkan_bank_wealthy_greece
			for_each_scope_loop = {
				array = faction_members
				if = {
					limit = {
						NOT = {
							tag = ROOT
						}
						OR = {
							original_tag = GRE YUG ROM
						}
					}
					add_ideas = TUR_central_balkan_bank_wealthy_greece
				}
			}
		}
		else = {
			add_ideas = TUR_central_balkan_bank
			for_each_scope_loop = {
				array = faction_members
				if = {
					limit = {
						NOT = {
							tag = ROOT
						}
						OR = {
							original_tag = GRE YUG ROM
						}
					}
					add_ideas = TUR_central_balkan_bank
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_revive_the_stakhanovite_movement
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_revive_the_stakhanovite_movement
	icon = GFX_SOV_revive_the_stakhanovite_movement_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_positive_heroism
	}
	x = 0
	y = 1
	relative_position_id = SOV_positive_heroism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SOV_stakhanovite_movement
	}
}
### Entity: Character
Component: CZE_vladimir_mandl
Constructs: has_completed_focus, research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_vladimir_mandl = {
	name = CZE_vladimir_mandl
	portraits = {
		army = {
			small = GFX_portrait_CZE_vladimir_mandl_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_vladimir_mandl
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_fund_vladimir_mandl_research
		}
		visible = {
			has_completed_focus = CZE_fund_vladimir_mandl_research
		}
		traits = {
			space_lawyer
		}
		research_bonus = {
			rocketry = 0.25
		}
		cost = 75
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LIT_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LIT
		}
		requested_factories = 1
		progress = 0.22
		efficiency = 100
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_dabrowszczacy
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_dabrowszczacy
	icon = GFX_focus_focus_fra_intervention_spain
	prerequisite = {
		focus = POL_polish_path_to_socialism POL_surrender_the_east POL_invest_in_the_peasantry
	}
	relative_position_id = POL_polish_path_to_socialism
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = no
	available = {
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = {
			POL_dabrowszczacy
		}
	}
}
### Entity: Character
Component: GNA_acgs
Source: game
File: common/characters/GNA.txt

Code:
GNA_acgs = {
	advisor = {
		slot = air_chief
		idea_token = GNA_acgs
		allowed = {
			original_tag = GNA
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_logistics_company.png.html

Doc:
File

File history

File usage

Metadata
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NATO_logistics_company.png &#8206;(53 × 31 pixels, file size: 3 KB, MIME type: image/png)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_chindits_dlc
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, is_ai, has_character, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_chindits_dlc
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = RAJ_re_establish_the_khyber_rifles
	}
	x = 0
	y = 1
	relative_position_id = RAJ_re_establish_the_khyber_rifles
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			OR = {
				any_other_country = {
					has_character = RAJ_orde_wingate
					is_ai = yes
				} {
					NOT = {
						has_character = RAJ_orde_wingate
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		create_orde_wingate = yes
		if = {
			limit = {
				RAJ_orde_wingate = {
					has_character_flag = is_in_ethiopia
				}
				OR = {
					ETH = {
						is_ai = yes
					}
					AND = {
						ETH = {
							is_ai = no
						}
						RAJ = {
							is_ai = no
						}
					}
				}
			}
			RAJ_orde_wingate = {
				hidden_effect = {
					if = {
						limit = {
							has_character_flag = is_in_ethiopia
							NOT = {
								ROOT = {
									has_war_with = ENG
								}
							}
						}
						clr_character_flag = is_in_ethiopia
					}
					set_character_flag = is_in_raj
				}
				set_nationality = RAJ
			}
		}
		add_ideas = idea_RAJ_chindits
	}
}
### Entity: Character
Component: SWI_diplomat
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_diplomat = {
	random = no
	sprite = 13
	opinion_gain_monthly_factor = 0.3
	trade_opinion_factor = 0.5
	drift_defence_factor = 0.2
	intel_network_gain_factor = 0.15
}
### Entity: Event
Component: SEA_PHI_political_events.60
Constructs: is_triggered_only, random_days
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.60
	title = SEA_PHI_political_events.60.t
	desc = SEA_PHI_political_events.60.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.60.a
		hidden_effect = {
			country_event = {
				id = SEA_PHI_political_events.61
				days = 15
				random_days = 15
			}
		}
	}
}
### Entity: Operation
Component: free_general_assault_holding_area
Source: game
File: common/operation_phases/taog_free_general.txt

Code:
free_general_assault_holding_area = {
	name = free_general_assault_holding_area
	desc = free_general_assault_holding_area_desc
	outcome = free_general_assault_holding_area_outcome
	picture = GFX_phase_free_operative_liberate_camp
	icon = GFX_phase_free_operative_liberate_camp_small
	equipment = {
		infantry_equipment = 200
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AGrekulf.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Help talk
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Category talk
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### Entity: National Focus
Tree: pol_focus
Component: POL_eliminate_socialist_parties
Constructs: has_completed_focus, prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_eliminate_socialist_parties
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = POL_the_castle
	}
	x = 1
	y = 1
	relative_position_id = POL_the_castle
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = POL_dissolve_the_bbwr POL_ozon
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.2
		} {
			ideology = democratic
			popularity = -0.05
		}
		POL_sanation_left_opposition_down = yes
		POL_sanation_right_opposition_down = yes
	}
}
### Entity: Idea
Component: SWE_decisive_battle_tactics
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_decisive_battle_tactics = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships
	modifier = {
		critical_receive_chance = -0.05
		ships_at_battle_start = 0.25
		naval_light_gun_hit_chance_factor = 0.1
		naval_heavy_gun_hit_chance_factor = 0.05
		naval_retreat_speed = -0.2
		naval_retreat_chance_after_initial_combat = -0.1
	}
}
### Entity: Character
Component: FIN_carl_mannerheim
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_carl_mannerheim = {
	name = FIN_carl_mannerheim
	portraits = {
		army = {
			large = GFX_portrait_FIN_carl_mannerheim
			small = GFX_idea_carl_mannerheim
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
		traits = {
			sotamarsalkka personal_agenda_mannerheim
		}
	}
	field_marshal = {
		traits = {
			inflexible_strategist trait_cautious war_hero trickster winter_specialist defensive_doctrine
		}
		skill = 5
		attack_skill = 3
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 3
		legacy_id = 58
	}
	advisor = {
		slot = army_chief
		idea_token = FIN_carl_mannerheim
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_defensive_3
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/AAT_Denmark_scripted_loc.txt

Code:
defined_text = {
	name = GetElectionCampaignDesc
	text = {
		trigger = {
			ROOT = {
				has_country_flag = DEN_snap_election_flag
			}
		}
		localization_key = denmark_political_events.3.desc_snap_election
	} {
		localization_key = denmark_political_events.3.desc_annual_election
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_allow_autonomous_regions
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_literally_china_tooltip, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_allow_autonomous_regions
	icon = GFX_focus_PRC_autonomous_regions
	prerequisite = {
		focus = PRC_prepare_for_the_inevitable PRC_the_march_to_victory
	}
	x = 2
	y = 0
	relative_position_id = PRC_towards_one_china
	mutually_exclusive = {
		focus = PRC_towards_one_china PRC_peaceful_reunification
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_allied_country = {
			is_literally_china_tooltip = yes
			hidden_trigger = {
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china_tooltip = yes
				NOT = {
					is_ally_with = ROOT
				} {
					has_war_with = ROOT
				} {
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		} {
			limit = {
				is_literally_china_tooltip = yes
				is_in_faction_with = ROOT
				NOT = {
					is_subject_of = ROOT
				}
			}
			country_event = {
				id = SEA_PRC_faction_events.80
				days = 2
			}
			effect_tooltip = {
				custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
				ROOT = {
					puppet = PREV
				} {
					create_wargoal = {
						type = annex_everything
						target = PREV
						expire = 0
					}
				}
			}
		}
		custom_effect_tooltip = PRC_allow_autonomous_regions_tt
	}
}
### Entity: Event
Component: BBA_italy_sends_military_support.1
Constructs: is_triggered_only, add_equipment_to_stockpile, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_sends_military_support.1
	title = BBA_italy_sends_military_support.1.t
	desc = BBA_italy_sends_military_support.1.desc
	picture = GFX_report_event_generic_truck
	is_triggered_only = yes
	option = {
		name = BBA_italy_sends_military_support.1.a
		ROOT = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
				producer = FROM
			} {
				type = support_equipment
				amount = 250
				producer = FROM
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_sent_us_weapons
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_overlordship_over_indochina
Constructs: shared_focus, prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_overlordship_over_indochina
	icon = GFX_focus_JAP_occupy_indochina
	prerequisite = {
		focus = CHI_sea_imperial_legacy
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			controls_state = 325 594 1033
		}
	}
	bypass = {
		controls_state = 671 670 286 741 1066 1067 1068 1069
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					owns_state = 671 670 286 741 1017 1066 1067 1068 1069
					controls_state = 671 670 286 741 1017 1066 1067 1068 1069
				}
			}
			custom_effect_tooltip = CHI_overlordship_over_indochina_tt
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						expire = 0
						generator = {
							671 670 286 741 1017 1066 1067 1068 1069
						}
					}
				}
			}
		}
		unlock_decision_tooltip = CHI_overlordship_over_indochina_tsr
		hidden_effect = {
			news_event = {
				id = wtt_news.47
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_children_of_woot
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_children_of_woot
	icon = GFX_focus_generic_population_growth
	prerequisite = {
		focus = COG_the_nyim_of_kuba_focus
	}
	x = 0
	y = 2
	relative_position_id = COG_the_nyim_of_kuba_focus
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_children_of_woot_idea
	}
}