Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: get_best_alliance_match_democratic_effect
Constructs: limit, has_government, has_war_with, is_major, is_faction_leader, set_temp_variable, add_to_temp_variable, is_on_continent
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
get_best_alliance_match_democratic_effect = {
	if = {
		limit = {
			any_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = {
					has_war_with = ROOT
				}
				set_temp_variable = {
					ROOT.best_leader = this
				} {
					ROOT.best_leader_score = 0
				}
			}
		}
	} {
		limit = {
			all_other_country = {
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
				not = {
					has_war_with = ROOT
				}
				set_temp_variable = {
					this.leader_score = num_of_factories
				}
				add_to_temp_variable = {
					this.leader_score = num_battalions
				}
				all_of_scopes = {
					array = allies
					add_to_temp_variable = {
						PREV.leader_score = num_of_factories
					} {
						PREV.leader_score = num_battalions
					}
				}
				if = {
					limit = {
						capital_scope = {
							is_on_continent = ROOT
						}
					}
					multiply_temp_variable = {
						leader_score = 2
					}
				} {
					limit = {
						any_neighbor_country = {
							tag = ROOT
						}
					}
					multiply_temp_variable = {
						leader_score = 1.25
					}
				} {
					limit = {
						check_variable = {
							ROOT.best_leader_score = < leader_score
						}
						set_temp_variable = {
							ROOT.best_leader = this
						} {
							ROOT.best_leader_score = leader_score
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: finance_graduate
Source: game
File: common/country_leader/00_traits.txt

Code:
finance_graduate = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: CHI_confucian_opposition3
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_confucian_opposition3 = {
	picture = chi_war_of_resistance2
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		industrial_capacity_factory = -0.2
		conscription_factor = -0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_study_mechanized_warfare
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_study_mechanized_warfare
	prerequisite = {
		focus = POR_study_the_spanish_conflict
	}
	icon = GFX_focus_BRA_acquire_german_tanks
	x = 2
	y = 1
	relative_position_id = POR_study_the_spanish_conflict
	cost = 5
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = armor
			}
			add_daily_mastery = {
				name = POR_study_mechanized_warfare
				amount = 0.2
				days = 180
				track = armor
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_study_mechanized_warfare
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = POR_study_mechanized_warfare
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_51
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_51 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 51
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 51
	}
}
### Entity: Technology
Component: advanced_battleship
Constructs: limit, enable_equipments, research_cost, has_dlc
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battleship_4
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 19
		}
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_modern_battleship
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bb_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: BBA_switzerland.20
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.20
	title = BBA_switzerland.20.t
	desc = BBA_switzerland.20.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.20.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		effect_tooltip = {
			give_guarantee = FROM
			FROM = {
				give_guarantee = ROOT
			}
		}
	}
}
### Entity: Idea
Component: MAN_mamc_medium_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_mamc_medium_2 = {
	name = MAN_mamc_medium
	picture = generic_air_manufacturer_3
	available = {
		has_completed_focus = MAN_mamc_2
	}
	allowed = {
		original_tag = MAN
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: NSB_soviet_propaganda_capmaign_events.2
Constructs: is_triggered_only, fire_only_once, set_country_flag, add_timed_idea, set_rule, clr_country_flag, set_variable
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_propaganda_capmaign_events.2
	title = NSB_soviet_propaganda_capmaign_events.2.t
	desc = NSB_soviet_propaganda_capmaign_events.2.desc
	picture = GFX_report_event_SOV_young_builders_of_communism
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = SOV_punished_for_breaking_flag
			add_timed_idea = {
				idea = SOV_broken_peace_dreams_attacker
				days = 180
			}
			set_rule = {
				can_send_volunteers = yes
			}
			clr_country_flag = SOV_propaganda_peace_active_flag
			set_variable = {
				SOV_propaganda_campaign_to_remove = 25
			}
			SOV_reset_propaganda_campaign_slot_effect = yes
		}
	}
	option = {
		name = NSB_soviet_propaganda_capmaign_events.2.a
		effect_tooltip = {
			add_timed_idea = {
				idea = SOV_broken_peace_dreams_attacker
				days = 180
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_invasion_strategies
Constructs: has_completed_focus, has_war_with, has_country_flag, has_global_flag, has_capitulated
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_invasion_strategies = {
	NOT = {
		EAI_PREV_on_same_side_with_THIS = yes
		has_country_flag = EAI_stop_invasions_@ROOT
	}
	OR = {
		AND = {
			ROOT = {
				tag = GER
				OR = {
					has_global_flag = {
						flag = EAI_GER_blitz_denmark_365d
						days = < 90
					}
					AND = {
						focus_progress = {
							focus = GER_operation_weserubung
							progress = > 0
						}
						NOT = {
							has_completed_focus = GER_operation_weserubung
						}
					}
				}
				NOR = {
					EAI_PREV_deploy_against_THIS = yes
				}
			}
			THIS = {
				original_tag = NOR
				has_capitulated = no
			}
		} {
			ROOT = {
				original_tag = ITA
				has_war_with = GRE
			}
			THIS = {
				original_tag = GRE
			}
		}
	}
}
### Entity: Character
Component: GER_adaptive_engineer
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_adaptive_engineer = {
	sprite = 10
	random = no
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	equipment_conversion_speed = 0.1
	equipment_capture_factor = 0.05
	conversion_cost_civ_to_mil_factor = -0.15
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_halls_of_knowledge_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_halls_of_knowledge_2
	icon = GFX_focus_research2
	prerequisite = {
		focus = RAJ_halls_of_knowledge
	}
	x = 0
	y = 1
	relative_position_id = RAJ_halls_of_knowledge
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 25
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Country History
Country: NZL
Component: NZL_characters
Constructs: recruit_character
Source: game
File: history/countries/NZL - New Zealand.txt

Code:
# Leaders & Characters for NZL
recruit_character = NZL_michael_joseph_savage NZL_sidney_holland NZL_john_ormond NZL_elsie_farrelly NZL_bernard_freyberg NZL_robert_row NZL_william_stevens NZL_edmund_rupert_drummond NZL_peter_phipps NZL_r_a_cochrane NZL_l_p_peterson NZL_j_c_nichols NZL_n_weir NZL_j_e_duigan NZL_edward_puttick NZL_norris_stephen_falla NZL_trevor_handley NZL_keith_j_holyoake NZL_a_j_stallworthy NZL_eric_prendergast NZL_arthur_dawes NZL_william_sinclair_burgess NZL_h_e_horan NZL_h_d_mcgregor NZL_w_h_stratton NZL_a_e_davy NZL_walter_nash NZL_w_a_veitch_milne NZL_peter_fraser NZL_bob_semple NZL_leslie_lefeaux NZL_thomas_leech NZL_william_polson NZL_alexander_galbraith NZL_john_a_lee NZL_bernard_ashwin NZL_vic_wilcox
### Entity: Event
Component: mandate_palestine.304
Constructs: is_triggered_only, limit, add_stability, add_power_balance_value, has_variable, add_to_variable
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.304
	picture = GFX_report_event_gre_city_siege
	title = mandate_palestine.304.t
	desc = mandate_palestine.304.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.304.a
		add_stability = -0.05
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.2
			tooltip_side = MPL_arab_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			add_to_variable = {
				MPL_order_level = -10
			}
			custom_effect_tooltip = MPL_order_down_10
		}
	}
}
### Entity: Modifier Reference
Construct: enemy_local_supplies
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_local_supplies

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_miracle
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_miracle
	icon = GFX_focus_BEL_belgian_miracle
	prerequisite = {
		focus = BEL_engine_of_the_economy
	} {
		focus = CONGO_congo_free_state CONGO_overseas_department_of_belgium CONGO_dominion_of_congo
	}
	relative_position_id = BEL_engine_of_the_economy
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	} {

	}
	x = 0
	y = 8
	cost = 10
	available = {

	}
	completion_reward = {
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = BEL_engine_of_the_economy_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = BEL_belgian_miracle_dynamic_modifier
			}
		}
		custom_effect_tooltip = BEL_remove_engine_of_the_economy_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_industrial_capacity_factory = 0.2
			tooltip = industrial_capacity_factory_tt
		} {
			BEL_social_partners_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
	}
}
### Entity: Idea
Component: CHL_fascist_youth_department
Constructs: war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_fascist_youth_department = {
	picture = SPA_fet_y_de_las_jons
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		conscription_factor = 0.1
		conscription = 0.02
	}
}
### Entity: Event
Component: FRA_syria_intervention.3
Constructs: is_triggered_only, division_template, limit, has_template
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_syria_intervention.3
	title = FRA_syria_intervention.3.t
	desc = FRA_syria_intervention.3.desc
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = Syria Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = Syria Intervention Force
				}
			} {
				limit = {
					has_template = Syria Defense Force
				}
				delete_unit_template_and_units = {
					division_template = Syria Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_syria_intervention.31
				}
			}
		}
	}
	option = {
		name = FRA_syria_intervention.3.a
	}
}
### Entity: Event
Component: bftb_greece.26
Constructs: limit, has_country_flag, fire_only_once, check_variable, clr_country_flag, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.26
	title = bftb_greece.26.t
	desc = bftb_greece.26.desc
	picture = GFX_report_event_gre_trial
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_deciding_on_megali_idea
		check_variable = {
			var = global.convention_nays
			value = 2
			compare = greater_than_or_equals
		}
		NOT = {
			check_variable = {
				var = global.convention_ayes
				value = 2
				compare = greater_than_or_equals
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.26.a
		hidden_effect = {
			if = {
				limit = {
					ENG = {
						OR = {
							has_country_flag = GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
						}
					}
				}
				clr_country_flag = GRE_deciding_on_megali_idea GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
			} {
				limit = {
					FRA = {
						OR = {
							has_country_flag = GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
						}
					}
				}
				clr_country_flag = GRE_deciding_on_megali_idea GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
			} {
				limit = {
					ITA = {
						OR = {
							has_country_flag = GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
						}
					}
				}
				clr_country_flag = GRE_deciding_on_megali_idea GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
			} {
				limit = {
					GRE = {
						OR = {
							has_country_flag = GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
						}
					}
				}
				clr_country_flag = GRE_attending_megali_convention GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention GRE_deciding_on_megali_idea GRE_french_kurdistan GRE_no_french_kurdistan GRE_british_armenia GRE_no_british_armenia GRE_italian_antalya GRE_italy_snubbed_again
				set_country_flag = GRE_megali_convention_a_failure
			}
		}
	}
}
### Entity: Event
Component: china.100
Constructs: ai_chance, owns_state, has_war_with, fire_only_once, has_dlc, has_global_flag, has_offensive_war, has_defensive_war
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.100
	title = china.100.t
	desc = china.100.d
	picture = GFX_report_event_chinese_officers
	fire_only_once = yes
	trigger = {
		NOT = {
			has_dlc = Waking the Tiger
		} {
			owns_state = 622
		} {
			has_global_flag = CHI_unite
		} {
			has_global_flag = CHI_no_national_front_flag
		}
		tag = CHI
		has_war_with = JAP
		JAP = {
			has_offensive_war = yes
		}
		has_defensive_war = yes
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		ai_chance = {
			factor = 100
		}
		name = china.100.a
		create_faction = chinese_united_front
		set_global_flag = CHI_unite
	}
}
### Entity: Event
Component: bftb_greece.176
Constructs: is_triggered_only, limit, has_idea, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_offsite_building
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.176
	title = bftb_greece.176.t
	desc = bftb_greece.176.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.176.a
		trigger = {
			ENG = {
				has_idea = GRE_small_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	} {
		name = bftb_greece.176.b
		trigger = {
			ENG = {
				has_idea = GRE_moderate_investment
			}
		}
		GRE = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = bftb_greece.176.c
		trigger = {
			ENG = {
				has_idea = GRE_heavy_investment
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 3
		}
	}
}
### Entity: Decision
Component: CHI_the_two_systems
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_warlord_decision_categories.txt

Code:
CHI_the_two_systems = {
	priority = 101
	icon = GFX_decision_category_generic_crisis
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND
		}
	}
	visible = {
		any_country = {
			has_completed_focus = CHI_one_china_two_systems
		}
	}
}
### Entity: AI Strategy
Component: R56_ENG_mosley_not_guarantee_eastern_europe
Constructs: has_country_leader
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
R56_ENG_mosley_not_guarantee_eastern_europe = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_country_leader = {
			character = ENG_oswald_mosley
			ruling_only = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = CZE
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = POL
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = HUN
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = YUG
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = ROM
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = BUL
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = RUT
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = EST
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = LAT
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = LIT
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = UKR
		target = guarantee
		value = -20
	} {
		type = diplo_action_desire
		id = BLR
		target = guarantee
		value = -20
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_soviet_tank_factories
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_tech_bonus, armor_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_soviet_tank_factories
	icon = GFX_goal_generic_heavy_armour_russian
	cost = 10
	prerequisite = {
		focus = CUB_study_soviet_tactics
	} {
		focus = CUB_invite_NKVD_officers
	}
	relative_position_id = CUB_state_visit_to_the_soviet_union
	x = 0
	y = 2
	available = {
		country_exists = SOV
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 0.5
			uses = 1
			category = armor
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = SOV_okmo_organization
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_okmo
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_alerta_en_la_frontera
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, is_ai
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_alerta_en_la_frontera
	prerequisite = {
		focus = PRU_mediate_between_the_parties
	}
	icon = GFX_goal_PRU_peru_ecuador_war12
	x = 4
	y = 1
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	available = {
		ROOT = {
			exists = yes
		}
		OR = {
			has_government = democratic
			has_completed_focus = PRU_ask_for_enter_to_comintern
			NOT = {
				has_country_flag = PRU_to_war PRU_war
			}
		}
		is_subject = no
		ECU = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
		hidden_trigger = {
			if = {
				limit = {
					ROOT = {
						is_ai = yes
					}
				}
				date = > 1941.1.1
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = ECU
	completion_reward = {
		country_event = {
			hours = 5
			id = peru.6
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}