Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_hungary.84
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, is_puppet, is_in_faction, create_wargoal, take_state_focus
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.84
	title = DOD_hungary.84.t
	desc = DOD_hungary.84.desc
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		name = DOD_hungary.84.a
		ai_chance = {
			factor = 10
			modifier = {
				strength_ratio = {
					tag = CZE
					ratio = < 1
				}
				factor = 2
			} {
				strength_ratio = {
					tag = CZE
					ratio = < 0.5
				}
				factor = 10
			}
		}
		add_stability = -0.05
	} {
		name = DOD_hungary.84.b
		ai_chance = {
			factor = 90
			modifier = {
				country_exists = SLO
				SLO = {
					is_puppet = no
				} {
					is_in_faction = no
				}
				factor = 10
			}
		}
		add_war_support = 0.05
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				664
			}
		}
		hidden_effect = {
			news_event = {
				id = news.305
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: meticulous_preparation_spirit
Constructs: has_military_academy, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
meticulous_preparation_spirit = {
	ledger = army
	available = {
		has_military_academy = yes
	}
	modifier = {
		custom_modifier_tooltip = meticulous_preparation_spirit_tt
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Idea
Component: r56_LUX_via_nolar_2
Constructs: has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_via_nolar_2 = {
	name = r56_LUX_via
	picture = generic_secret_police
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		resistance_damage_to_garrison = -0.5
		drift_defence_factor = 0.5
		resistance_activity = -0.15
		required_garrison_factor = -0.15
	}
}
### Entity: National Focus
Component: wuw_HUN_proclaim_greater_hungary
Constructs: prerequisite, add_ideas, has_government, owns_state, completion_reward, is_subject, has_global_flag, is_fully_controlled_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_proclaim_greater_hungary
	icon = GFX_focus_HUN_proclaim_greater_hungary
	prerequisite = {
		focus = wuw_HUN_demand_carpathian_ruthenia
	} {
		focus = wuw_HUN_demand_the_vojvodina wuw_HUN_demand_burgenland wuw_HUN_demand_the_return_of_slovakia
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_demand_carpathian_ruthenia
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		OR = {
			has_government = fascism neutrality
		} {
			owns_state = 664 73 76 84 83 82 45 975
		}
		NOT = {
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_proclaim_greater_hungary_core_states_requirement
			AND = {
				155 = {
					is_fully_controlled_by = ROOT
				}
				974 = {
					is_fully_controlled_by = ROOT
				}
				973 = {
					is_fully_controlled_by = ROOT
				}
				43 = {
					is_fully_controlled_by = ROOT
				}
				154 = {
					is_fully_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		set_cosmetic_tag = HUN_GREATER
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HUN_old_hungary_reclaimed
		hidden_effect = {
			news_event = {
				id = news.299
			}
		}
	}
}
### Entity: Idea
Component: idea_GUAY_long_term_contracts
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_long_term_contracts = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = generic_license_production
	removal_cost = -1
	modifier = {
		license_production_speed = 0.3
		license_tech_difference_speed = 0.1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_align_the_police
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_align_the_police
	icon = GFX_goal_generic_dangerous_deal
	relative_position_id = CHL_commence_the_counter_revolution
	x = 6
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_commence_the_counter_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	allow_branch = {
		has_dlc = La Resistance
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_endorse_the_constitution
				}
			}
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.05
		IF = {
			limit = {
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHL_humberto_valdivieso
	}
}
### Entity: AI Strategy
Component: HUN_light_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 500
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				
# ... (truncated)
### Entity: Event
Component: NSB_soviet_foreign_politics_events.274
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, add_resource, add_building_construction, build_railway
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.274
	title = NSB_soviet_foreign_politics_events.274.t
	desc = NSB_soviet_foreign_politics_events.274.desc
	picture = GFX_report_event_china_ledo_road
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.274.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
			custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov SOV_sinkiang_when_project_finishes_tt
			619 = {
				add_resource = {
					type = aluminium
					amount = 3
				} {
					type = chromium
					amount = 3
				}
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			} {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 2015
					instant_build = yes
				}
			}
			617 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			build_railway = {
				path = {
					4709 4770 7702 4682 7949 2015
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_43
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_43 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 43
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 43
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_AUS_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 673
	division_template = Alpenjäger Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_democratic_gem_of_eastern_europe
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_democratic_gem_of_eastern_europe
	icon = GFX_goal_generic_liberty
	prerequisite = {
		focus = LAT_baltic_cooperation
	} {
		focus = LAT_discredit_totalitarianism
	}
	relative_position_id = LAT_baltic_cooperation
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = LAT_democratic_gem_of_eastern_europe
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_greece.33
Constructs: is_triggered_only, limit, add_war_support, give_military_access, unlock_decision_tooltip, add_to_faction, remove_opinion_modifier
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.33
	title = bftb_greece.33.t
	desc = bftb_greece.33.desc
	picture = GFX_report_event_gre_winter_soldiers_celebrating
	is_triggered_only = yes
	option = {
		name = bftb_greece.33.a
		add_war_support = -0.05
		TUR = {
			give_military_access = ROOT
		}
		if = {
			limit = {
				original_tag = SOV
			}
			unlock_decision_tooltip = SOV_set_up_puppet_state_in_turkey
			add_to_faction = GRE
		}
		hidden_effect = {
			TUR = {
				remove_opinion_modifier = {
					target = GRE
					modifier = GRE_strategic_enemy
				} {
					target = SOV
					modifier = GRE_strategic_enemy
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_raj.33
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.33
	title = tfv_raj.33.t
	desc = tfv_raj.33.desc
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = tfv_raj.33.a
	}
}
### Entity: Wiki Documentation
Construct: Unqiue_rules
Source: wiki
File: wiki/Justify.html

Doc:
Unqiue rules[edit]
There are a few ideology- and faction-specific rules for wargoals.

Ideology[edit]
Democracy[edit]
Democracies are very limited in how they can begin wars, to simulate the influence of popular opinion during the time period. These limitations are lifted if a country becomes fascist or communist.

Can not start a war against another democracy.

Can not justify against a nation that has not increased the world tension.

Annexing or taking non-core territory is much more expensive.

Faction[edit]
Axis[edit]
Axis get no cost reduction.

If an Axis country already has a war ongoing, they can declare a new war without wargoal justification.

Comintern[edit]
Comintern gets much cheaper wargoals for puppeting people.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Wargoal&oldid=2099"
### Entity: Country History
Country: CHR
Component: CHR_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/CHR - Charrua.txt

Code:
# Misc for CHR
capital = 300
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = CHR_charrua_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: Unit Template
Component: PRU_CL_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = BAP 
	fallback_name = Crucero Ligero %d
	unique = {
		Almirante Grau Coronel Bolognesi Capitán Quinones Aguirre Chimbote Callao Arequipa Huancayo Cusco Puno
	}
}
### Entity: Idea
Component: HOL_de_crisisjaren_1
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_crisisjaren_1 = {
	picture = great_depression
	name = HOL_de_crisisjaren
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Military Industrial Organization
Component: KOR_hyundai_ship_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_hyundai_ship_organization = {
	name = KOR_hyundai_ship
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	available = {
		owner = {
			controls_state = 920
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Name List
Component: WES
Source: game
File: common/names/00_names.txt

Code:
WES = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abbas Abd Abdalaati Abdallah Abdelaziz Abdelhak Abdelilah Abdelkader Abdellatif Abdessadeq Abu Bakr Ahmed Alber Albert Ali Andre Azzeddine Bachir Bouchaib Bouchta Brahim David Driss Elam Eli Faouzi Gad Hassan Hicham Henry Hicham Imad Isaac Ismael Jamal Jamel Jaouad Jo Judah Kacem Khalid Laarbi Omar Maati Mahmoud Mehdi Mohamed Mohammed Moshe Mouad Moulay Nabil Nadir Najib Rachid Ralph Rhadi Robert Ryan Said Salah Samuel Samy Shlomo
		}
		surnames = {
			Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Aamara Abdelhadi Abouzeid Aflalo ibn Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui Bitton Bouabid Chami Ali Cherif Debbouze Elbaz Essaidi Al-Fasi Ferroukhi El Ghazzali Guinia Hakmoun Al-Hassar ben David Hayyuj Ibrahim Jay Kaghat Khayat Laabi Lahlou Laraki Maan El Marikh Mezouar El Moutawakel Noury El Othmani Pinto Reno Roukhe Skah Tamsamani Tietjen Youssoufi Zarra
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Isaac Israa Jathibiyya Khalida Latifa Maha Mahi Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Amina Danielle Halima Hasna Latifa Leila Nadia Najat Nezha Sanaa Shatha Simone Sofia Yasmine
		}
		surnames = {
			Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Aamara Abdelhadi Abouzeid Aflalo bint Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui B
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_social_democracy
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_social_democracy
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = FIN_suomalainen_sosialismi
	}
	mutually_exclusive = {
		focus = FIN_towards_a_red_government
	}
	x = 3
	y = 1
	relative_position_id = FIN_suomalainen_sosialismi
	cost = 5
	bypass = {
		has_government = democratic
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_vaino_tanner FIN_miina_sillanpaa
		show_unit_leaders_tooltip = FIN_aarne_sihvo
		FIN_bop_low_decrease_effect = yes
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_get_rid_of_colonel_peredes
Constructs: prerequisite, completion_reward, retire_character, add_country_leader_trait
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_get_rid_of_colonel_peredes
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_generic_conspiracy
	x = -1
	y = 1
	relative_position_id = PAR_suspend_elections
	prerequisite = {
		focus = PAR_suspend_elections
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		retire_character = PAR_ramon_paredes
		add_country_leader_trait = {
			trait = dictator
		}
	}
}
### Entity: Shared Focus
Component: CARIB_antilles_gold_deposits
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech, allow_branch
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_antilles_gold_deposits
	icon = GFX_goal_generic_extraction_gold
	cost = 10
	prerequisite = {
		focus = CARIB_develop_mining
	}
	relative_position_id = CARIB_develop_mining
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		controls_state = 692 694 308
		has_tech = excavation2
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = ROM_gold_extraction_idea
	}
}
### Entity: Character
Component: IRQ_great_iraqi_statesman
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_great_iraqi_statesman = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	consumer_goods_factor = -0.1
	stability_factor = -0.05
}
### Entity: Event
Component: liechtenstein.17
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.17
	picture = GFX_report_event_generic_sign_treaty1
	title = liechtenstein.17.t
	desc = liechtenstein.17.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.17.a
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_reestablish_the_wuwei_corps
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_reestablish_the_wuwei_corps
	icon = GFX_focus_MAN_the_new_fengtian_army
	x = 0
	y = 1
	relative_position_id = CHI_tsr_reestablish_the_beiyang_army
	prerequisite = {
		focus = CHI_tsr_reestablish_the_beiyang_army
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MAN_beiyang_army
			add_idea = MAN_beiyang_army_2
		}
	}
}
### Entity: Scripted Effect
Component: PHI_central_focuses_done_T1
Constructs: add_to_variable
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_central_focuses_done_T1 = {
	add_to_variable = {
		PHI_amount_of_focuses_done_T1 = 1
	}
}