Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_promote_the_counter_elite
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, add_advisor_role
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_promote_the_counter_elite
	icon = GFX_focus_AFG_promote_the_counter_elite
	prerequisite = {
		focus = AFG_retire_the_uncles
	}
	x = 3
	y = 1
	relative_position_id = AFG_retire_the_uncles
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AFG_promote_the_counter_elite_tt
		add_ideas = AFG_counter_elite_on_the_rise
		show_ideas_tooltip = AFG_qiamuddin_khadim
		add_advisor_role = {
			character = AFG_mohammed_daoud_khan
			advisor = {
				slot = political_advisor
				cost = 150
				can_be_fired = yes
				idea_token = AFG_mohammed_daoud_khan
				traits = {
					AFG_reformist_aristocrat
				}
			}
			activate = no
		}
	}
}
### Entity: Idea
Component: ETH_landsverk
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_landsverk = {
	picture = generic_tank_manufacturer_2
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_landsverk
				}
			}
			SWE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = SWE
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: GDL_aco2
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = GDL
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_northwest_highway
Constructs: prerequisite, add_ideas, completion_reward, has_dynamic_modifier, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_northwest_highway
	icon = GFX_focus_generic_supply_line
	prerequisite = {
		focus = CHI_secure_the_soviet_border
	}
	x = 1
	y = 1
	relative_position_id = CHI_secure_the_soviet_border
	cost = 10
	available = {
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 617 759 755 754 283
				}
			}
		}
		has_dynamic_modifier = {
			modifier = CHI_soviet_support
		}
	}
	cancel_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_soviet_support_tt
		show_ideas_tooltip = CHI_northwest_highway_hidden
		hidden_effect = {
			add_ideas = CHI_northwest_highway_hidden
		}
	}
}
### Entity: State History
Component: 495
Constructs: add_core_of
Source: game
File: history/states/495-Amazonas.txt

Code:
state = {
	id = 495
	name = STATE_495
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 0
		}
		victory_points = {
			10934 1
		}
	}
	provinces = {
		1979 5083 10934 13083 13317 13318 13319 13320 13321 13322 13323 13324 13325 13326 13327 13328 13329 13331 13332 13333 13334 13335 13336 13337 13339 13341 13342 13343 13344 13345 13346 13347 13348 13349 13350 13351 13352 13353 13355 13356 13357 13358 13359 13360
	}
	manpower = 159900
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_entrenchment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_entrenchment
	icon = GFX_goal_infantry_flames
	prerequisite = {
		focus = PAL_seize_west_bank_arms_factories
	}
	mutually_exclusive = {
		focus = PAL_flexible_organization
	}
	x = 0
	y = 2
	cost = 7.2
	relative_position_id = PAL_seize_west_bank_arms_factories
	completion_reward = {
		add_ideas = static_warfare_spirit
	}
}
### Entity: Character
Component: CHI_tsr_son_of_heaven_2
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_tsr_son_of_heaven_2 = {
	random = no
	sprite = 14
	drift_defence_factor = 0.25
	party_popularity_stability_factor = 0.1
	justify_war_goal_time = -0.25
	army_attack_factor = 0.05
	army_defence_factor = 0.05
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_study_allied_and_axis_naval_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_study_allied_and_axis_naval_tactics
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = PHI_commerce_attack PHI_anti_sub_defense_force
	}
	relative_position_id = PHI_license_foreign_ships
	x = -1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = POL_the_twin_threats
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Character
Component: TAN_democratic_guy
Constructs: has_government
Source: game
File: common/characters/TAN.txt

Code:
TAN_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TAN_democratic_guy
		allowed = {
			original_tag = TAN
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_lynx_winter_armored_cars
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_lynx_winter_armored_cars
	icon = GFX_focus_SWE_lynx_armored_car
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_aquire_modern_panzers SWE_ring_a_ding_ding
	}
	relative_position_id = SWE_aquire_modern_panzers
	mutually_exclusive = {
		focus = SWE_kp_bill
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			set_technology = {
				SWE_lynx_armored_car = 1
				popup = yes
			}
			custom_effect_tooltip = SWE_lynx_armored_car_tt SWE_lynx_armored_car_recon_company_tt
			add_tech_bonus = {
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = cat_armored_cars
				name = SWE_lynx_winter_armored_cars
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_lynx_winter_armored_cars
				bonus = 0.5
				uses = 2
				category = support_tech
			}
			add_doctrine_cost_reduction = {
				name = SWE_lynx_winter_armored_cars
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		mio:SWE_scania_vabis_organization = {
			add_mio_funds = 1000
		}
		mio:SWE_volvo_organization = {
			add_mio_funds = 1000
		}
	}
}
### Entity: Name List
Component: KYR
Source: game
File: common/names/00_names.txt

Code:
KYR = {
	male = {
		names = {
			Adilet Adylet Aibek Akmat Almazbek Amangeldy Anarbek Arstanbek Aybek Azamat Bakyt Bakytbek Chingiz Daniyar Dastan Jolon Jumabek Jyrgal Kurmanbek Maksat Meder Myrzakan Nuradil Nurlan Okean Osmon Rahmatillo Ruslan Sopubek Sukhrab Sultanbek Taalay Talant Tamirlan Temirbek Timurlan Zholdosh Zhyrgal
		}
	}
	female = {
		names = {
			Adilet Adylet Aidana Aijan Altynai Altynay Anara Assel Ayday Bakyt Bermet Bubusara Burul Cholpon Damira Dinara Elmira Elzada Erkingul Gulayim Gulara Gulmira Gulnara Gulzada Gulzura Jamilya Jyrgal Nurlan Okeana Tazagul Ulara Zamira Zhyldyz Zhyrgal
		}
	}
	surnames = {
		Abdullaev Abdurakhmanov Akbarov Akmatov Aliev Alimov Almazbekov Anarbaev Aytmatov Azizov Babaev Bakytbekov Beshimov Ergashev Ibragimov Imanaliev Isaev Islamov Ismailov Kadyrov Karimov Kasymov Khasanov Kudaybergenov Kurbanov Musaev Niyazov Osmonov Rakhimov Rasulov Saipov Sharipov Sultanbekov Sultanov Sydykov Tazhibaev Umarov Usmanov Yuldashev Yunusov Yusupov Zhaparov Zholdoshev Zholdoshov Zhumabekov Zhunusov Zhusupov
	}
	callsigns = {

	}
}
### Entity: Misc Config
Component: controllable_balkan_states
Source: game
File: common/collections/collections.txt

Code:
controllable_balkan_states = {
	input = constant:state_groups.balkans
	name = COLLECTION_FACTION_BALKAN_STATES
}
### Entity: Scripted Effect
Component: EAI_MILITARY_COMBINED_select
Constructs: limit, has_country_flag, check_variable, set_country_flag, clear_temp_array, set_temp_variable, add_to_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_effects.txt

Code:
EAI_MILITARY_COMBINED_select = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_COMBINED_min_duration
				AND = {
					has_country_flag = EAI_MILITARY_COMBINED_preparation EAI_MILITARY_COMBINED_preparation_selected
				}
			}
			OR = {
				NOT = {
					check_variable = {
						_failed_objective_prio_ = 0
					}
				}
				check_variable = {
					EAI_MILITARY_COMBINED_objectives^num = 0
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_combined_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_COMBINED_set_objectives
		} {
			limit = {
				has_country_flag = EAI_combined_operations_logging
			}
			log = _failed_objective_prio_=[?_failed_objective_prio_]
		} {
			limit = {
				NOT = {
					has_country_flag = EAI_MILITARY_COMBINED_preparation_selected
				}
			}
			set_country_flag = EAI_MILITARY_COMBINED_preparation_selected
		}
		clear_temp_array = _new_objectives_ _states_ _new_regions_
		set_temp_variable = {
			target_prio = 0
		} {
			current_prio_group = EAI_MILITARY_COMBINED_prio^0
		} {
			arr_size = EAI_MILITARY_COMBINED_id^num
		} {
			_failed_objective_prio_ = 0
		}
		add_to_temp_variable = {
			arr_size = 1
		}
		resize_temp_array = {
			targets = arr_size
		}
		for_each_loop = {
			array = targets
			index = id_i
			value = id_v
			if = {
				limit = {
					OR = {
						NOT = {
							check_variable = {
								current_prio_group = EAI_MILITARY_COMBINED_prio^id_i
							}
						} {
							check_variable = {
								id_i = < EAI_MILITARY_COMBINED_id^num
							}
						}
					}
				}
				if = {
					limit = {
						NOT = {
							check_variable = {
								current_prio_group = _failed_objective_prio_
							}
						}
					}
					EAI_MAP_get_province_control_pct = yes
					if = {
						limit = {
							check_variable = {
								our_control_pct_ = < _target_control_pct
							}
						}
						set_temp_variable = {
							target_prio = current_prio_group
						} {
							break = 1
						}
						for_each_loop = {
							array = _states_
							add_to_temp_array = {
								_new_objectives_ = v
							}
						}
					}
				}
				set_temp_variable = {
					current_prio_group = EAI_MILITARY_COMBINED_prio^id_i
				}
				clear_temp_array = _states_
			}
			add_to_temp_array = {
				_states_ = EAI_MILITARY_COMBINED_id^id_i
			}
		} {
			array = EAI_MILITARY_COMBINED_region_id
			index = 
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_6 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 1
	}
}
### Entity: Country History
Country: NAP
Component: NAP_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NAP - Naples.txt

Code:
# Politics & Parties for NAP
set_stability = 0.6
set_war_support = 0.7
set_politics = {
	ruling_party = neutrality
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 19
	fascism = 36
	communism = 2
	neutrality = 43
}
### Entity: Decision
Component: GER_projected_results
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once, has_civil_war, complete_effect
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_projected_results = {
	GER_divert_military_funding_to_the_industries = {
		priority = 119
		icon = GFX_decision_generic_factory
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_civil_war = yes
				NOT = {
					has_country_flag = GER_operation_valkyre_flag
				}
			}
		}
		available = {
			has_country_flag = GER_operation_valkyre_flag
		}
		cost = 35
		fire_only_once = yes
		complete_effect = {
			add_war_support = -0.075
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_mil_opinion-1.5_tt
			reduce_focus_completion_cost = {
				focus = {
					GER_industrial_expansion GER_workers_rights GER_currency_reforms GER_housing_developments GER_lower_taxes
				}
				cost = 10
			}
			add_to_variable = {
				GER_mil_opinion = -1.5
			}
		}
		ai_will_do = {
			base = 1
		}
	}
	GER_nraf_propaganda = {
		priority = 119
		icon = GFX_r56_decision_GER_party_nraf_icon
		allowed = {
			original_tag = GER
		}
		visible = {
			check_variable = {
				var = NRAF_seats
				value = 0
				compare = greater_than
			}
			NOT = {
				has_completed_focus = GER_demokratieschutzgesetz
			} {
				has_completed_focus = GER_found_the_new_german_state
			}
		}
		available = {
			has_country_flag = GER_operation_valkyre_flag
		}
		cost = 25
		modifier = {
			fascism_drift = 0.05
		}
		days_remove = 30
		days_re_enable = 100
		remove_effect = {
			add_to_variable = {
				NRAF_seats = 10
			}
			custom_effect_tooltip = GER_NRAF_10_tt
		}
		ai_will_do = {
			base = 0
		}
	}
	GER_anti_liberal_fearmongering_decision = {
		priority = 119
		icon = GFX_r56_decision_GER_party_nraf_icon
		allowed = {
			original_tag = GER
		}
		modifier = {
			fascism_drift = 0.05
		}
		visible = {
			check_variable = {
				var = NRAF_seats
				value = 0
				compare = greater_than
			}
			has_completed_focus = GER_inspire_fear_of_the_liberals
			NOT = {
				has_completed_focus = GER_demokratieschutzgesetz
			}
		}
		available = {
			has_country_flag = GER_operation_valkyre_flag
		}
		cost = 25
		days_remove = 30
		days_re_enable = 100
		remove_effect = {
			add_stability = -0.05
			add_to_variable = {
				NRAF_seats = 10
			} {
				KPD_seats = 5
			}
			custom_effect_tooltip = GER_NRAF_10_tt GER_KPD_5_tt
			IF = {
				limit = {
					NOT = {
						has_country_flag = GER_dvu_formed
					}
				}
				add_to_variable = {
					DNVP_seats = 5
				}
				custom_effect_tool
# ... (truncated)
### Entity: Idea
Component: EAI_DD_2/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: Idea
Component: ETH_chitet_law
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_manpower.txt

Code:
ETH_chitet_law = {
	picture = ETH_chitet_law
	cost = 150
	removal_cost = -1
	level = 6
	allowed = {
		always = no
	}
	allowed_to_remove = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
	modifier = {
		conscription = 0.045
		custom_modifier_tooltip = ETH_chitet_law_tt
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		production_speed_buildings_factor = -0.05
	}
	default = yes
	cancel_if_invalid = no
}
### Entity: Character
Component: FIJ_vishnu_deo
Source: game
File: common/characters/FIJ.txt

Code:
FIJ_vishnu_deo = {
	name = FIJ_vishnu_deo
	portraits = {
		civilian = {
			large = GFX_kr_portrait_asia_generic_2
			small = GFX_kr_portrait_asia_generic_2_small
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			conservative_nationalist
		}
		expire = 1968.6.7
		id = -1
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_reconcile_buddhism_and_socialism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_reconcile_buddhism_and_socialism
	icon = GFX_focus_JAP_incorporate_buddhist_socialism
	x = -3
	y = 1
	relative_position_id = KAL_internationalism
	prerequisite = {
		focus = KAL_internationalism
	}
	mutually_exclusive = {
		focus = KAL_state_atheism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = JAP_buddhist_socialism_idea
	}
}
### Entity: Country History
Country: ANG
Component: ANG_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/ANG - Angola.txt

Code:
# Leaders & Characters for ANG
recruit_character = ANG_acgs ANG_ncm ANG_mt ANG_nt ANG_ai2 ANG_fascist_guy ANG_stc ANG_communist_guy ANG_aa2 ANG_ar ANG_acd2 ANG_acr ANG_coi ANG_acas ANG_awt ANG_pot ANG_nccr ANG_aco2 ANG_democratic_guy ANG_ncs
create_country_leader = {
	name = Jonas Lote
	picture = GFX_portrait_Jonas_Lote
	expire = 1965.1.1
	ideology = centrism
	traits = {

	}
}
### Entity: Idea
Component: COG_german_colonial_administration
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_german_colonial_administration = {
	picture = ger_revive_the_kaiserreich
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		resistance_target = -0.1
		non_core_manpower = 0.02
	}
}
### Entity: Technology
Component: paratroopers3
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	paratrooper = {
		max_organisation = 5
	}
	research_cost = 2.0
	start_year = 1943
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1943
		}
	}
	categories = {
		para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = GER
		} {
			factor = 2
			tag = ENG
		}
	}
}
### Entity: Event
Component: poland_r56.17
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, has_idea_with_trait, is_in_faction_with, is_in_faction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.17
	title = poland_r56.17.t
	desc = poland_r56.17.d
	picture = GFX_report_event_polish_summit
	is_triggered_only = yes
	option = {
		name = poland_r56.16.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 1.4
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.25
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				ROM = {
					is_in_faction_with = POL
				}
				factor = 0.5
			} {
				factor = 0.1
				strength_ratio = {
					tag = POL
					ratio = > 0.75
				}
				NOT = {
					any_neighbor_country = {
						is_in_faction_with = POL
					}
				}
			} {
				factor = 0.01
				ROOT = {
					is_in_faction = yes
				}
			}
		}
		POL = {
			country_event = poland_r56.18
			add_to_faction = ROOT
		}
		if = {
			limit = {
				POL = {
					has_government = neutrality
				}
				ROOT = {
					has_government = neutrality
				}
			}
			add_ideas = POL_Sanacja_Influence
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 300
		}
	} {
		name = poland_r56.16.b
		ai_chance = {
			base = 100
			modifier = {
				ROM = {
					NOT = {
						is_in_faction_with = POL
					}
				}
				factor = 0.1
			}
		}
		POL = {
			country_event = poland_r56.19
		}
	}
}
### Entity: Event
Component: mandate_palestine.86
Constructs: is_triggered_only, limit
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.86
	title = mandate_palestine.86.t
	desc = mandate_palestine.86.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.86.a
		if = {
			limit = {
				455 = {
					controller = {
						controls_state = 1021
					}
				}
			}
			1021 = {
				transfer_state_to = MPL
			}
		} {
			limit = {
				455 = {
					controller = {
						controls_state = 1022
					}
				}
			}
			1022 = {
				transfer_state_to = MPL
			}
		}
		455 = {
			transfer_state_to = MPL
		}
	}
}
### Entity: Shared Focus
Component: GUAY_adopt_minority_languages
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_adopt_minority_languages
	icon = GFX_goal_generic_propaganda
	x = -1
	y = 1
	relative_position_id = GUAY_cult_of_personality
	prerequisite = {
		focus = GUAY_cult_of_personality GUAY_free_seconday_schools
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = PAR
			}
			add_ideas = PAR_guarani_in_the_army
		}
		else = {
			add_ideas = idea_URG_rioplatense_spanish_in_the_army
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_a_king_for_our_people_focus
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_a_king_for_our_people_focus
	icon = GFX_focus_YUG_banovina_of_croatia
	prerequisite = {
		focus = CRO_italian_influence_focus CRO_enforce_pavelic_rule
	}
	mutually_exclusive = {
		focus = CRO_dalmatian_question_focus
	}
	available = {
		OR = {
			is_in_faction_with = ITA
			is_subject_of = ITA
		} {
			has_government = fascism neutrality
		}
		NOT = {
			OR = {
				is_subject_of = YUG SER
			}
		}
	}
	relative_position_id = CRO_italian_influence_focus
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
		modifier = {
			factor = 0
			ITA = {
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_tomislav_II
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_three_layer
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_three_layer
	icon = GFX_goal_generic_construct_military
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = SWI_redoubt
	}
	mutually_exclusive = {
		focus = SWI_fortress
	}
	available = {
		controls_state = 3 151
	}
	x = 28
	y = 4
	completion_reward = {
		3 = {
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
				}
				level = 2
				instant_build = yes
			}
		}
		151 = {
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
				}
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}