Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_war_powers_act
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, set_rule, random_days
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_war_powers_act
	icon = GFX_goal_generic_forceful_treaty
	x = 11
	y = 1
	prerequisite = {
		focus = USA_america_first
	}
	relative_position_id = USA_america_first
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		congress_high_support_trigger = yes
		fascism = > 0.3
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_war_powers_act
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.5
				days = 3
				random_days = 6
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_democracy
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_democracy
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = CHI_sea_three_principles_of_the_people
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_three_principles_of_the_people
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Technology
Component: sp_helicopter_med_evac_tech
Constructs: is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, research_cost, enable_subunits
Source: game
File: common/technologies/support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_helicopter
		}
	}
	is_special_project_tech = yes
	research_cost = 2.0
	start_year = 1938
	folder = {
		name = support_folder
		position = {
			x = 10
			y = @1938
		}
	}
	categories = {
		support_tech hospital_tech helicopter_tech
	}
	enable_subunits = {
		helicopter_field_hospital
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 1.5
			date = > 1938.1.1
		} {
			factor = 1.5
			date = > 1940.1.1
		} {
			factor = 1.5
			date = > 1944.1.1
		}
	}
}
### Entity: Event
Component: portugal.58
Constructs: is_triggered_only, create_country_leader, set_politics, add_popularity, add_country_leader_role
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.58
	title = portugal.58.t
	desc = portugal.58.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_peaceful_annexation
	option = {
		name = portugal.58.a
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		effect_tooltip = {
			add_country_leader_role = {
				character = POR_jose_norton_de_matos
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					traits = {
						popular_figurehead2 retired_officer
					}
					expire = 1965.1.1
				}
			}
		}
	} {
		name = portugal.58.b
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		create_country_leader = {
			name = José Domingues dos Santos
			desc = POR_jose_domingues_dos_santos_desc_r56
			picture = gfx/leaders/POR/r56_portrait_POR_Jose_Domingues_dos_Santos.dds
			expire = 1965.1.1
			ideology = socialism
			traits = {
				resolute_social_democrat
			}
		}
	} {
		name = portugal.58.c
		set_politics = {
			ruling_party = communism
			elections_allowed = yes
			election_frequency = 48
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_country_leader_role = {
			character = POR_bento_goncalves
			promote_leader = yes
			country_leader = {
				ideology = democratic_socialism
				traits = {
					man_of_the_nation
				}
				expire = 1965.1.1
				desc = POR_bento_goncalves_desc_r56
			}
		}
	}
}
### Entity: Doctrine
Component: streamlined_deployment
Constructs: xp_cost, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
streamlined_deployment = {
	track = armor
	name = SUBDOCTRINE_STREAMLINED_DEPLOYMENT
	description = SUBDOCTRINE_STREAMLINED_DEPLOYMENT_DESC
	icon = GFX_doctrine_streamlined_deployment_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = SOV CHI PRC
			}
		}
	}
	category_all_armor = {
		soft_attack = 0.1
		breakthrough = 0.1
	}
	rewards = {
		flexible_armored_battalions = {
			unit_medium_armor_design_cost_factor = -0.5
			unit_light_armor_design_cost_factor = -0.5
			light_tank_recon = {
				battalion_mult = {
					category = category_all_armor
					max_organisation = 2
					add = yes
				}
			}
		}
		mechanized_wave = {
			mechanized = {
				max_organisation = 5
				default_morale = 0.1
			}
			category_all_armor = {
				default_morale = 0.05
			}
		}
		tank_desant = {
			armored_signal = {
				battalion_mult = {
					category = category_light_infantry
					maximum_speed = 0.05
				}
			}
			light_tank_recon = {
				battalion_mult = {
					category = category_light_infantry
					maximum_speed = 0.05
				}
			}
		}
		full_front_deployment = {
			category_all_armor = {
				reliability = 0.05
				supply_consumption = -0.02
			}
		}
		continuous_offensives = {
			category_all_armor = {
				default_morale = 0.05
				max_organisation = 3
				breakthrough = 0.1
			}
		}
	}
}
### Entity: Event
Component: quebec.1
Constructs: is_triggered_only, add_ideas, add_stability, fire_only_once, set_country_flag, retire_character
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.1
	title = quebec.1.t
	desc = quebec.1.d
	picture = GFX_report_event_german_italian_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = quebec.1.a
		set_country_flag = QUE_resignation
		retire_character = QUE_louis_alexandre_taschereau
		promote_character = QUE_adelard_godbout
		add_ideas = QUE_liberal_legacy
		add_stability = -0.1
	}
}
### Entity: Character
Component: HUN_miklos_horthy
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_miklos_horthy = {
	instance = {
		allowed = {
			has_dlc = Death or Dishonor
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_miklos_horthy
		portraits = {
			navy = {
				large = GFX_Portrait_hungary_miklos_horthy_admiral
				small = GFX_idea_HUN_miklos_horthy_admiral
			}
			civilian = {
				large = GFX_Portrait_hungary_miklos_horthy
			}
		}
		country_leader = {
			ideology = oligarchism
			traits = {
				fascist_sympathies anti_communist
			}
			expire = 1965.1.1.1
			id = 500
		} {
			ideology = fascism_ideology
			traits = {
				anti_communist
			}
			expire = 1965.1.1.1
			id = 503
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Death or Dishonor
			} {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_miklos_horthy
		portraits = {
			civilian = {
				large = GFX_Portrait_hungary_miklos_horthy
			}
		}
		country_leader = {
			ideology = oligarchism
			expire = 1965.1.1.1
			id = 500
		} {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = 500
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_miklos_horthy
		portraits = {
			navy = {
				large = GFX_Portrait_hungary_miklos_horthy_admiral
				small = GFX_idea_HUN_miklos_horthy_admiral
			}
			civilian = {
				large = GFX_portrait_HUN_miklos_horthy
				small = GFX_portrait_HUN_miklos_horthy_small
			}
		}
		country_leader = {
			ideology = oligarchism
			traits = {
				fascist_sympathies anti_communist HUN_the_regent
			}
			expire = 1965.1.1.1
			id = 500
		}
		navy_leader = {
			traits = {
				gunnery_expert navy_media_personality superior_tactician
			}
			skill = 3
			legacy_id = 556
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 4
			visible = {
				OR = {
					has_completed_focus = wuw_HUN_strengthen_horthys_reign wuw_HUN_end_the_regency
				}
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = HUN_miklos_horthy
			allowed = {
				original_tag = HUN
			}
			available = {
				has_completed_focus = wuw_HUN_reinstate_the_navy
				NOT = {
					OR = {
						has_government = communism fascism
					}
				}
			}
			traits = {
				navy_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 2
			}
		}
	}
}
### Entity: Character
Component: BOL_enrique_baldivieso_aparicio
Source: game
File: common/characters/BOL.txt

Code:
BOL_enrique_baldivieso_aparicio = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BOL_enrique_baldivieso_aparicio
		ledger = army
		allowed = {
			original_tag = BOL
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Character
Component: BUL_gancho_manchev
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_gancho_manchev = {
	advisor = {
		slot = air_chief
		idea_token = BUL_gancho_manchev
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_zveno_bolstered_flag
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_gancho_manchev
	portraits = {
		army = {
			small = GFX_idea_bul_gancho_manchev
		}
	}
}
### Entity: Idea
Component: COG_vast_decentralized_state_idea_7
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_vast_decentralized_state_idea_7 = {
	name = COG_vast_decentralized_state_idea
	picture = prc_low_popular_support
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.02
		political_power_factor = -0.05
		resistance_target = 0.05
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_revolutionary_pioneer_organizations
Constructs: prerequisite, add_ideas, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_revolutionary_pioneer_organizations
	icon = GFX_focus_JAP_form_pioneer_organizations
	x = 1
	y = 1
	relative_position_id = KAL_reconcile_buddhism_and_socialism
	prerequisite = {
		focus = KAL_reconcile_buddhism_and_socialism
	} {
		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 FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = JAP_socialist_pioneers_idea
		hidden_effect = {
			set_technology = {
				lotta_svard_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Idea
Component: tikkakoski_armory
Constructs: research_bonus
Source: game
File: common/ideas/r56_finland.txt

Code:
tikkakoski_armory = {
	allowed = {
		original_tag = FIN
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: AFG_fascism_influence
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_fascism_influence = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.02
		fascism_acceptance = 25
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_small_plane_airframe_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_small_plane_airframe_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 15
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 1000
	}
	OR = {
		has_deployed_air_force_size = {
			type = fighter
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = fighter
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Event
Component: germany.115
Constructs: is_triggered_only, remove_state_claim
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.115
	title = germany.115.t
	desc = germany.115.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = germany.115.a
		transfer_state = 85
		remove_state_claim = 86
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_PD_15
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_PD_15 = {
	set_temp_variable = {
		support_to_remove = 1.5
	}
	if = {
		limit = {
			check_variable = {
				LUX.PD_support = < 98.5
			}
		}
		add_to_variable = {
			LUX.PD_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PRL_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
			if = {
				limit = {
					check_variable = {
						LUX.LSAP_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_LSAP_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 0.499
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		} {
			limit = {
				has_country_flag = remove_LSAP_support
			}
			subtract_from_variable = {
				LUX.LSAP_support = support_to_remove
			}
			clr_country_flag = remove_LSAP_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.LSAP_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_LSAP_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 100
		} {
			LUX.PRL_support = 0
		} {
			LUX.LSAP_support = 0
		} {
			LUX.KPL_support = 0
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_supp
# ... (truncated)
### Entity: Character
Component: SRL_edward_alexander_nugawela
Source: game
File: common/characters/SRL.txt

Code:
SRL_edward_alexander_nugawela = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SRL_edward_alexander_nugawela
		ledger = army
		allowed = {
			original_tag = SRL
		}
		traits = {
			military_theorist
		}
	} {
		slot = high_command
		idea_token = SRL_edward_alexander_nugawela2
		ledger = army
		allowed = {
			original_tag = SRL
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Edward Nugawela
	portraits = {
		army = {
			small = gfx/interface/ideas/generic_political_advisor_india_2.dds
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Character
Component: air_chief_old_guard
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_old_guard = {
	sprite = 1
	experience_gain_air = @chief_experience_gain_medium
	max_command_power = 10
	ai_will_do = {
		factor = 0.25
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_modern_infantry
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_modern_infantry
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = LAT_sellier_and_bellot_ammunitions
	}
	relative_position_id = LAT_sellier_and_bellot_ammunitions
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_army_modernisation
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mexico.55
Constructs: is_triggered_only
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.55
	title = mexico.55.title
	desc = mexico.55.desc
	picture = GFX_report_event_soviet_purge_politicians
	is_triggered_only = yes
	option = {
		name = mexico.55.a
	}
}
### Entity: Order of Battle
Component: 40th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 40th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_telegraph_network
Constructs: every_owned_state, limit, completion_reward, is_owned_and_controlled_by, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_telegraph_network
	icon = GFX_focus_AFG_telegraph
	x = -21
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_owned_and_controlled_by = AFG
			}
			custom_effect_tooltip = AFG_modify_er_ns_intro
			add_to_variable = {
				AFG_state_development_production_speed = 0.05
				tooltip = MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR_tt
			} {
				AFG_state_development_state_resources_factor = 0.05
				tooltip = MODIFIER_STATE_RESOURCES_FACTOR_tt
			} {
				AFG_state_production_speed_infrastructure_factor = 0.05
				tooltip = production_speed_infrastructure_factor_tt
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_variant_focus_CHEAP
Constructs: has_war_with, has_country_flag, is_major, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_variant_focus_CHEAP = {
	NOT = {
		EAI_DIFFICULTY_has_difficulty_bonus = yes
	}
	OR = {
		AND = {
			is_major = yes
			num_of_military_factories = < 25
			date = < 1939.1.1
		} {
			is_major = no
			num_of_military_factories = < 25
		} {
			tag = JAP
			has_war_with = CHI
			date = < 1941.1.1
		} {
			tag = CHI
			has_war_with = JAP
			OR = {
				date = < 1941.1.1
				has_country_flag = EAI_MILITARY_trend_losing_war
			}
		} {
			tag = ITA
			has_war_with = ETH
			date = < 1938.1.1
		} {
			tag = SOV
			OR = {
				date = < 1944.1.1
				has_country_flag = EAI_MILITARY_trend_losing_war
			}
		} {
			EAI_MODE_challenging = yes
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
			}
			OR = {
				tag = ROM HUN
			}
		}
	}
}
### Entity: Decision
Component: AUS_becoming_grossosterreich_category
Constructs: limit, has_government, fire_only_once, is_fully_controlled_by, is_core_of, complete_effect, remove_effect, add_core_of
Source: game
File: common/decisions/AUS.txt

Code:
AUS_becoming_grossosterreich_category = {
	AUS_integrating_german_cores_decision = {
		icon = GFX_decision_generic_political_address
		allowed = {
			original_tag = AUS
		}
		visible = {

		}
		available = {
			FROM = {
				is_fully_controlled_by = AUS
			}
		}
		cost = 100
		days_remove = 50
		ai_will_do = {
			base = 100
		}
		state_target = yes
		on_map_mode = map_only
		target_array = GER.core_states
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = AUS
				}
			}
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = AUS
			}
		}
	}
	AUS_becoming_grossosterreich_decision = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = AUS
		}
		visible = {

		}
		available = {
			GER = {
				all_core_state = {
					is_core_of = AUS
				}
			}
		}
		cost = 50
		days_remove = 30
		fire_only_once = yes
		ai_will_do = {
			base = 10
		}
		remove_effect = {
			IF = {
				limit = {
					has_government = fascism
				}
				set_cosmetic_tag = AUS_grossosterreich_fascism
			}
			ELSE_IF = {
				limit = {
					has_government = neutrality
				}
				set_cosmetic_tag = AUS_grossosterreich_neutrality
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_the_tibetan_cultural_revolution
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_the_tibetan_cultural_revolution
	icon = GFX_goal_workers_support
	prerequisite = {
		focus = TIB_education_for_the_masses
	} {
		focus = TIB_follow_maos_lead
	}
	relative_position_id = TIB_follow_maos_lead
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = TIB_cultural_revolution
			days = 365
		}
	}
}