Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GRE_befriend_balkan_countries_YUG
Constructs: has_completed_focus, has_war_with, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GRE.txt

Code:
GRE_befriend_balkan_countries_YUG = {
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	enable = {
		focus_progress = {
			focus = GRE_fiscal_responsibility
			progress = > 0.01
		}
		YUG = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = YUG
			}
			has_war_with = YUG
			YUG = {
				OR = {
					has_opinion = {
						target = ROOT
						value = > 60
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
			has_completed_focus = GRE_bedrock_of_balkan_financial_stability
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = YUG
		target = improve_relation
		value = 200
	}
}
### Entity: National Focus
Component: ah_production_effort_3
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_production_effort_3
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ah_production_effort_2
	}
	x = 0
	y = 1
	relative_position_id = ah_production_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_form_solider_committees_old
Constructs: prerequisite, limit, add_ideas, completion_reward, every_unit_leader, has_id, set_nationality
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_form_solider_committees_old
	text = SOV_form_solider_committees
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = SOV_peoples_virtue_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_peoples_virtue_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_ideas = SOV_solider_committees
		FAK = {
			every_unit_leader = {
				limit = {
					OR = {
						has_id = 6200 6201 6202 6203 6204 6206 6207 6210 6211 6212 6213 6214 6215 6216 6218
					}
				}
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Effect Reference
Construct: create_purchase_contract
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_purchase_contract

* Supported Scopes: any
* Supported Targets: none

```
Creates a purchase contract between the countries.
Example:
create_purchase_contract = 
{
	seller = ENG
	buyer = RAJ
	civilian_factories = 2
	equipment = {
		type = infantry_equipment
		amount = 600
	}
	equipment = {
		type = armored_car1
		amount = 100
	}
}
```
### Entity: Idea
Component: junkers
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/GER.txt

Code:
junkers = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_dive_bombers
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_industrial_research
Constructs: shared_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_industrial_research
	icon = GFX_focus_research
	relative_position_id = CEL_support_steel_sector
	prerequisite = {
		focus = CEL_improve_national_infrastructure
	} {
		focus = CEL_support_steel_sector
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_societe_nationale_chemins_du_congo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_societe_nationale_chemins_du_congo
	icon = GFX_focus_generic_railroad
	x = 0
	y = 1
	prerequisite = {
		focus = COG_form_the_gecamines
	}
	relative_position_id = COG_form_the_gecamines
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		base = 5
	}
	bypass = {

	}
	available = {

	}
	completion_reward = {
		add_ideas = COG_societe_nationale_chemins_du_congo_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		COG_vast_uncentralized_nation_modifier_level_down = yes
		show_ideas_tooltip = COG_transports_et_ports
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_foundations_of_defense
Constructs: prerequisite, add_ideas, completion_reward, has_full_control_of_state, is_subject_of, has_idea, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_foundations_of_defense
	available = {
		OR = {
			has_full_control_of_state = 335
			any_other_country = {
				is_subject_of = HOL
				has_full_control_of_state = 335
			}
		}
		has_full_control_of_state = 695
		custom_trigger_tooltip = {
			tooltip = HOL_pre_empt_venezuelan_aggression_tt
			NOT = {
				OR = {
					has_idea = HOL_shell_shocked_spectator_1 HOL_shell_shocked_spectator_2 HOL_shell_shocked_spectator_3 HOL_shell_shocked_spectator_4 HOL_shell_shocked_spectator_5
				}
			}
		}
	}
	prerequisite = {
		focus = HOL_antilles_defenses HOL_reinforce_java
	}
	icon = GFX_focus_hol_the_foundations_of_defense
	x = -1
	y = 1
	relative_position_id = HOL_reinforce_java
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = HOL_the_foundations_of_defense
		335 = {
			custom_effect_tooltip = HOL_the_foundations_of_defense_tt
			hidden_effect = {
				add_building_construction = {
					type = naval_base
					level = 10
					province = 4608
					instant_build = yes
				}
			}
		}
		695 = {
			add_building_construction = {
				type = naval_base
				level = 2
				province = 153
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: CAR_aa2
Source: game
File: common/characters/CAR.txt

Code:
CAR_aa2 = {
	advisor = {
		slot = high_command
		idea_token = CAR_aa2
		ledger = army
		allowed = {
			original_tag = CAR
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Character
Component: SUD_aa2
Source: game
File: common/characters/SUD.txt

Code:
SUD_aa2 = {
	advisor = {
		slot = high_command
		idea_token = SUD_aa2
		ledger = army
		allowed = {
			original_tag = SUD
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Unit Leader
Component: 5
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
5 = {
	cost = 1600
	type = corps_commander
	modifier = {
		planning_speed = 0.25
		max_planning = 0.1
	}
}
### Entity: Decision
Component: RAJ_GOE_india_indivisible_cat
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_india_indivisible_cat = {
	icon = GFX_decision_category_army_reform
	priority = 100
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		OR = {
			has_completed_focus = RAJ_india_indivisible RAJ_trade_federation_of_india RAJ_integrate_the_princes RAJ_integrate_the_princes2
		}
	}
}
### Entity: Character
Component: personal_agenda_svinhufvud
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_svinhufvud = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_svinhufvud_tt
}
### Entity: National Focus
Tree: usa_focus
Component: USA_expand_the_USMC
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_expand_the_USMC
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = USA_fund_the_navy
	}
	x = 0
	y = 1
	relative_position_id = USA_fund_the_navy
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = USA_expand_the_USMC
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = USA_expand_the_USMC
				bonus = 1.0
				uses = 1
				technology = marines2 marines3
			}
		}
	}
}
### Entity: Idea
Component: HUN_urbanization_efforts
Source: game
File: common/ideas/hungary.txt

Code:
HUN_urbanization_efforts = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = ARG_invest_in_roads
	modifier = {
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: National Focus
Component: ah_extra_tech_slot
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_extra_tech_slot
	icon = GFX_focus_research
	prerequisite = {
		focus = ah_infrastructure_effort_2
	}
	x = 0
	y = 1
	relative_position_id = ah_infrastructure_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Shared Focus
Component: GUYANA_UNIFIED_domestic_steel_production
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, has_full_control_of_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_domestic_steel_production
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = GUYANA_UNIFIED_administrative_reorganization
	}
	cost = 10
	relative_position_id = GUYANA_UNIFIED_administrative_reorganization
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = steel_production_1
				}
			}
			set_technology = {
				steel_production_1 = 1
			}
			else = {
				add_tech_bonus = {
					name = construction_tech_bonus
					bonus = 1
					uses = 1
					category = steel_tech
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: AI Strategy
Component: NOR_r56_communist_plan
Constructs: has_government, has_country_flag, has_global_flag, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/NOR_r56_alternate_strategy_plan.txt

Code:
NOR_r56_communist_plan = {
	name = NOR: Norway Soviet AI Plan
	desc = Alternate communist behavior for Norway.
	allowed = {
		original_tag = NOR
	}
	enable = {
		NOT = {
			has_global_flag = NOR_use_DLC_tree
		}
		OR = {
			has_country_flag = NOR_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = NOR_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		AND = {
			is_puppet = yes
			NOT = {
				has_government = communism
			}
		}
	}
	focus_factors = {
		NOR_til_dovre_faller = 5
		NOR_traditions_and_monarchy = 0
		NOR_reject_constitutional_monarchy = 50
		NOR_support_radical_nationalism = 0
		NOR_support_radical_socialism = 15
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 1036
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/1036 - Wuhan.txt

Code:
state = {
	id = 1036
	name = STATE_1036
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			air_base = 1
		}
		victory_points = {
			4619 10
		} {
			12467 1
		}
		1938.10.25 = {
			buildings = {
				industrial_complex = 2
				infrastructure = 3
				air_base = 2
				arms_factory = 2
			}
			JAP = {
				set_province_controller = 1036 4619 4631 7167 10462
			}
		}
	}
	provinces = {
		4619 7167 12467
	}
	manpower = 5108320
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 2.0
}
### Entity: Character
Component: BRA_coffee_king
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_coffee_king = {
	random = no
	sprite = 10
	production_speed_rail_way_factor = 0.05
	production_speed_buildings_factor = 0.1
	industrial_capacity_factory = 0.1
	research_speed_factor = -0.05
}
### Entity: Event
Component: bftb_greece.93
Constructs: is_triggered_only, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, add_popularity
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.93
	title = bftb_greece.93.t
	desc = bftb_greece.93.desc
	picture = GFX_report_event_gre_political_upheaval
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.93.a
		add_war_support = 0.05
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.07
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						OR = {
							has_idea = GRE_eee_in_government
							has_country_flag = onassis_proposition_accepted
						}
					}
				}
				country_event = {
					id = bftb_greece.90
				}
			}
		}
	} {
		name = bftb_greece.93.b
		add_stability = 0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.06
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
				}
			}
		}
	}
}
### Entity: Event
Component: chile.36
Constructs: is_triggered_only, ai_chance, add_ai_strategy
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.36
	title = Chile offers to Return Arica
	desc = Arica was Peruvian territory until the war of the pacific in when the Chilean's siezed it. They have come to use proposing that they return the land to us in exchange for a permanent alliance.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = A wonderful proposition. Out rightful territory shall be returned without bloodshead.
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			}
		}
		ROOT = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
		CHL = {
			country_event = {
				id = chile.37
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = The Chileans will pay for taking that land from us. We shall not grovel to them begging for its return and will, instead, reclaim it and restory our honour.
		CHL = {
			country_event = {
				id = chile.38
			}
		}
	}
}
### Entity: Character
Component: marxist_academic
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
marxist_academic = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	communism_drift = 0.1
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_cry
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_the_cry
	icon = GFX_focus_generic_spur_communist_revolutions
	prerequisite = {
		focus = PHI_hukbalahap
	}
	relative_position_id = PHI_hukbalahap
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt generic_skip_one_line_tt PHI_will_gain_hukbalahap
		add_to_variable = {
			PHI_resistance_conscription = 0.02
			tooltip = conscription_tt
		} {
			PHI_resistance_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: NZL_alternate_democratic
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/NZL_alternate_strategy_plan.txt

Code:
NZL_alternate_democratic = {
	name = Kiwi alternate democratic plan
	desc = 
	allowed = {
		original_tag = NZL
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NZL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = NZL_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = NZL_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		NZL_the_first_labor_government NZL_statute_of_westminster NZL_ministry_of_public_works NZL_national_roads_board NZL_bureau_of_industry NZL_wairarapa_sheep_farms NZL_new_zealand_steel NZL_taranaki_oil NZL_department_of_scientific_and_industrial_research NZL_transfer_the_new_zealand_division NZL_ratana_alliance NZL_social_security_act NZL_army_reforms NZL_charlton_automatic_rifle NZL_domestic_arms_industry NZL_think_big NZL_constitution_amendment_act NZL_expand_the_nzpaf NZL_maori_affairs_act NZL_independent_new_zealand NZL_bob_semple_tank NZL_form_the_rnzn NZL_expand_devonport_naval_base NZL_form_the_rnzaf NZL_the_manpower_act NZL_waitangi_tribunal NZL_maori_volunteers NZL_expand_the_university_of_auckland NZL_long_range_patrol NZL_fighter_focus NZL_destroyer_effort NZL_defend_our_islands NZL_coastal_defense NZL_light_cruiser_effort NZL_schofield_tank NZL_artillery_focus NZL_big_bob_tank
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Idea
Component: ICE_fascist_youth
Constructs: has_government, fascism_drift
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_fascist_youth = {
	picture = generic_infantry_bonus
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = 0.05
		training_time_army_factor = -0.05
		conscription = 0.03
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_end_of_capitalism
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_subject, cancel_if_invalid, is_faction_leader
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_end_of_capitalism
	icon = GFX_focus_generic_crush_capitalism
	prerequisite = {
		focus = PRC_tech_agreement_with_ussr
	}
	x = 0
	y = 1
	relative_position_id = PRC_tech_agreement_with_ussr
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			date = < 1945.01.01
			factor = 0
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_faction_leader = yes
				has_government = democratic
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
		IF = {
			limit = {
				USA = {
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = USA
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_claim_the_albanian_throne
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_subject_of, is_core_of, is_controlled_by
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_claim_the_albanian_throne
	icon = GFX_goal_alb_royal_shield
	relative_position_id = EGY_royalist_propaganda
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_royalist_propaganda
	}
	mutually_exclusive = {
		focus = EGY_continue_international_neutrality
	}
	bypass = {
		OR = {
			has_war_with = ALB
			ALB = {
				is_subject_of = ROOT
				is_subject = yes
			}
			all_state = {
				OR = {
					NOT = {
						is_core_of = ALB
					}
					is_controlled_by = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				country_exists = ALB
			}
			ALB = {
				country_event = {
					id = egypt.29
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				if = {
					limit = {
						has_dlc = No Step Back
					}
					ROOT = {
						set_autonomy = {
							target = ALB
							autonomy_state = autonomy_personal_union
							end_wars = no
							end_civil_wars = no
						}
					}
				}
				else = {
					ROOT = {
						set_autonomy = {
							target = ALB
							autonomy_state = autonomy_protectorate
							end_wars = no
							end_civil_wars = no
						}
					}
				}
			}
		}
		else = {
			every_state = {
				limit = {
					is_core_of = ALB
				}
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: Shared Focus
Component: ARCTIC_organize_army_structure
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_organize_army_structure
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = ARCTIC_establish_a_general_staff
	}
	x = 0
	y = 1
	relative_position_id = ARCTIC_establish_a_general_staff
	cost = 10
	ai_will_do = {
		factor = 5
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		unlock_decision_tooltip = ABC_training_exercise
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_training_exercise
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GDC_king_of_the_southern_skies
Source: game
File: common/country_leader/00_traits.txt

Code:
GDC_king_of_the_southern_skies = {
	random = no
	sprite = 13
	air_superiority_efficiency = 0.05
	air_night_penalty = -0.05
	air_cas_efficiency = 0.05
	experience_gain_air = 0.1
}