Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_reform_the_civil_service
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_reform_the_civil_service
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = MAN_purge_the_general_affairs_council
	}
	x = -2
	y = 1
	relative_position_id = MAN_purge_the_general_affairs_council
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = MAN_manchukuo_film_association
	}
}
### Entity: Modifier Reference
Component: FIN_fascist_regime
Constructs: war_support_factor, send_volunteer_size
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_fascist_regime = {
	enable = {
		always = yes
	}
	icon = GFX_idea_FIN_a_fascist_regime
	war_support_factor = FIN_fascist_regime_war_support_factor
	send_volunteer_size = FIN_fascist_regime_send_volunteer_size
	army_org_factor = FIN_fascist_regime_army_org_factor
	max_command_power = FIN_fascist_regime_max_command_power
	special_forces_cap = FIN_fascist_regime_special_forces_cap
	special_forces_no_supply_grace = FIN_fascist_regime_special_forces_no_supply_grace
	special_forces_out_of_supply_factor = FIN_fascist_regime_special_forces_out_of_supply_factor
	special_forces_attack_factor = FIN_fascist_regime_special_forces_attack_factor
	special_forces_training_time_factor = FIN_fascist_regime_special_forces_training_time_factor
	justify_war_goal_time = FIN_fascist_regime_justify_war_goal_time
	military_industrial_organization_research_bonus = FIN_fascist_regime_military_industrial_organization_research_bonus
	consumer_goods_factor = FIN_fasicst_regime_consumer_goods_factor
}
### Entity: Scripted Effect
Component: USA_senate_large_support
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_senate_large_support = {
	custom_effect_tooltip = mtg_usa_senate_large_support_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = 30
	}
	clamp_temp_variable = {
		var = temp_factor
		max = 30
		min = 15
	}
	add_to_variable = {
		senators_support = temp_factor
	}
	round_variable = senators_support
	clamp_variable = {
		var = senators_support
		max = senators_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Scripted Trigger
Component: has_200_air_doctrine_mastery
Constructs: has_200_air_doctrine_mastery, has_at_least_200_mastery_in_any_air_subdoctrine_tt, has_mastery
Source: game
File: common/scripted_triggers/POR_scripted_triggers_r56.txt

Code:
has_200_air_doctrine_mastery = {
	custom_trigger_tooltip = {
		tooltip = has_at_least_200_mastery_in_any_air_subdoctrine_tt
		OR = {
			has_mastery = {
				amount = 200
				track = fighter_aircraft
			} {
				amount = 200
				track = strike_aircraft
			} {
				amount = 200
				track = medium_aircraft
			} {
				amount = 200
				track = heavy_aircraft
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_implement_the_sharia
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_political_power, has_idea, set_party_name, set_cosmetic_tag
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_implement_the_sharia
	icon = GFX_goal_AFG_enforce_the_pashtunwali
	ai_will_do = {
		factor = 15
	}
	relative_position_id = INS_demand_volksraad_elections
	x = -1
	y = 1
	prerequisite = {
		focus = INS_demand_volksraad_elections
	}
	mutually_exclusive = {
		focus = INS_limited_autonomy
	}
	cost = 10
	available = {
		democratic = > 0.45
		has_completed_focus = INS_gapi_focus
		has_idea = INS_abikusno_cokrosuyoso
	}
	completion_reward = {
		add_political_power = 50
		set_party_name = {
			ideology = democratic
			long_name = INS_democratic_party_long
			name = INS_democratic_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		promote_character = INS_abikusno_cokrosuyoso
		set_cosmetic_tag = INS
		add_ideas = INS_sharia_idea
		show_ideas_tooltip = INS_sukiman INS_sekarmaji_kartosuwiryo
		hidden_effect = {
			set_party_name = {
				ideology = fascism
				long_name = INS_fascism_party_long
				name = INS_fascism_party
			}
			INS_husni_thamrin = {
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = ultranationalism
						traits = {
							devoted_corporatist
						}
					}
					promote_leader = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Event
Component: AUS_political_events.81
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, is_ai, has_opinion, give_guarantee
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.81
	title = AUS_political_events.81.t
	desc = AUS_political_events.81.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.81.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = yes
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 25
				}
			}
		}
		give_guarantee = FROM
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_aligned_with_our_values
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AUS_aligned_with_our_values
			}
		}
	} {
		name = AUS_political_events.81.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_aligned_with_our_values
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AUS_aligned_with_our_values
			}
		}
	}
}
### Entity: Define
Component: NDefines_Graphics.NMapMode
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NMapMode = {
FABRICATE_CLAIM_SELECTED_SECONDARY_COLOR = {
	0 , 1 , 0 , 1
}
FABRICATE_CLAIM_TARGET_COUNTRY_SECONDARY_COLOR = {
	0 , 0 , 0 , 0
}
FABRICATE_CLAIM_NON_TARGET_COUNTRY_SECONDARY_COLOR = {
	0 , 0 , 0 , 0
}
FABRICATE_CLAIM_ALREADY_CLAIM_SECONDARY_COLOR = {
	0.5 , 0 , 0 , 1
}
FABRICATE_CLAIM_ALREADY_CORE_SECONDARY_COLOR = {
	0.5 , 0 , 0 , 1
}
CONSTRUCTION_MAP_MODE_BUILDING_DEFAULT_COLOR = {
	0.43 , 0.22 , 0.22 , 0.5
}
CONSTRUCTION_MAP_MODE_BUILDING_MAX_LEVEL_COLOR = {
	0.05 , 0.1 , 0.7 , 0.8
}
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_LOW_COLOR = {
	0.2 , 0.7 , 0.0 , 0.5
}
CONSTRUCTION_MAP_MODE_BUILDING_LEVEL_HI_COLOR = {
	0.45 , 0.98 , 0.0 , 0.9
}
CONSTRUCTION_MAP_MODE_BUILDING_MAX_AMOUNT_QUEUED_COLOR = {
	0.0 , 0.0 , 1.0
}
CONSTRUCTION_MAP_MODE_BUILDING_QUEUED_COLOR = {
	1.0 , 0.85 , 0.0
}
MAP_MODE_MANPOWER_RANGE_MAX = 20000000
MAP_MODE_MANPOWER_RANGE_COLOR_FROM = {
	0.2 , 0.2 , 0.7 , 0.18
}
MAP_MODE_MANPOWER_RANGE_COLOR_TO = {
	1 , 0.125 , 0.0 , 0.6
}
MAP_MODE_INFRA_RANGE_COLOR_FROM = {
	1 , 0.125 , 0.0 , 0.1
}
MAP_MODE_INFRA_RANGE_COLOR_TO = {
	0.1 , 0.9 , 0.1 , 0.6
}
MAP_MODE_IDEOLOGY_COLOR_TRANSPARENCY = 1
CONSTRUCTION_MAP_MODE_TRANSPARENCY_OVERRIDE = 241
PEACE_CONFERENCE_CURRENT_SELECTED_SECONDARY_COLOR = {
	0 , 0 , 1 , 0.25
}
PEACE_CONFERENCE_SELECTABLE_SECONDARY_COLOR = {
	0 , 1 , 0 , 0.25
}
PEACE_CONFERENCE_CONTESTED_SECONDARY_COLOR = {
	1 , 0 , 0 , 0.25
}
PEACE_CONFERENCE_CHANGE_TARGET_TAG_SECONDARY_COLOR = {
	0 , 0.8 , 0.5 , 0.25
}
PEACE_CONFERENCE_DIFFERENT_STACKABLE_SECONDARY_COLOR = {
	1 , 1 , 0 , 0.25
}
FACTIONS_COLOR_NOT_MEMBER = {
	0.7 , 0.7 , 0.7 , 0.7
}
FACTIONS_MEMBER_TRANSPARENCY = 1.0
PLAYER_MAPMODE_NOT_SELECTED_COUNTRY_TRANSPARENCY = 0.15
SELECTED_COUNTRY_HIGHLIGHT_THICKNESS_MULT = 1.5
STRATEGIC_MODE_COUNTRY_COLOR_STRIPES_TRANSP = 0.0
STRATEGIC_MODE_ENEMY_STRIPES_COLOR = {
	0.827 , 0.172 , 0.184 , 0.0
}
STRATEGIC_MODE_OUR_STRIPES_COLOR = {
	0.427 , 0.619 , 0.858 , 0.0
}
STRATEGIC_MODE_ALLY_STRIPES_COLOR = {
	0.427 , 0.619 , 0.858 , 0.0
}
RADAR_RANGE_STRIPES_COLOR = {
	1.0 , 1.0 , 0.0 , 0.14
}
RADAR_RANGE_COLOR = {
	0.039 , 0.627 , 0.0 , 1.0
}
RADAR_RANGE_ALLIED_COLOR = {
	0.0 , 0.647 , 1.0 , 1.0
}
RADAR_RANGE_SELECTED_COLOR = {
	1.0 , 1.0 , 0.0 , 1.0
}
RADAR_ROTATION_SPEED = 0.025
AIR_RANGE_CAN_ASSIGN_MISSION_STRIPES_COLOR = {
	0 , 0.8 , 0 , 0.0
}
AIR_RANGE_CANNOT_ASSIGN_MISSION_STRIPES_COLOR = {
	0.8 , 0 , 0 , 0.5
# ... (truncated)
### Entity: Unit Leader
Component: jumping_general
Constructs: planning_speed, has_idea, is_army_leader, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
jumping_general = {
	type = land
	trait_type = personality_trait
	modifier = {
		promote_cost_factor = 50
		planning_speed = 0.3
		max_planning = -0.15
		wounded_chance_factor = 0.5
		experience_gain_factor = 1
	}
	corps_commander_modifier = {
		max_commander_army_size = -18
		special_forces_attack_factor = 0.05
		special_forces_defence_factor = 0.05
		paradrop_organization_factor = 2
		paratrooper_aa_defense = 0.3
	}
	attack_skill_factor = 1
	defense_skill_factor = 1
	unit_trigger = {
		division_has_majority_template = paratrooper
		owner = {
			NOT = {
				OR = {
					has_idea = best_of_the_best_spirit academy_scholarships_spirit
				}
			}
		}
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: AI Strategy
Component: USA_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_medium_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = easy_maintenance
				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 = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine easy_maintenance
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = easy_maintenance
				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_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine easy_maintenance
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
	
# ... (truncated)
### Entity: Event
Component: kmt.105
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.105
	title = kmt.102.t
	desc = kmt.105.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.102.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			generator = {
				729
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_soviet_iranian_oil_collaboration
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_resource
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_soviet_iranian_oil_collaboration
	icon = GFX_focus_PER_increase_oil_sales
	prerequisite = {
		focus = PER_industrial_aid
	}
	x = 0
	y = 1
	relative_position_id = PER_industrial_aid
	cost = 5
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		PER = {
			random_owned_controlled_state = {
				prioritize = {
					413 412
				}
				add_resource = {
					type = oil
					amount = 12
				}
			} {
				prioritize = {
					412 413
				}
				add_resource = {
					type = oil
					amount = 6
				}
			}
		}
		SOV = {
			random_owned_controlled_state = {
				prioritize = {
					229 232
				}
				add_resource = {
					type = oil
					amount = 10
				}
			} {
				prioritize = {
					232 229
				}
				add_resource = {
					type = oil
					amount = 14
				}
			}
		}
	}
}
### Entity: Character
Component: balinese_noble
Constructs: political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
balinese_noble = {
	sprite = 13
	random = no
	compliance_growth = 0.05
	drift_defence_factor = 0.05
	political_power_gain = -0.05
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_worldstage_4
Constructs: prerequisite, add_war_support, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_worldstage_4
	icon = GFX_focus_generic_strike_at_democracy1
	ai_will_do = {
		factor = 2
	}
	relative_position_id = MAL_worldstage_3
	x = 1
	y = 1
	prerequisite = {
		focus = MAL_worldstage_3 MAL_worldstage_5
	}
	available = {

	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = SIA
			expire = 0
		} {
			type = annex_everything
			target = INS
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: indian_independence_promised_idea
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
indian_independence_promised_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_morale_bonus
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_set_up_an_nco_school
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_set_up_an_nco_school
	icon = GFX_focus_chi_whampoa_military_academy
	prerequisite = {
		focus = CHI_military_affairs_commission_sea
	}
	mutually_exclusive = {
		focus = CHI_formalize_field_promotions
	}
	x = -1
	y = 1
	relative_position_id = CHI_military_affairs_commission_sea
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_army_org_factor = 0.02
			tooltip = army_org_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_training_time_factor = -0.15
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_albania
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_ally_with, is_subject, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_albania
	icon = GFX_focus_generic_befriend_albania
	relative_position_id = AUS_form_donaubund
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_form_donaubund AUS_old_ties
	}
	cost = 5
	bypass = {
		is_ally_with = ALB
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		ALB = {
			exists = yes
			is_in_faction = no
			is_subject = no
			NOT = {
				has_government = communism
				has_war_with = AUS
			}
		}
	}
	completion_reward = {
		ALB = {
			country_event = {
				id = generic.5
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.12
Constructs: is_triggered_only, limit, has_war_with, annex_country, every_controlled_state, is_core_of
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.12
	title = mongol_greater_mongolia.12.t
	desc = mongol_greater_mongolia.12.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.12.b
		FROM = {
			if = {
				limit = {
					original_tag = TAN
				}
				ROOT = {
					annex_country = {
						target = TAN
						transfer_troops = yes
					}
				}
			} {
				limit = {
					original_tag = SOV
					NOT = {
						has_war_with = ROOT
					}
				}
				MON_soviet_high_influence_increase_effect = yes
			}
			else = {
				every_controlled_state = {
					limit = {
						is_core_of = TAN
					}
					ROOT = {
						transfer_state = PREV
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: FIN_weapon_caches_modifier
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
FIN_weapon_caches_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_FIN_weapon_caches
	starting_compliance = -0.5
	resistance_decay = -0.5
	resistance_target = 0.15
	resistance_damage_to_garrison = 0.35
	resistance_garrison_penetration_chance = 0.25
	local_non_core_supply_impact_factor = 0.25
}
### Entity: Effect Reference
Construct: force_enable_resistance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## force_enable_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
force enables resistance for scoped state. the resistance will be active even if other conditions doesn't satisfy (even if it is core or resistance check trigger is false)  :
force_enable_resistance = GER # same as occupier = GER 
force_enable_resistance = { 
  clear = no #if yes, will clear previously set resistance
  occupier = GER #if set, the resistance will be enabled when the occupier is GER
  occupied = ENG #if set, the resistance will be enabled if the occupier country is target
}
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AWikitext.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Idea
Component: GRE_dep
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_dep = {
	picture = gre_dep
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_lignite_liquefaction
	}
	research_bonus = {
		synth_resources = 0.1
	}
	traits = {
		refinery_concern
	}
	modifier = {
		fuel_gain_factor_from_states = 0.15
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_repair_relations_with_the_west
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_repair_relations_with_the_west
	icon = GFX_focus_chi_british_cooperation
	cost = 10.0
	available = {
		is_in_faction = no
		is_subject = no
		ENG = {
			is_faction_leader = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	prerequisite = {
		focus = SPR_uphold_the_1931_constitution
	}
	relative_position_id = SPR_republican_victory
	x = -3
	y = 4
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_an_impregnable_wall
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_an_impregnable_wall
	icon = GFX_goal_generic_nested_fortifications
	x = 1
	y = 1
	relative_position_id = CZE_reform_the_rop
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_reform_the_rop
	} {
		focus = CZE_construct_additional_defence_lines
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			CZE_bm_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		} {
			CZE_bm_production_speed_bunker_factor = 0.05
			tooltip = production_speed_bunker_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_develop_the_yen_bloc
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, is_faction_leader, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_develop_the_yen_bloc
	icon = GFX_focus_JAP_develop_the_yen_block
	x = 0
	y = 1
	relative_position_id = JAP_expand_japan_manchukuo_economic_bloc
	prerequisite = {
		focus = JAP_expand_japan_manchukuo_economic_bloc
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				any_country = {
					has_idea = JAP_MAN_joint_economic_block_idea
				}
			}
			every_country = {
				limit = {
					has_idea = JAP_MAN_joint_economic_block_idea
				}
				swap_ideas = {
					remove_idea = JAP_MAN_joint_economic_block_idea
					add_idea = JAP_yen_bloc_idea
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_other_country = {
			limit = {
				is_ally_with = ROOT
				NOT = {
					has_idea = JAP_MAN_joint_economic_block_idea JAP_yen_bloc_idea
				}
			}
			add_ideas = JAP_yen_bloc_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_develop_the_yen_bloc_tt
	}
}