Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: RAJ_azad_hind
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_azad_hind = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
	}
}
### Entity: Event
Component: bftb_news.208
Constructs: is_triggered_only, has_war_with, add_war_support, add_opinion_modifier, is_in_faction_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.208
	title = bftb_news.208.t
	desc = bftb_news.208.desc
	picture = GFX_news_event_civil_war_turkey
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.208.a
		trigger = {
			NOT = {
				has_war_with = FROM
				tag = TUR
			}
		}
	} {
		name = bftb_news.208.b
		trigger = {
			NOT = {
				has_war_with = FROM
				is_in_faction_with = TUR
				tag = TUR
			}
		}
		add_opinion_modifier = {
			target = TUR
			modifier = embargo
		}
		hidden_effect = {
			TUR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embargo
				}
			}
		}
	} {
		name = bftb_news.208.c
		trigger = {
			has_war_with = FROM
		}
		add_war_support = 0.05
	} {
		name = bftb_news.208.d
		trigger = {
			tag = TUR
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_eradicate_communism
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_eradicate_communism
	icon = GFX_goal_generic_anti_communism
	prerequisite = {
		focus = LIE_brothers_in_arms LIE_our_own_path
	}
	x = 1
	y = 1
	relative_position_id = LIE_brothers_in_arms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_country_leader_trait = anti_communist
	}
}
### Entity: Event
Component: bftb_bulgaria_uranium_mining_concessions.1
Constructs: is_triggered_only, add_ideas, remove_ideas, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_uranium_mining_concessions.1
	title = bftb_bulgaria_uranium_mining_concessions.1.t
	desc = bftb_bulgaria_uranium_mining_concessions.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_uranium_mining_concessions.1.a
		effect_tooltip = {
			add_ideas = BUL_buhovo_uranium_mines
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_granted_uranium_mining_rights
			}
			BUL = {
				remove_ideas = BUL_buhovo_uranium_mines
				add_ideas = BUL_uranium_concession_agreement_ns
			}
		}
	}
}
### Entity: Character
Component: MEN_zhao_zhanshan
Source: game
File: common/characters/MEN.txt

Code:
MEN_zhao_zhanshan = {
	name = MEN_zhao_zhanshan
	portraits = {
		civilian = {
			large = GFX_portrait_Zhao_Zhanshan
		}
	}
	country_leader = {
		ideology = anarchist_communism
		traits = {
			captain_of_industry
		}
		expire = 1946.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_national_council_of_the_resistance
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_national_council_of_the_resistance
	icon = GFX_focus_focus_fra_national_resistance_council
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_the_civil_and_military_organization
	} {
		focus = FRA_cooperation_with_the_communists
	} {
		focus = FRA_form_the_national_committee
	}
	relative_position_id = FRA_the_civil_and_military_organization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = FRA_civil_and_military_organization
			add_idea = FRA_national_council_of_the_resistance
		}
	}
}
### Entity: Country History
Country: STL
Component: STL_characters
Constructs: recruit_character
Source: game
File: history/countries/STL - Saint Lucia.txt

Code:
# Leaders & Characters for STL
recruit_character = STL_george_charles
### Entity: Event
Component: wtt_germany.30
Constructs: is_triggered_only, has_completed_focus, add_war_support, add_opinion_modifier
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.30
	title = wtt_germany.28.t
	desc = wtt_germany.30.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.62.a
		trigger = {
			NOT = {
				has_completed_focus = ENG_a_change_in_course
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = protest_action
		}
		GER = {
			add_war_support = 0.1
		}
	} {
		name = germany.62.b
		trigger = {
			has_completed_focus = ENG_a_change_in_course
		}
	}
}
### Entity: Event
Component: englandmod.16
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.16
	title = englandmod.16.t
	desc = englandmod.16.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = englandmod.16.a
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_delegation_to_berlin
Constructs: division_template, prerequisite, limit, has_government, has_war_with, completion_reward, set_politics, set_temp_variable
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_delegation_to_berlin
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = SWE_unify_the_national_socialist_movement
	}
	mutually_exclusive = {
		focus = SWE_organize_a_putsch
	}
	x = 7
	y = 1
	relative_position_id = SWE_unify_the_national_socialist_movement
	cost = 10
	available = {
		any_other_country = {
			original_tag = GER
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = AAT_Sweden_nationalists.1
				hours = 1
			}
		}
		custom_effect_tooltip = SWE_civil_war_tt SWE_delegation_to_berlin_tt available_political_advisor
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_temp_variable = {
				SWE_opposing_ideology = party_popularity@democratic
			}
			add_to_temp_variable = {
				SWE_opposing_ideology = party_popularity@communism
			} {
				SWE_half_of_unaligned_support = party_popularity@neutrality
			} {
				SWE_opposing_ideology = SWE_part_of_unaligned_support
			}
			multiply_temp_variable = {
				SWE_opposing_ideology = 1.5
			} {
				SWE_part_of_unaligned_support = 0.25
			}
			start_civil_war = {
				ideology = democratic
				size = var:SWE_opposing_ideology
				if = {
					limit = {
						NOT = {
							has_template = Arméfördelning
						}
					}
					division_template = {
						name = Arméfördelning
						division_names_group = SWE_INF_01
						regiments = {
							infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							} {
								x = 2
								y = 0
							} {
								x = 2
								y = 1
							}
						}
						support = {
							artillery = {
								x = 0
								y = 0
							}
							engineer = {
								x = 0
								y = 1
							}
							recon = {
								x = 0
								y = 2
							}
						}
					}
				}
				every_country_division = {
					change_division_template = {
						division_template = Arméfördelning
					}
				}
			}
		}
		show_ideas_tooltip = SWE_birger_furugard SWE_konrad_hallgren SWE_sven_hedengren
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_4
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_4 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.1
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.1
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Decision
Component: MPL_foreign_support_category
Constructs: has_completed_focus, limit, has_war_with
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_foreign_support_category = {
	icon = GFX_decision_category_power_struggle
	picture = GFX_decision_EGY_anglo_egyptian_conference
	priority = 50
	allowed = {
		OR = {
			TAG = PAL ISR
		}
	}
	visible = {
		if = {
			limit = {
				TAG = ISR
			}
			NOT = {
				has_completed_focus = ISR_win
			}
		}
		else = {
			has_war_with = ISR
		}
	}
	visible_when_empty = yes
}
### Entity: Scripted Trigger
Component: EAI_infantry_variant_focus_AA
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_variant_focus_AA = {
	OR = {
		AND = {
			always = yes
		}
	}
}
### Entity: Character
Component: industrial_investment_bank
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_investment_bank = {
	random = no
	production_speed_industrial_complex_factor = 0.05
	consumer_goods_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_military_communism
Constructs: completion_reward, has_variable, is_subject, add_timed_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_military_communism
	mutually_exclusive = {
		focus = ETH_rally_around_the_emperor ETH_reach_out_to_the_italians
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 69
	y = 0
	offset = {
		x = 4
		y = 0
		trigger = {
			has_variable = ETH.host_nation
		}
	}
	icon = GFX_focus_generic_join_comintern
	cost = 5
	available = {
		is_subject = no
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_military_communism
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_is_fundamentalist_state
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_is_fundamentalist_state = {
	custom_trigger_tooltip = {
		tooltip = TUR_is_fundamentalist_state_tt
		OR = {
			AND = {
				state = 49
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 347
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 343
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 346
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 342
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 798
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 356
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 348
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 344
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 349
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 355
				OR = {
					has_dynamic_modifier = {
						modifier = islamist_opposition
					} {
						modifier = islamist_sedition
					} {
						modifier = islamist_insurgency
					}
				}
			} {
				state = 345
				OR = {
					ha
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_660
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_660 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 660
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 660
	}
}
### Entity: Character
Component: polemarch
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
polemarch = {
	random = no
	war_support_factor = 0.05
	justify_war_goal_time = -0.15
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_ally_yugoslavia_renner
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_ally_with
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_ally_yugoslavia_renner
	text = AUS_ally_yugoslavia
	icon = GFX_goal_generic_befriend_yugoslavia
	relative_position_id = AUS_danubian_defensive_pact
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_danubian_defensive_pact
	}
	cost = 5
	mutually_exclusive = {
		focus = AUS_slovenia_for_alliance_renner
	}
	bypass = {
		OR = {
			YUG = {
				OR = {
					exists = no
					is_in_faction = yes
					is_subject = yes
					is_ally_with = ITA
					has_government = fascism
				}
			}
			has_war_with = YUG
			is_ally_with = YUG
		}
	}
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			YUG = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_balkan_pact
					name = vienna_pact
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = vienna_pact
			}
			YUG = {
				country_event = {
					id = generic.5
					days = 1
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Character
Component: CHL_venancio_huenchual
Constructs: has_completed_focus, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_venancio_huenchual = {
	name = CHL_venancio_huenchual
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_venancio_huenchual
			small = GFX_portrait_CHL_venancio_huenchual_small
		}
		army = {
			large = GFX_portrait_CHL_venancio_huenchual
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHL_venancio_huenchual
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_venancio_huenchual
				}
			}
		}
		visible = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
			NOT = {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
		traits = {
			army_chief_offensive_2
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
		}
	}
}
### Entity: Character
Component: CHI_random_prince_of_terror
Constructs: has_completed_focus, has_focus_tree, is_chinese_warlord, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_random_prince_of_terror = {
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHI_random_prince_of_terror
		available = {
			has_completed_focus = CHI_bureau_of_investigation_and_statistics
		}
		visible = {
			has_focus_tree = china_nationalist_focus
		}
		allowed = {
			or = {
				original_tag = CHI
				is_chinese_warlord = yes
			}
			has_dlc = La Resistance Waking the Tiger
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Event
Component: bftb_turkey.134
Constructs: is_triggered_only, has_completed_focus, limit, add_stability, clr_country_flag, clear_variable, is_unit_leader, remove_unit_leader_role
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.134
	title = bftb_turkey.134.t
	desc = bftb_turkey.134.desc
	picture = GFX_report_event_tur_ataturk_death
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = TUR_ataturk_getting_sickly
			clear_variable = TUR_ataturk_sickness_factor_var TUR_ataturk_health_bar
			if = {
				limit = {
					TUR_mustafa_kemal_ataturk = {
						is_unit_leader = yes
					}
				}
				TUR_mustafa_kemal_ataturk = {
					remove_unit_leader_role = yes
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
	option = {
		name = bftb_turkey.134.a
		trigger = {
			has_completed_focus = TUR_fully_integrate_the_is_bank TUR_privatize_the_anadolu_agency
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
		add_stability = 0.1
	} {
		name = bftb_turkey.134.b
		trigger = {
			OR = {
				has_completed_focus = TUR_the_sanayiciler TUR_peace_at_home
			}
			NOT = {
				has_completed_focus = TUR_reinvigorate_turkish_nationalism
			}
		}
		add_country_leader_role = {
			character = TUR_celal_bayar
			country_leader = {
				expire = 1965.1.1
				ideology = centrism
				traits = {
					liberal_democratic_paragon
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.134.c
		trigger = {
			OR = {
				has_completed_focus = TUR_the_sanayiciler TUR_peace_at_home
			}
			NOT = {
				has_completed_focus = TUR_reinvigorate_turkish_nationalism
			}
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = TUR_ismet_inonu
				ideology = despotism
			}
		}
		add_country_leader_role = {
			character = TUR_ismet_inonu
			country_leader = {
				expire = 1965.1.1
				ideology = centrism
				traits = {
					milli_sef
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.134.d
		trigger = {
			has_completed_focus = TUR_reinvigorate_turkish_nationalism
		}
		add_country_leader_role = {
			character = TUR_fevzi_cakmak
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					maresal
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.134.e
		trigger = {
			has_idea = TUR_fevzi_cakmak_prime_minister
			has_completed_focus = TUR_kemalism_and_the_modern_movement
		}
		add_country_leader_role = {
			character = TUR_fevzi_cakmak
			country_leader = {
				expire = 1965.1.1
				ideology = rexism
				traits = {
					m
# ... (truncated)
### Entity: Idea
Component: MAC_aco2
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = MAC
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SPA_joaquin_garcia_morato
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_joaquin_garcia_morato = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_joaquin_garcia_morato
		portraits = {
			army = {
				small = GFX_idea_SPA_joaquin_garcia_morato
			}
		}
		advisor = {
			slot = air_chief
			idea_token = SPA_joaquin_garcia_morato
			ledger = air
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPA_no_compromise_on_carlist_ideals
				}
				custom_trigger_tooltip = {
					tooltip = SPA_not_republican_spain_tt
					NOT = {
						tag = SPD
					}
				}
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_joaquin_garcia_morato
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
		advisor = {
			slot = high_command
			idea_token = SPA_joaquin_garcia_morato
			ledger = air
			name = SPA_joaquin_garcia_morato
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				air_air_combat_training_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_air_bases
Constructs: has_war, completion_reward, has_civil_war, is_controlled_by, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_air_bases
	icon = GFX_goal_generic_build_airforce
	x = 9
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			OR = {
				has_war = yes
				has_civil_war = yes
			}
			factor = 2
		}
	}
	available = {
		110 = {
			is_controlled_by = ROOT
		}
		142 = {
			is_controlled_by = ROOT
		}
		143 = {
			is_controlled_by = ROOT
		}
		144 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				110
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				142
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				143
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				144
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		air_experience = 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_petition_nima-odsor_to_stay_in_shangbei
Constructs: limit, has_war_with, add_war_support, has_country_flag, add_stability, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_petition_nima-odsor_to_stay_in_shangbei
	icon = GFX_focus_jap_cast_the_die
	mutually_exclusive = {
		focus = MEN_strengthen_ties_with_japan MEN_radicalize_the_peasants
	}
	x = 52
	y = 0
	available = {
		is_subject = no
		has_civil_war = no
		has_country_flag = MEN_nima_odsor_not_assassinated
	}
	cost = 8
	ai_will_do = {
		factor = 35
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.05
		if = {
			limit = {
				JAP = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = JAP
				modifier = medium_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}