Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_artillery_bombardment
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, add_tech_bonus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_artillery_bombardment
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = GER_lessons_of_the_great_war
	} {
		focus = GER_improve_motorized_troops
	}
	x = 1
	y = 1
	relative_position_id = GER_improve_motorized_troops
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:GER_rheinmetall_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
			mio:GER_mauser_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_tech_bonus = {
			name = GER_artillery_bombardment
			bonus = 0.5
			uses = 2
			category = artillery
		} {
			name = GER_artillery_bombardment
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Sturmpanzer
				design_team = mio:GER_alkett_organization
				parent_version = 0
				type = medium_tank_artillery_chassis_1
				modules = {
					main_armament_slot = tank_medium_howitzer
					turret_type_slot = tank_medium_fixed_superstructure_turret
					suspension_type_slot = tank_bogie_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 6
					tank_nsb_armor_upgrade = 2
				}
				icon = GFX_GER_basic_medium_art_medium
			} {
				name = Nashorn
				design_team = mio:GER_alkett_organization
				parent_version = 0
				type = medium_tank_destroyer_chassis_1
				modules = {
					main_armament_slot = tank_medium_cannon
					turret_type_slot = tank_medium_fixed_superstructure_turret
					suspension_type_slot = tank_bogie_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 6
					tank_nsb_armor_upgrade = 2
				}
				icon = GFX_GER_basic_light_td
			}
		} {
			limit = {
				OR = {
					has_dlc = Gotterdammerung No Step Back
				}
			}
			GER_add_or_modify_wunderwaffen = yes
			add_to_variable = {
				GER_wunderwaff
# ... (truncated)
### Entity: Event
Component: usa.14
Constructs: is_triggered_only, ai_chance, set_political_party, limit, remove_ideas, has_government, has_war_with, add_war_support
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.14
	title = usa.14.t
	desc = usa.14.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	trigger = {
		tag = USA
		has_government = fascism
		is_puppet = no
	}
	option = {
		name = usa.14.a
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		set_political_party = {
			ideology = democratic
			popularity = 50
		}
		remove_ideas = great_depression
		add_war_support = 0.2
		add_timed_idea = {
			idea = fascism_defeated
			days = 730
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					NOT = {
						has_war_with = USA
					}
				}
			}
			ENG = {
				add_to_faction = USA
			}
			USA = {
				add_ai_strategy = {
					type = alliance
					id = ENG
					value = 200
				}
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = unholy_alliance
		}
	} {
		name = usa.14.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_area_priority
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_area_priority = {
	allowed = {
		tag = USA
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = asia
		value = 200
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_civil_service_purge
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_civil_service_purge
	icon = GFX_focus_generic_conspiracy
	prerequisite = {
		focus = BEL_nationalize_the_banks BEL_royal_commander_in_chief BEL_international_stipend
	}
	relative_position_id = BEL_nationalize_the_banks
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	x = 1
	y = 1
	cost = 10
	available = {
		fascism = > 0.6
	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_corruption_dynamic_modifier_tt
		add_to_variable = {
			BEL_corruption_political_power_gain = 0.05
			tooltip = political_power_gain_tt
		} {
			BEL_corruption_stability_factor = 0.1
			tooltip = stability_factor_tt
		} {
			BEL_corruption_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			BEL_corruption_fascism_drift = -0.05
			tooltip = fascism_drift_tt
		}
	}
}
### Entity: Decision
Component: MEX_foreign_affairs
Constructs: has_completed_focus, add_ideas, remove_ideas, has_war_with, is_major, add_opinion_modifier, fire_only_once, is_subject
Source: game
File: common/decisions/r56_MEX_decisions.txt

Code:
MEX_foreign_affairs = {
	MEX_invite_FROM_to_the_treaty = {
		icon = hol_exchange_intelligence_data
		targets = {
			GUA HON ELS NIC COS PAN COL VEN ECU PRU BOL CHL ARG PAR URG BRA CUB DOM HAI
		}
		target_trigger = {
			FROM = {
				is_subject = no
				is_in_faction = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		allowed = {
			original_tag = MEX
		}
		available = {
			has_completed_focus = MEX_lay_down_the_cooperative_basis
			NOT = {
				has_idea = ROOT_diplomatic_effort
			}
			FROM = {
				is_subject = no
				is_in_faction = no
				is_major = no
			}
		}
		visible = {
			is_subject = no
			has_completed_focus = MEX_lay_down_the_cooperative_basis
		}
		fire_only_once = yes
		cost = 50
		ai_will_do = {
			factor = 20
		}
		days_remove = 30
		complete_effect = {
			add_ideas = ROOT_diplomatic_effort
		}
		remove_effect = {
			remove_ideas = ROOT_diplomatic_effort
			FROM = {
				country_event = {
					id = generic.5
					hours = 6
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = huge_increase
				}
				reverse_add_opinion_modifier = {
					target = ROOT
					modifier = huge_increase
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_building_slot_available
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_building_slot_available = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_building_slot_available > THIS=[this.getname] PREV=[prev.getname] _project_building_type=[?_project_building_type] _project_province_id=[?_project_province_id]
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_INF
			}
		}
		free_building_slots = {
			building = infrastructure
			size = > 0
			include_locked = no
		}
	}
	else_if = {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_AIR
			}
		}
		free_building_slots = {
			building = air_base
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_AA
			}
		}
		free_building_slots = {
			building = anti_air_building
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_RADAR
			}
		}
		free_building_slots = {
			building = radar_station
			size = > 0
			include_locked = no
		}
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_MIC
			}
		}
		EAI_has_free_shared_slot = yes
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_CIC
			}
		}
		EAI_has_free_shared_slot = yes
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_NIC
			}
		}
		EAI_has_free_shared_slot = yes
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_REF
			}
		}
		EAI_has_free_shared_slot = yes
		set_temp_variable = {
			tmp_num_ref = building_level@synthetic_refinery
		}
		free_building_slots = {
			building = synthetic_refinery
			size = > 0
			include_locked = no
		}
		if = {
			limit = {
				check_variable = {
					tmp_num_ref = 0
				}
			}
			free_building_slots = {
				building = synthetic_refinery
				size = > 2
				include_locked = no
			}
		} {
			limit = {
				check_variable = {
					tmp_num_ref = 1
				}
			}
			free_building_slots = {
				building = synthetic_refinery
				size = > 1
				include_locked = no
			}
		} {
			limit = {
				check_variable = {
					tmp_num_ref = 2
				}
			}
			free_building_slots = {
				building = synthetic_refinery
				size = > 0
				include_locked = no
			}
		}
	} {
		limit = {
			check_variable = {
				_project_building_type = global.EAI_PC_SILO
			}
		}

# ... (truncated)
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_SOV_attache_improve_relations_SPD
Constructs: has_civil_war, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_SOV_attache_improve_relations_SPD = {
	enable = {
		tag = SPD
		has_civil_war = yes
		has_opinion = {
			target = SOV
			value = < 30
		}
		NOT = {
			is_in_array = {
				EAI_attache_senders = SOV.id
			}
		}
		date = < 1937.6.1
	}
	abort = {
		NOT = {
			AND = {
				has_opinion = {
					target = SOV
					value = < 40
				}
				NOT = {
					is_in_array = {
						EAI_attache_senders = SOV.id
					}
				}
			}
		}
	}
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = improve_relation
		value = 30000
	}
}
### Entity: Event
Component: BBA_ethiopia_anti_colonialism_events.1
Constructs: is_triggered_only, ai_chance, set_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_anti_colonialism_events.1
	title = BBA_ethiopia_anti_colonialism_events.1.t
	desc = BBA_ethiopia_anti_colonialism_events.1.desc
	is_triggered_only = yes
	hidden = yes
	option = {
		name = BBA_ethiopia_anti_colonialism_events.1.a
		ai_chance = {
			base = 10
		}
		var:previous_overlord = {
			country_event = {
				id = BBA_ethiopia_anti_colonialism_events.2
				hours = 1
			}
		}
		set_variable = {
			global.african_revolt_country = ROOT
		} {
			global.african_supporting_country = FROM
		} {
			global.african_colonial_country = var:previous_overlord
		}
	}
}
### Entity: Idea
Component: SPR_disbanded_army_1
Constructs: army_defence_factor, has_government, army_attack_factor, planning_speed
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_disbanded_army_1 = {
	name = SPR_disbanded_army
	picture = SPR_disbanded_army
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		max_command_power = -50
		command_power_gain_mult = -0.2
		planning_speed = -0.2
		max_planning = -0.2
		army_defence_factor = -0.05
		army_attack_factor = -0.1
	}
}
### Entity: Character
Component: FIN_patriotic_socialist_kuusinen
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
FIN_patriotic_socialist_kuusinen = {
	random = no
	sprite = 13
	communism_drift = 0.05
	war_support_factor = 0.1
	custom_modifier_tooltip = FIN_patriotic_socialist_kuusinen_tt
}
### Entity: Idea
Component: SWE_undermine_fascism
Constructs: fascism_drift, neutrality_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_undermine_fascism = {
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_anti_fascist_crusade
	allowed = {
		tag = SWE
	}
	modifier = {
		fascism_drift = -0.1
		neutrality_drift = 0.05
	}
}
### Entity: Idea
Component: AUS_economic_boom
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_economic_boom = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_economic_increase
	modifier = {
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.1
		production_speed_industrial_complex_factor = 0.15
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_an_independent_colonial_cabinet
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, remove_ideas, add_opinion_modifier, completion_reward, has_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_an_independent_colonial_cabinet
	icon = GFX_focus_ETH_re-convene_the_parliament
	x = 1
	y = 1
	prerequisite = {
		focus = COG_emergency_powers_for_pierre_ryckmans
	}
	relative_position_id = COG_emergency_powers_for_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		}
	}
	completion_reward = {
		country_event = {
			id = ww_congo.25
			hours = 0
		}
		effect_tooltip = {
			IF = {
				limit = {
					has_idea = BEL_albert_de_vleeschauwer
				}
				remove_ideas = BEL_albert_de_vleeschauwer
			} {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = small_plane_airframe
					seller_trigger = is_allied_seller_trigger
				} {
					cic = 1000
					equipment_type = infantry_equipment
					seller_trigger = is_allied_seller_trigger
				} {
					cic = 1000
					equipment_type = artillery_equipment
					seller_trigger = is_allied_seller_trigger
				} {
					cic = 1000
					equipment_type = motorized_equipment
					seller_trigger = is_allied_seller_trigger
				}
			}
			every_other_country = {
				limit = {
					is_in_faction_with = COG
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ELSE = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 250
					producer = USA
				} {
					type = artillery_equipment
					amount = 50
					producer = USA
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Royal Canadian Pacific Squadron
Source: game
File: history/units/CAN_1939_naval_legacy.txt

Code:
fleet = {
	name = Royal Canadian Pacific Squadron
	naval_base = 1408
	task_force = {
		name = Pacific Squadron
		location = 1408
		ship = {
			name = HMCS Restigouche
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Fraser
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS Ottawa
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		} {
			name = HMCS St. Laurent
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CAN
					version_name = Saguenay Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_brotherhood_for_china
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, modify_blue_shirts, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_brotherhood_for_china
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CHI_empower_the_bureau_of_investigation_and_statistics
	}
	x = 1
	y = 1
	relative_position_id = CHI_empower_the_bureau_of_investigation_and_statistics
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = CHI_blue_shirt_society
					}
				}
			}
			add_dynamic_modifier = {
				modifier = CHI_blue_shirt_society
			}
		}
		else = {
			custom_effect_tooltip = modify_blue_shirts
			add_to_variable = {
				CHI_blue_shirt_society_war_support_factor = 0.05
				tooltip = war_support_factor_tt
			} {
				CHI_blue_shirt_society_stability_factor = -0.05
				tooltip = stability_factor_tt
			} {
				CHI_blue_shirt_society_fascism_drift = 0.02
				tooltip = fascism_drift_tt
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/TAOG_INS_scripted_loc.txt

Code:
defined_text = {
	name = INS_timor_issue_scripted_name
	text = {
		trigger = {
			TML = {
				exists = yes
			}
		}
		localization_key = INS_timor_issue_scripted_name_attack
	} {
		trigger = {
			TML = {
				exists = no
			}
		}
		localization_key = INS_timor_issue_scripted_name_issue
	}
}
### Entity: Unit Template
Component: ELS_CV_HISTORICAL
Source: game
File: common/units/names_ships/ELS_ship_names.txt

Code:
ELS_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		ELS
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARS 
	fallback_name = Portaaviones %d
	unique = {
		República de El Salvador San Salvador
	}
}
### Entity: Idea
Component: AUS_integrated_military
Constructs: is_subject_of
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_integrated_military = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			is_subject_of = AUS
		}
	}
	modifier = {
		mic_to_overlord_factor = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_47
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_47 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 47
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 47
		value = 25000
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_maintenance_company.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_maintenance_company.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Idea
Component: CHL_crackdown_idea
Constructs: stability_factor, has_government, is_subject, is_puppet, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_crackdown_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			} {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.05
		stability_factor = 0.05
	}
	picture = generic_intel_bonus
}
### Entity: Idea
Component: BRA_king_vassouras
Constructs: neutrality_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_king_vassouras = {
	picture = bra_monarchist_uprising
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.02
		economy_cost_factor = -0.1
		trade_laws_cost_factor = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_6 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 6
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 6
	}
}
### Entity: Scripted Effect
Component: FRA_air_force_improvement
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_FRA_scripted_effects.txt

Code:
FRA_air_force_improvement = {
	if = {
		limit = {
			has_idea = FRA_modernizing_airforce4
		}
		remove_ideas = FRA_modernizing_airforce4
	}
	else_if = {
		limit = {
			has_idea = FRA_modernizing_airforce3
		}
		swap_ideas = {
			remove_idea = FRA_modernizing_airforce3
			add_idea = FRA_modernizing_airforce4
		}
	} {
		limit = {
			has_idea = FRA_modernizing_airforce2
		}
		swap_ideas = {
			remove_idea = FRA_modernizing_airforce2
			add_idea = FRA_modernizing_airforce3
		}
	} {
		limit = {
			has_idea = FRA_modernizing_airforce1
		}
		swap_ideas = {
			remove_idea = FRA_modernizing_airforce1
			add_idea = FRA_modernizing_airforce2
		}
	} {
		limit = {
			has_idea = FRA_outdated_airforce
		}
		swap_ideas = {
			remove_idea = FRA_outdated_airforce
			add_idea = FRA_modernizing_airforce1
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_integrate_tibet
Constructs: shared_focus, prerequisite, completion_reward, is_in_faction_with, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_integrate_tibet
	icon = GFX_focus_PRC_reclaim_tibet
	prerequisite = {
		focus = CHI_sea_one_china_policy
	}
	mutually_exclusive = {
		focus = CHI_sea_conquer_tibet
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = TIB
		}
		is_subject = no
		OR = {
			controls_state = 747 752 604 1042
		}
	}
	bypass = {
		TIB = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		TIB = {
			country_event = wtt_china.10
		}
	}
}
### Entity: Event
Component: SCA_iceland.8
Constructs: is_triggered_only, limit, has_government, fire_only_once, add_popularity, set_politics, add_timed_idea
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.8
	title = SCA_iceland.8.t
	desc = SCA_iceland.8.desc
	picture = GFX_report_event_generic_parliament
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SCA_iceland.8.a
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		add_timed_idea = {
			idea = ICE_internal_conflicts
			days = 180
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_cooperation_against_berlin
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_game_rule, set_rule, add_ai_strategy
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_cooperation_against_berlin
	icon = GFX_goal_GER_restore_weimar
	cost = 5
	prerequisite = {
		focus = TUR_bicontinental_intervention
	}
	mutually_exclusive = {
		focus = TUR_cooperation_against_moscow TUR_anti_colonial_action
	}
	relative_position_id = TUR_bicontinental_intervention
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_bicontinental_intervention
		}
	}
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		set_rule = {
			can_guarantee_other_ideologies = yes
		}
		custom_effect_tooltip = TUR_cooperation_against_berlin1_tt
		add_ai_strategy = {
			type = befriend
			id = ENG
			value = 15
		}
	}
}