Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: ah_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ah_bomber_focus ah_fighter_focus
	}
	x = -1
	y = 1
	relative_position_id = ah_bomber_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: r56.soviet.38
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.38
	title = r56.soviet.38.t
	desc = r56.soviet.38.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.38.a
		SOV = {
			add_to_faction = ROOT
		}
		FROM = {
			country_event = {
				id = r56.soviet.41
			}
		}
	} {
		name = r56.soviet.38.b
		FROM = {
			country_event = {
				id = r56.soviet.42
			}
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_continue_the_naval_expansion
Constructs: completion_reward
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_continue_the_naval_expansion
	icon = GFX_goal_generic_build_navy
	x = -7
	relative_position_id = TUR_continue_the_military_reorganization
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		navy_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_manchuria_airplane_manufacturing_company
Constructs: prerequisite, limit, completion_reward, has_subject, is_core_of, cancel_if_invalid, every_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_manchuria_airplane_manufacturing_company
	icon = GFX_focus_JAP_manchuria_airplane_manufacturing_company
	prerequisite = {
		focus = JAP_manchuria_five_year_plan
	}
	relative_position_id = JAP_manchuria_five_year_plan
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			has_subject = MAN
			any_controlled_state = {
				is_core_of = MAN
			}
		}
	}
	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 = {
				has_subject = MAN
			}
			MAN = {
				every_core_state = {
					limit = {
						is_fully_controlled_by = PREV
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					random_select_amount = 2
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
				add_breakthrough_progress = {
					specialization = specialization_air
					value = 0.15
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_core_of = MAN
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.15
			}
		}
	}
}
### Entity: Character
Component: GER_chief_of_the_sa_leader
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_chief_of_the_sa_leader = {
	random = no
	stability_factor = -0.05
	fascism_drift = 0.03
	political_power_factor = 0.05
	war_support_factor = 0.05
	modifier_army_sub_unit_militia_defence_factor = 0.05
	modifier_army_sub_unit_militia_attack_factor = 0.05
	modifier_army_sub_unit_militia_max_org_factor = 0.05
}
### Entity: Event
Component: wuw_GER_diplomacy.116
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.116
	title = denmark_expansion_event.802.t
	desc = denmark_expansion_event.802.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.102.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_aquire_british_ships
Constructs: prerequisite, completion_reward, is_in_faction_with, is_coastal, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_aquire_british_ships
	icon = GFX_goal_generic_intelligence_exchange
	x = 1
	y = 1
	cost = 5
	available = {
		is_in_faction_with = ENG
		any_controlled_state = {
			is_coastal = yes
			naval_base = > 0
		}
	}
	prerequisite = {
		focus = AFG_beacon_of_the_orient
	}
	relative_position_id = AFG_beacon_of_the_orient
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_purchasing_ships
		ENG = {
			transfer_ship = {
				prefer_name = HMS Crescent
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Stronghold
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Veteran
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Express
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Echo
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Diana
				type = destroyer
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Calcutta
				type = light_cruiser
				target = AFG
				exclude_refitting = no
			} {
				prefer_name = HMS Durban
				type = light_cruiser
				target = AFG
				exclude_refitting = no
			}
			add_timed_idea = {
				idea = r56_CAN_usa_ship_purchases
				days = 180
			}
		}
		add_timed_idea = {
			idea = r56_CAN_can_ship_purchases
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_enforce_stricter_secularism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_dlc
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_enforce_stricter_secularism
	icon = GFX_focus_mex_triumph_over_the_cristeros
	relative_position_id = CHL_kickstart_the_arsenal_of_democracy
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_kickstart_the_arsenal_of_democracy CHL_development_inwards
	}
	mutually_exclusive = {
		focus = CHL_repeal_the_separation_of_church_an_state
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 1.5
			CHL_has_left_wing_government = yes
		}
	}
	available = {
		OR = {
			has_government = communism
			CHL_has_left_wing_government = yes
			CHL_has_right_wing_government = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				AND = {
					has_dlc = By Blood Alone
					ITA = {
						exists = yes
						has_completed_focus = ITA_seek_papal_support
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = denounced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					POR = {
						has_completed_focus = POR_concordat_with_the_holy_see
					}
				}
			}
			POR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = denounced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					SPR = {
						has_completed_focus = SPA_defenders_of_catholicism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = denounced_catholicism
				}
			}
		}
		add_ideas = CHL_strict_secularism
	}
}
### Entity: AI Strategy
Component: HON_banana_ancapistan_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/HON_alternate_strategy_plan.txt

Code:
HON_banana_ancapistan_plan = {
	name = HON: Banana ancapistan AI Plan
	desc = Banana empire behavior for Honduras.
	allowed = {
		original_tag = HON
	}
	enable = {
		OR = {
			has_country_flag = HON_AI_RANDOM_BANANA_ANCAPISTAN
			has_game_rule = {
				rule = HON_ai_behavior
				option = BANANA_ANCAPISTAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HON_politics HON_suggest_fascism HON_invite_zemurray HON_american_support HON_united_fruit_coup HON_corporate_alliance HON_empower_domestic_competition HON_protect_our_private_businesses HON_free_our_markets HON_free_other_latin_markets HON_empower_the_consumer_council
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: SIA_military_coup
Constructs: limit, has_government, set_variable, set_variable_to_random, add_to_variable, is_debug, has_country_leader, has_variable
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_military_coup = {
	set_variable = {
		t_cw_size = 0.35
	}
	set_variable_to_random = {
		var = t_cw_size_noise
		min = -0.1
		max = 0.25
		integer = no
	}
	add_to_variable = {
		t_cw_size = t_cw_size_noise
	}
	if = {
		limit = {
			is_debug = yes
			tag = SIA
		}
		log = Coup Strength for Siam is [?var:t_cw_size]
	} {
		limit = {
			has_country_leader = {
				character = SIA_plaek_phibunsongkhram
			}
		}
		start_civil_war = {
			ideology = neutrality
			ruling_party = fascism
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	} {
		limit = {
			has_variable = SIA_other_cw_country
		}
		random_army_leader = {
			limit = {
				NOT = {
					OR = {
						is_character = SIA_plaek_phibunsongkhram SIA_pridi_banomyong SIA_phraya_phahon SIA_phraya_songsuradet SIA_ananda_mahidol SIA_rambai_barni SIA_prajadhipok SIA_bowardej SIA_rangsit_prayurasakdi SIA_adul_aduldejajaras
					}
				}
			}
			set_nationality = ROOT.SIA_other_cw_country
			if = {
				limit = {
					PREV.var:SIA_other_cw_country = {
						has_government = fascism
					}
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = fascism_ideology
					}
				}
			}
			else_if = {
				limit = {
					PREV.var:SIA_other_cw_country = {
						has_government = neutrality
					}
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
					}
				}
			}
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_leader = {
					character = SIA_phraya_phahon
				} {
					character = SIA_phraya_songsuradet
				} {
					character = SIA_ananda_mahidol
				} {
					character = SIA_rambai_barni
				} {
					character = SIA_prajadhipok
				} {
					character = SIA_bowardej
				} {
					character = SIA_rangsit_prayurasakdi
				}
			}
		}
		start_civil_war = {
			ideology = fascism
			ruling_party = neutrality
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	} {
		limit = {
			has_country_leader = {
				character = SIA_pridi_banomyong
			}
		}
		start_civil_war = {
			ideology = fascism
			ruling_party = democratic
			size = var:t_cw_size
			keep_all_characters = yes
			set_variable = {
				ROOT.SIA_other_cw_country = THIS
			}
		}
	}
	else = {
		start_civil_war = {
			ideology = co
# ... (truncated)
### Entity: Character
Component: YUN_lu_guofan
Source: game
File: common/characters/YUN.txt

Code:
YUN_lu_guofan = {
	advisor = {
		slot = air_chief
		idea_token = YUN_lu_guofan
		allowed = {
			original_tag = YUN
		}
		traits = {
			air_chief_old_guard
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Lu Guofan
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_expand_the_manfred_weiss_steel_works
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_expand_the_manfred_weiss_steel_works
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = HUN_invite_foreign_investors
	}
	x = -3
	y = 2
	relative_position_id = HUN_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = HUN_expand_the_manfred_weiss_steel_works_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 8
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				43
			}
			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 = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = HUN_expand_the_manfred_weiss_steel_works_IC
			add_resource = {
				type = steel
				amount = 12
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_a_colonial_empire
Constructs: prerequisite, limit, completion_reward, add_to_variable, every_state, is_core_of, is_owned_by, is_claimed_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_a_colonial_empire
	icon = GFX_focus_ITA_a_colonial_empire
	prerequisite = {
		focus = ITA_subdue_the_sentinels
	}
	x = 0
	y = 1
	relative_position_id = ITA_subdue_the_sentinels
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_non_core_manpower = 0.15
		}
		custom_effect_tooltip = ITA_a_colonial_empire_re_tt ITA_a_colonial_empire_claims_tt
		every_state = {
			limit = {
				OR = {
					is_core_of = EGY KEN SUD SOM DJI ETH ERI UGA
				}
				NOT = {
					is_owned_by = ROOT
				} {
					is_claimed_by = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					add_state_claim = PREV
				}
			}
			custom_effect_tooltip = generic_ROOT_gains_claim_tt
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_confrontation_with_the_warlords
Constructs: prerequisite, limit, every_country, completion_reward, is_subject, is_in_faction, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_confrontation_with_the_warlords
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = PRC_sea_government_of_national_defense
	}
	x = 0
	y = 2
	relative_position_id = PRC_sea_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			AND = {
				is_in_faction = yes
				not = {
					is_in_faction_with = CHI
				}
			} {
				YUN = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				GXC = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				SHX = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				XSM = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				SIK = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					is_in_faction = no
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction = chinese_united_front
			}
		}
		every_country = {
			limit = {
				is_literally_china = yes
				is_in_faction = no
				NOT = {
					tag = ROOT
				}
			}
			country_event = wtt_prc.10
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_avoid_interventionalist_destablilization
Constructs: has_completed_focus, limit, completion_reward, add_political_power, has_game_rule, cancel_if_invalid, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_avoid_interventionalist_destablilization
	icon = GFX_goal_generic_consumer_goods
	mutually_exclusive = {
		focus = wuw_HUN_economic_intervention
	}
	x = 45
	y = 0
	relative_position_id = wuw_HUN_end_the_regency
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_regency
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_invite_otto_to_the_throne
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_establishing_a_new_dynasty
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_democratic_king
		}
	} {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	} {
		x = -40
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_continue_the_regency
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_strengthen_horthys_reign
		}
	} {
		x = -38
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_end_the_white_terror
		}
	} {
		x = -1
# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_NAV_effort
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_NAV_effort
	icon = GFX_goal_zero_blue
	prerequisite = {
		focus = VNZ_aviation_effort
	}
	relative_position_id = VNZ_aviation_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = cat_torpedoes
			} {
				name = nav_bomber_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_invite_soviet_advisors
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_war_with, completion_reward, check_variable, has_opinion
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_invite_soviet_advisors
	icon = GFX_goal_soviet_military_advisors
	x = -1
	y = 1
	relative_position_id = MON_ratify_mutual_assistance_treaty
	cost = 8.6
	prerequisite = {
		focus = MON_ratify_mutual_assistance_treaty
	}
	available = {
		has_completed_focus = MON_joint_technological_development
		custom_trigger_tooltip = {
			tooltip = MON_sov_influence_more_20_tt
			check_variable = {
				sov_influence_in_mon = 20
				compare = greater_than_or_equals
			}
		}
		any_other_country = {
			original_tag = SOV
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_opinion = {
					target = ROOT
					value = > 29
				}
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		random_other_country = {
			limit = {
				original_tag = SOV
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = mongol_army.4
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_accept_alt_tt if_they_refuse_tt
		effect_tooltip = {
			add_ideas = Mon_soviet_advisors_idea
			every_possible_country = {
				limit = {
					has_character = SOV_issa_pliyev
				}
				random_character = {
					limit = {
						is_character = SOV_issa_pliyev
					}
					set_nationality = ROOT
				}
			}
			MON_soviet_high_influence_increase_effect = yes
		} {
			add_ideas = Mon_soviet_crew_idea
			every_possible_country = {
				limit = {
					has_character = SOV_issa_pliyev
				}
				random_character = {
					limit = {
						is_character = SOV_issa_pliyev
					}
					set_nationality = ROOT
				}
			}
			MON_soviet_low_influence_increase_effect = yes
		} {
			army_experience = 10
			MON_soviet_medium_influence_decrease_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_INFLUENCE_INCREASE FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Character
Component: LAO_the_red_prince
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
LAO_the_red_prince = {
	random = no
	sprite = 13
	communism_drift = 0.06
	stability_factor = 0.1
}