Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_special_operations_executive
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_tech, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_special_operations_executive
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = RAJ_british_air_experts
	}
	x = -1
	y = 1
	relative_position_id = RAJ_british_air_experts
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = paratroopers
				}
			}
			set_technology = {
				paratroopers = 1
				popup = no
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = RAJ_special_operations_executive
				cost_reduction = 0.75
				uses = 1
				category = special_forces_doctrine
			}
			army_experience = 30
			navy_experience = 30
			air_experience = 30
		}
		else = {
			army_experience = 45
			navy_experience = 45
			air_experience = 45
		}
	}
}
### Entity: State History
Component: 937
Constructs: add_core_of
Source: game
File: history/states/937 - Piaui.txt

Code:
state = {
	id = 937
	name = STATE_937
	manpower = 1800000
	state_category = rural
	resources = {

	}
	history = {
		owner = BRA
		add_core_of = BRA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			5153 1
		}
	}
	provinces = {
		2228 5153 5204 10984 13275
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_rebuke_1932_mediation_issue
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with, has_global_flag, has_army_manpower, is_controlled_by
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_rebuke_1932_mediation_issue
	icon = GFX_goal_spread_communism
	prerequisite = {
		focus = MON_affirm_rearmament_program
	}
	x = 1
	y = 1
	relative_position_id = MON_affirm_rearmament_program
	cost = 4
	ai_will_do = {
		factor = 30
	}
	available = {
		is_subject = no
		any_state = {
			state = 329
			controller = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
		OR = {
			SOV = {
				has_global_flag = SOV_soviet_civil_war
			}
			has_army_manpower = {
				size = > 25000
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					state = 329
				}
				is_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					original_tag = SOV
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					state = 329
				}
			}
			if = {
				limit = {
					has_non_aggression_pact_with = ROOT
				}
				diplomatic_relation = {
					country = PREV
					relation = non_aggression_pact
					active = no
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_allied_invasion_theatres
Constructs: limit, clear_array, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_allied_invasion_theatres = {
	clear_array = global.EAI_MAP_allied_invasion_theatres
	resize_temp_array = {
		operations = 4
	}
	for_each_loop = {
		array = operations
		index = _operation_id
		value = v
		set_variable = {
			global.EAI_MAP_allied_invasion_data_start^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
		} {
			global.EAI_MAP_allied_invasion_data_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
		}
		if = {
			limit = {
				check_variable = {
					_operation_id = 0
				}
			}
			EAI_MAP_operation_torch_theatre = yes
		} {
			limit = {
				check_variable = {
					_operation_id = 1
				}
			}
			EAI_MAP_operation_avalanche_theatre = yes
		} {
			limit = {
				check_variable = {
					_operation_id = 2
				}
			}
			EAI_MAP_operation_overlord_theatre = yes
		} {
			limit = {
				check_variable = {
					_operation_id = 3
				}
			}
			EAI_MAP_operation_dragoon_theatre = yes
		}
	}
}
### Entity: Technology
Component: advanced_medium_airframe
Constructs: is_major, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		medium_plane_airframe_3 medium_plane_fighter_airframe_3 medium_plane_scout_plane_airframe_3
	}
	path = {
		leads_to_tech = modern_medium_airframe
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_axial_jet_engine
		}
	}
	research_cost = 2
	start_year = 1944
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 8
		}
	}
	categories = {
		medium_air tactical_bomber cat_heavy_fighter air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			is_major = yes
			date = > 1944.1.1
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = tactical_bomber
			}
			factor = 2
		} {
			factor = 1.2
			is_major = yes
			date = > 1945.1.1
		}
	}
}
### Entity: AI Strategy
Component: FRA_army_production_late
Constructs: has_capitulated, build_army
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_army_production_late = {
	allowed = {
		tag = FRA
	}
	enable = {
		date = > 1940.6.1
		has_capitulated = no
	}
	abort = {
		has_capitulated = yes
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 13
	} {
		type = build_army
		id = motorized
		value = 10
	} {
		type = build_army
		id = light_armor
		value = 10
	} {
		type = build_army
		id = heavy_armor
		value = 2
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_torres_strait_battalion
Constructs: division_template, prerequisite, limit, completion_reward, is_controlled_by, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_torres_strait_battalion
	icon = GFX_focus_AST_torres_strait_batallion
	prerequisite = {
		focus = AST_recruitment_drive
	}
	relative_position_id = AST_recruitment_drive
	x = -1
	y = 1
	cost = 10
	available = {
		872 = {
			is_controlled_by = AST
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = AST_torres_strait_battalion
				cost_reduction = 0.25
				uses = 2
				category = cat_marines_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = AST_torres_strait_battalion
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = AST_torres_strait_battalion
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
		division_template = {
			name = Torres Strait Battalion
			regiments = {
				marine = {
					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 = {
				engineer = {
					x = 0
					y = 0
				}
				recon = {
					x = 0
					y = 1
				}
				artillery = {
					x = 0
					y = 2
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		872 = {
			create_unit = {
				division = division_template = "Torres Strait Battalion" start_experience_factor = 0.7 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
		}
	}
	search_filters = {

	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_agrarian_reform
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_fully_controlled_by, is_in_array, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_agrarian_reform
	icon = GFX_focus_prc_agrarian_socialism
	available = {

	}
	prerequisite = {
		focus = INS_support_tan_malakas_coup
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INS_support_tan_malakas_coup
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_fully_controlled_by = PREV
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
				OR = {
					has_state_category = rural small_island
				}
			}
			add_extra_state_shared_building_slots = 1
			set_state_flag = INS_can_upgrade_this_states_level_flag
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_further_rural_investments_tt
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_authoritarianship
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_authoritarianship
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = RAJ_netaji
	}
	mutually_exclusive = {
		focus = RAJ_guided_democracy
	}
	x = -4
	y = 0
	relative_position_id = RAJ_guided_democracy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_country_leader_trait = authoritarian
	}
}
### Entity: Event
Component: r56.soviet.98
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.98
	title = r56.soviet.98.t
	desc = r56.soviet.98.d
	picture = GFX_report_event_stalin_propaganda
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.98.a
		ai_chance = {
			base = 100
		}
		SOV = {
			country_event = {
				id = r56.soviet.99
				days = 1
			}
		}
	} {
		name = r56.soviet.98.b
		ai_chance = {
			base = 0
		}
		SOV = {
			country_event = {
				id = r56.soviet.101
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: BRM
Component: BRM_misc
Constructs: set_technology, set_convoys, set_cosmetic_tag, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/BRM - Burma.txt

Code:
# Misc for BRM
capital = 995
set_convoys = 5
set_cosmetic_tag = BRM_british
1939.1.1 = {
	oob = BRM_1939
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: WW_hungary.67
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_state, is_core_of, add_core_of, is_controlled_by
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.67
	title = WW_hungary.67.t
	desc = WW_hungary.67.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.67.a
		ai_chance = {
			factor = 100
		}
		every_state = {
			limit = {
				OR = {
					state = 104 804
				}
				NOT = {
					is_core_of = CRO
				}
			}
			add_core_of = CRO
		} {
			limit = {
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				}
				NOT = {
					is_core_of = ROOT
				} {
					is_owned_and_controlled_by = CRO
				}
				is_core_of = CRO
			}
			transfer_state_to = CRO
		}
		CRO = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = CRO_croatia_slavonia_kingdom
			country_event = {
				id = WW_hungary.65
				hours = 0
			}
		}
		IF = {
			limit = {
				CRO = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			puppet = CRO
		}
		hidden_effect = {
			set_country_flag = HUN_created_croatian_habsburg_monarchy
		}
	}
}
### Entity: Order of Battle
Component: 13th Independent Brigade
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 13th Independent Brigade
	location = 6999
	division_template = Juntuán
	start_equipment_factor = 0.1
	officer = {
		name = SIC_tian_guanwu
	}
}
### Entity: Idea
Component: MEX_proletarian_class_army
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/mexico.txt

Code:
MEX_proletarian_class_army = {
	picture = generic_communist_army
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.6
		justify_war_goal_time = -0.5
	}
}
### Entity: Achievement
Component: i_have_avenged_you_father
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, has_country_leader, has_global_flag, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
i_have_avenged_you_father = {
	id = 265
	possible = {
		tag = XIC
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		XIC = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_zhang_xueliang
			}
			has_global_flag = achievement_XIC_i_have_avenged_you_father
		}
		716 = {
			is_fully_controlled_by = XIC
		}
	}
}
### Entity: Idea
Component: COR_stc
Source: game
File: common/ideas/corsica.txt

Code:
COR_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = COR
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Order of Battle
Component: air_wing_111
Source: game
File: history/units/FIN_1939_air_bba.txt

Code:
air_wings = {
	111 = {
		medium_plane_airframe_1 = {
			owner = FIN
			amount = 28
			creator = ENG
			version_name = Bristol Blenheim
		}
		small_plane_airframe_1 = {
			owner = FIN
			amount = 45
			creator = HOL
			version_name = Fokker D.XXI
		}
	}
}
### Entity: Music Config
Component: base_music/the_winter_war
Source: game
File: music/aat_songs.txt

Code:
music = {
	song = the_winter_war
	chance = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.9
Constructs: is_triggered_only, ai_chance, remove_from_faction
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.9
	title = bftb_bulgaria_fate_of_the_balkans.9.t
	desc = bftb_bulgaria_fate_of_the_balkans.9.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.9.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = bftb_bulgaria_fate_of_the_balkans.9.a_cooldown_tt
	} {
		name = bftb_bulgaria_fate_of_the_balkans.9.b
		ai_chance = {
			base = 0
		}
		remove_from_faction = FROM
	}
}
### Entity: State History
Component: 900
Constructs: add_core_of
Source: game
File: history/states/900-San Marino.txt

Code:
state = {
	id = 900
	name = San Marino
	provinces = {
		13315
	}
	history = {
		owner = SNM
		victory_points = {
			13315 3
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
		}
		add_core_of = SNM ITA
	}
	manpower = 11462
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: NOR_skule_storheil
Source: game
File: common/characters/NOR.txt

Code:
NOR_skule_storheil = {
	name = NOR_skule_storheil Skule Storheil
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NOR_skule_storheil
		ledger = navy
		allowed = {
			original_tag = NOR
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Event
Component: KMT_event.41
Constructs: is_triggered_only, every_owned_state, limit, add_war_support, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.41
	title = KMT_event.41.t
	desc = KMT_event.41.desc
	picture = GFX_report_event_china_flying_tigers
	is_triggered_only = yes
	option = {
		name = KMT_event.41.a
		add_war_support = 0.05
		FROM = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		} {
			country_event = CHI_warlords.19
		}
	} {
		name = KMT_event.41.b
		every_owned_state = {
			limit = {
				OR = {
					state = 561 560 657 409 408
				}
			}
			transfer_state_to = FROM
		}
		FROM = {
			country_event = CHI_warlords.20
		}
	}
}
### Entity: Scripted Effect
Component: EAI_track_calendar_month
Constructs: limit, has_global_flag, check_variable, set_variable, set_global_flag
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_track_calendar_month = {
	if = {
		limit = {
			NOT = {
				has_global_flag = EAI_track_calendar_month_update
			}
		}
		if = {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 0
				}
			}
			set_variable = {
				global.EAI_calendar_month = 1
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 31
			}
		}
		else_if = {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 1
				}
			}
			set_variable = {
				global.EAI_calendar_month = 2
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 28
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 2
				}
			}
			set_variable = {
				global.EAI_calendar_month = 3
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 31
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 3
				}
			}
			set_variable = {
				global.EAI_calendar_month = 4
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 30
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 4
				}
			}
			set_variable = {
				global.EAI_calendar_month = 5
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 31
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 5
				}
			}
			set_variable = {
				global.EAI_calendar_month = 6
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 30
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 6
				}
			}
			set_variable = {
				global.EAI_calendar_month = 7
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 31
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 7
				}
			}
			set_variable = {
				global.EAI_calendar_month = 8
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 31
			}
		} {
			limit = {
				check_variable = {
					global.EAI_calendar_month = 8
				}
			}
			set_variable = {
				global.EAI_calendar_month = 9
			}
			set_global_flag = {
				flag = EAI_track_calendar_month_update
				value = 1
				days = 30
			}
		} {
			limit = {
				check_variable = {
					g
# ... (truncated)
### Entity: Unit Template
Component: ECU_CV_HISTORICAL
Source: game
File: common/units/names_ships/ECU_ship_names.txt

Code:
ECU_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		ECU
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = BAE 
	fallback_name = Portaaviones %d
	unique = {
		Quito Guayaquil
	}
}
### Entity: Character
Component: fascist_writer
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
fascist_writer = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	war_support_factor = 0.1
}
### Entity: Idea
Component: HOA_improved_irregulars_idea
Constructs: removal_cost
Source: game
File: common/ideas/aussa.txt

Code:
HOA_improved_irregulars_idea = {
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HUN_secret_rearmament
	modifier = {
		modifier_army_sub_unit_irregular_infantry_attack_factor = 0.15
		modifier_army_sub_unit_irregular_infantry_defence_factor = 0.1
		modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
		modifier_army_sub_unit_irregular_infantry_max_org_factor = 0.1
	}
}
### Entity: Event
Component: CHL_political_events.46
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.46
	title = CHL_political_events.46.t
	desc = CHL_political_events.46.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.46.a
		ai_chance = {
			base = 100
		}
		GER = {
			add_to_faction = FROM
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_modernizing_iran
Constructs: has_completed_focus, add_ideas, completion_reward, has_game_rule
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_modernizing_iran
	icon = GFX_focus_PER_modernizing_iran
	x = 50
	y = 0
	cost = 5
	ai_will_do = {
		factor = 15
	}
	offset = {
		x = -50
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_legacy_of_greatness
		}
	} {
		x = -50
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_stand_with_giants
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = PER_modernizing_iran_idea
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_uranium_tipped_bullets
Constructs: prerequisite, completion_reward, set_technology, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_uranium_tipped_bullets
	icon = GFX_focus_RAJ_uranium_tipped_bullets
	prerequisite = {
		focus = RAJ_destroyer_of_worlds
	}
	x = -2
	y = 1
	relative_position_id = RAJ_destroyer_of_worlds
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		custom_effect_tooltip = RAJ_uranium_tipped_bullets_tt
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_uranium_tipped_bullets_tt
		hidden_effect = {
			set_technology = {
				uranium_tipped_bullets = 1
				popup = no
			}
		}
	}
}