Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: AST_gloster_aircraft_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, has_tech, production_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_gloster_aircraft_organization = {
	name = AST_gloster_aircraft_organization
	include = generic_high_agility_fighter_aircraft_organization
	icon = GFX_idea_AST_gloster_aircraft
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			OR = {
				has_completed_focus = AST_solidarity_by_the_empire AST_british_pact
			}
		}
	}
	add_trait = {
		token = AST_mio_trait_gladiator_lessons_learned
		name = AST_mio_trait_gladiator_lessons_learned
		icon = GFX_generic_mio_trait_icon_anti_air_attack
		special_trait_background = yes
		position = {
			x = 6
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_only_light_fighter
		}
		equipment_bonus = {
			air_attack = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	} {
		token = AST_mio_trait_raf_doctrine_integration
		name = AST_mio_trait_raf_doctrine_integration
		icon = GFX_generic_mio_trait_icon_air_agility
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_high_octane_fuels
		any_parent = {
			generic_mio_trait_high_octane_fuels
		}
		limit_to_equipment_type = {
			mio_cat_eq_only_light_fighter
		}
		equipment_bonus = {
			air_agility = 0.05
		}
	} {
		token = AST_mio_trait_jet_transition_pathway
		name = AST_mio_trait_jet_transition_pathway
		icon = GFX_generic_mio_department_icon_plane_fighter_engine
		special_trait_background = yes
		position = {
			x = 9
			y = 4
		}
		available = {
			owner = {
				has_tech = jet_engines
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_only_light_fighter
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
	}
}
### Entity: Idea
Component: GDL_nt
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = GDL
	}
	traits = {
		naval_theorist
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.49
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.49
	title = bftb_bulgaria_factions.49.t
	desc = bftb_bulgaria_factions.49.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.49.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			BUL_zveno_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			BUL_bs_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				} {
					has_country_flag = BUL_bzns_integrated_flag
				}
			}
			BUL_bzns_low_loyalty_increase_effect = yes
		}
	}
}
### Entity: Idea
Component: CZE_otto_v_habsburg_president_idea
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_otto_v_habsburg_president_idea = {
	removal_cost = -1
	picture = CZE_otto_v_habsburg
	allowed = {
		original_tag = CZE
		always = no
	}
	modifier = {
		political_power_gain = 0.1
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_first_vienna_award
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject_of, is_puppet_of, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_first_vienna_award
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = GER_demand_sudetenland
	}
	x = 0
	y = 1
	relative_position_id = GER_demand_sudetenland
	cost = 5
	bypass = {
		OR = {
			AND = {
				NOT = {
					CZE = {
						controls_state = 664
					}
				} {
					SLO = {
						controls_state = 664
						is_subject_of = CZE
					}
				} {
					owns_state = 664
				}
			}
			HUN = {
				OR = {
					is_friend_or_potential_friend_of_GER = no
					has_government = communism democratic
				}
			}
			CZE = {
				is_puppet_of = GER
			} {
				is_in_faction_with = GER
			}
		}
	}
	available = {
		is_subject = no
		HUN = {
			is_friend_or_potential_friend_of_GER = yes
			OR = {
				has_government = neutrality fascism
			}
		}
		OR = {
			owns_state = 69 972
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		HUN = {
			country_event = {
				id = germany.51
			}
			event_option_tooltip = germany.51.a
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_faction_leader = yes
			}
			reverse_add_opinion_modifier = {
				target = HUN
				modifier = GER_first_vienna_award_other
			}
		}
	}
}
### Entity: Shared Focus
Tree: eng_focus
Component: ENG_welcome_british_exiles
Constructs: shared_focus, has_completed_focus, prerequisite, limit, has_government, completion_reward, has_focus_tree, has_game_rule
Source: game
File: common/national_focus/r56_british_monarchy_in_exile.txt

Code:
shared_focus = {
	id = ENG_welcome_british_exiles
	icon = GFX_focus_eng_global_defense
	cost = 10
	prerequisite = {

	}
	x = 62
	y = 0
	offset = {
		x = 40
		y = 0
		trigger = {
			has_focus_tree = r56_canadian_focus
		}
	} {
		x = -12
		y = 0
		trigger = {
			has_focus_tree = r56_south_africa_focus
		}
	} {
		x = 10
		y = 0
		trigger = {
			has_focus_tree = r56_australian_focus
		}
	} {
		x = -29
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_R56_reaffirm_commonwelth_commitments
		}
	} {
		x = -27
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_R56_dreams_of_a_republic
		}
	} {
		x = -22
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = AST_R56_appeal_to_the_labour_dissidents AST_R56_third_time_lucky
			}
		}
	} {
		x = -18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_R56_australia_first
		}
	} {
		x = 4
		y = 0
		trigger = {
			has_focus_tree = r56_new_zealander_focus
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_focus_tree = generic_focus
		}
	} {
		x = -21
		trigger = {
			has_focus_tree = r56_new_zealander_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = NZL_unite_communist_movements NZL_national_party_triumphant
			}
		}
	} {
		x = -12
		trigger = {
			has_focus_tree = r56_new_zealander_focus
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = NZL_the_labour_partys_reform
		}
	}
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		OR = {
			original_tag = CAN SAF NZL AST
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			any_country = {
				is_in_faction_with = ROOT
				OR = {
					has_idea = ENG_royal_family_remnants ENG_exiled_royal_family
				}
			}
			has_idea = ENG_royal_family_remnants ENG_exiled_royal_family
		}
		if = {
			limit = {
				original_tag = CAN
			}
			NOT = {
				OR = {
					has_completed_focus = r56_CAN_communism
					has_idea = internationalism
					has_idea_with_trait = communist_revolutionary
				
# ... (truncated)
### Entity: Name List
Component: KHA
Source: game
File: common/names/00_names.txt

Code:
KHA = {
	male = {
		names = {
			Abdira Abranca Adirin Anpanis Apçakh Arkas Artïk Ayas Aydas Aymakh Çayan Chayan Ekter Emen Iken Ileksen In'nes Kizil-ool Ködes Köley Köptírges Krile Mikha Mitke Oraman Soyan Tadar Turgun Tyulgyu
		}
	}
	female = {
		names = {
			Üklin Yzyrga Ügü Tabakh Pürçük Örtek Mayra Köölbek Çaçakh Abakhay
		}
	}
	surnames = {
		Rinchen Tsybikov Zhamtsarano Erdene Inkijinoff Panaeva Vampilov Briner Lhasaranov Byambasyren Dorzhiev Elbegdorj Yekhanurov Buryatsky Dandaron Itgilov Adushnayeva Alekseev Badenov Baglayev Balzhinimaev Barannikov Bazarguruev Bogomoev Budayev Ologanova Dagbaaeva Dambaev Dashidorzhiev Erdyniyev Khalmakshinov Vankeev Yesheyev Satoshi
	}
	callsigns = {

	}
}
### Entity: Idea
Component: USA_higgins_industries
Constructs: owns_state, research_bonus, transport_capacity
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_higgins_industries = {
	picture = generic_tank_manufacturer_2
	allowed = {
		OR = {
			original_tag = USA CSA
		}
	}
	available = {
		owns_state = 371
	}
	research_bonus = {
		naval_equipment = 0.15
		r56_marines_infantry_tech = 0.1
	}
	traits = {
		landing_craft_manufacturer
	}
	modifier = {
		transport_capacity = -0.15
		naval_invasion_capacity = 5
	}
}
### Entity: AI Strategy
Component: ENG_defend_poland_against_germany
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_defend_poland_against_germany = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		GER = {
			has_war_with = POL
		}
		country_exists = POL
	}
	abort = {
		OR = {
			NOT = {
				country_exists = POL
			}
			has_war_with = POL
		}
	}
	ai_strategy = {
		type = befriend
		id = POL
		value = 200
	} {
		type = alliance
		id = POL
		value = 200
	}
}
### Entity: Event
Component: malaysia.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.17
	title = malaysia.17.t
	desc = malaysia.17.desc
	is_triggered_only = yes
	option = {
		name = malaysia.17.a
		ai_chance = {
			base = 60
		}
	} {
		name = malaysia.17.b
		ai_chance = {
			base = 40
		}
	}
}
### Entity: Country History
Country: ORO
Component: ORO_technology
Constructs: set_technology
Source: game
File: history/countries/ORO - Oromo.txt

Code:
# Starting Technologies for ORO
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: new_ger.52
Constructs: is_triggered_only, limit, add_stability, is_hired_as_advisor, remove_advisor_role, add_advisor_role, set_can_be_fired_in_advisor_role, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.52
	title = new_ger.52.t
	desc = new_ger.52.d
	picture = GFX_report_event_FIN_finnish_generals
	is_triggered_only = yes
	option = {
		name = new_ger.52.a
		IF = {
			limit = {
				GER_wilhelm_ii = {
					is_hired_as_advisor = yes
				}
			}
			deactivate_advisor = GER_wilhelm_ii
			remove_advisor_role = {
				character = GER_wilhelm_ii
				slot = political_advisor
			}
			add_advisor_role = {
				character = GER_wilhelm_iv
				activate = yes
				advisor = {
					cost = 100
					slot = political_advisor
					idea_token = wilhelm_iv
					traits = {
						fierce_patriot GER_kaiser_fake_trait
					}
				}
			}
			set_can_be_fired_in_advisor_role = {
				character = GER_wilhelm_iv
				value = no
			}
		}
		set_country_flag = GER_wilhelm_abdicated
		add_stability = 0.025
	}
}
### Entity: Modifier Reference
Component: bulgarian_territorial_expansion_arranged
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
bulgarian_territorial_expansion_arranged = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_arranged_territorial_expansion
	custom_modifier_tooltip = BUL_bulgarian_territorial_expansion_arranged_tt
}
### Entity: Character
Component: FIN_woldemar_hagglund
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_woldemar_hagglund = {
	name = FIN_woldemar_hagglund
	portraits = {
		army = {
			large = GFX_portrait_FIN_woldemar_hagglund
			small = GFX_portrait_FIN_woldemar_hagglund_small
		}
	}
	corps_commander = {
		traits = {
			trickster ranger jaeger
		}
		skill = 3
		attack_skill = 1
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Order of Battle
Component: No.2 Armoured Car Company RAF
Constructs: division_template
Source: game
File: history/units/ENG_1936_LaR.txt

Code:
division = {
	name = No.2 Armoured Car Company RAF
	location = 7151
	division_template = Armoured Car Company
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Character
Component: JAP_ambassador_to_germany
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_ambassador_to_germany = {
	random = no
	sprite = 13
	improve_relations_maintain_cost_factor = -0.2
	political_power_factor = 0.05
	fascism_drift = 0.05
}
### Entity: Event
Component: SEA_PRC_request_aid.6
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, set_technology, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.6
	title = SEA_PRC_request_aid.6.t
	desc = SEA_PRC_request_aid.6.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					improved_medium_tank_chassis = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 7
					}
					icon = GFX_SOV_improved_medium_tank_medium
					allow_without_tech = yes
				}
			}
			else = {
				set_technology = {
					improved_medium_tank = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_equipment_2
					icon = GFX_SOV_improved_medium_tank_medium
				}
			}
		}
	}
	option = {
		name = SEA_PRC_request_aid.6.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = PRC_appeal_for_foreign_aid__some_tanks_tt
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = medium_tank_chassis_2
					amount = 50
					variant_name = T-34
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = medium_tank_equipment_2
				amount = 50
				variant_name = T-34
			}
		}
		FROM = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = medium_tank_chassis_2
					amount = -50
					producer = THIS
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = medium_tank_equipment_2
					amount = -50
					producer = THIS
				}
			}
		}
	}
}
### Entity: Character
Component: ARM_nver_safaryan
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_nver_safaryan = {
	name = ARM_nver_safaryan
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
	advisor = {
		cost = 50
		slot = high_command
		idea_token = ARM_nver_safaryan
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			army_infantry_1
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: men.29
Constructs: is_triggered_only, set_country_flag, add_doctrine_cost_reduction
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.29
	title = men.29.t
	desc = men.29.d
	picture = GFX_report_event_r56_suiyuan
	is_triggered_only = yes
	option = {
		name = men.29.a
		set_country_flag = MEN_suiyuan_ended
		army_experience = 25
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: BEL_sncb_nmbs
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_sncb_nmbs = {
	name = SNCB - NMBS
	picture = generic_train_manufacturer_r56
	allowed = {
		original_tag = BEL
	}
	visible = {

	}
	available = {

	}
	cost = 150
	research_bonus = {
		train_tech = 0.1
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Event
Component: POL_habsburg_events.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, is_major, fire_only_once, has_army_size, is_in_faction_with
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = POL_habsburg_events.1
	title = POL_habsburg_events.1.t
	desc = POL_habsburg_events.1.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = POL_habsburg_events.1.a
		ai_chance = {
			base = 30
			modifier = {
				add = -25
				POL = {
					has_army_size = {
						size = < 40
					}
				}
			} {
				add = 100
				POL = {
					has_army_size = {
						size = > 39
					}
				}
			} {
				add = 20
				is_in_faction_with = POL
			} {
				factor = 0.1
				is_in_faction = yes
			} {
				factor = 0.1
				NOT = {
					any_controlled_state = {
						any_neighbor_state = {
							is_controlled_by = POL
						}
					}
				}
			}
		}
		hidden_effect = {
			POL = {
				country_event = POL_habsburg_events.101
			}
		}
		promote_character = HUN_otto_von_habsburg
		add_ruling_to_neu = yes
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = HUN_legitimists_party
			long_name = HUN_legitimists_party_long
		}
		if = {
			limit = {
				has_focus_tree = hungarian_focus
			}
			if = {
				limit = {
					has_completed_focus = HUN_economic_intervention
				}
				uncomplete_national_focus = {
					focus = HUN_economic_intervention
					uncomplete_children = yes
				}
			} {
				limit = {
					has_completed_focus = HUN_elect_a_democratic_king
				}
				uncomplete_national_focus = {
					focus = HUN_elect_a_democratic_king
					uncomplete_children = yes
				}
			} {
				limit = {
					has_completed_focus = HUN_elect_a_fascist_king
				}
				uncomplete_national_focus = {
					focus = HUN_elect_a_fascist_king
					uncomplete_children = yes
				}
			} {
				limit = {
					NOT = {
						has_completed_focus = HUN_balanced_budget
					}
				}
				complete_national_focus = HUN_balanced_budget
			} {
				limit = {
					NOT = {
						has_completed_focus = HUN_elect_a_king
					}
				}
				complete_national_focus = HUN_elect_a_king
			} {
				limit = {
					NOT = {
						has_completed_focus = HUN_strengthen_the_monarchists
					}
				}
				complete_national_focus = HUN_strengthen_the_monarchists
			}
			unlock_national_focus = HUN_invite_the_habsburg_prince
			swap_ideas = {
				add_idea = HUN_habsburg_restored
				remove_idea = HUN_hungarian_monarchy_2
			}
		}
	} {
		name = POL_habsburg_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				POL = {
					has_army_size = {

# ... (truncated)
### Entity: Event
Component: libya.30
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.30
	title = libya.30.t
	desc = libya.30.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.30.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Technology
Component: advanced_medium_art
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology, has_template_containing_unit
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_artillery_equipment_3
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_tech = modern_art
				can_research = modern_art
				is_researching_technology = main_battle_tank
			}
		} {
			has_template_containing_unit = medium_sp_artillery_brigade
			factor = 3
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		} {
			factor = 1.1
			date = > 1946.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Trigger Reference
Construct: has_offensive_war_without_friend
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_offensive_war_without_friend

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
is country at offensive war without specific ally present
```
### Entity: National Focus
Tree: arg_focus
Component: ARG_islas_del_atlantico_sur
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, every_other_country
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_islas_del_atlantico_sur
	icon = GFX_focus_ARG_islas_del_atlantico_sur
	prerequisite = {
		focus = ARG_envoy_to_london
	}
	x = 2
	y = 1
	relative_position_id = ARG_envoy_to_london
	cost = 10
	available = {
		NOT = {
			299 = {
				is_owned_and_controlled_by = ROOT
			}
			720 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {
		299 = {
			is_owned_and_controlled_by = ROOT
		}
		720 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					controls_state = 299 720
				}
			}
			country_event = {
				id = ARG_political_events.5
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_collectivize_the_sugar_plantations
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_collectivize_the_sugar_plantations
	icon = GFX_goal_cuba_law_of_sugar_coordination
	cost = 10
	prerequisite = {
		focus = CUB_seize_foreign_sugar_mills
	}
	relative_position_id = CUB_seize_foreign_sugar_mills
	x = 0
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_idea = CUB_recovering_sugar_industry
			}
			swap_ideas = {
				remove_idea = CUB_recovering_sugar_industry
				add_idea = CUB_recovering_sugar_industry_1
			}
		} {
			limit = {
				has_idea = CUB_recovering_sugar_industry_1
			}
			remove_ideas = CUB_recovering_sugar_industry_1
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Banda Irregolare Somala
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936_african_oob_for_fragmentation.txt

Code:
division_template = {
	name = Banda Irregolare Somala
	division_names_group = ITA_COL_03
	override_model = ITA_irregular_infantry_alt_1_entity
	template_counter = 66
	obsolete = yes
	is_locked = yes
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Event
Component: cuba.10
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.10
	title = Cuba Seeks an Alliance
	desc = cuba.10.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = A fascinating proposition... We accept.
		CUB = {
			add_to_faction = SPR
			country_event = {
				id = cuba.12
			}
		}
	} {
		name = This is not in our best interest.
		country_event = {
			id = cuba.13
		}
	}
}
### Entity: Special Project
Component: specialization_land
Source: game
File: common/special_projects/specialization/specializations.txt

Code:
specialization_land = {
	color = {
		0 255 0
	}
	program_background = GFX_sp_facility_card_bg
}