Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SWI_socialization
Constructs: has_government, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_socialization = {
	allowed_civil_war = {
		has_government = communism
	}
	picture = generic_communist_economy
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.15
		political_power_factor = 0.05
		consumer_goods_factor = -0.15
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Land_Reform
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Land_Reform
	icon = GFX_focus_generic_public_works_A
	cost = 10
	prerequisite = {
		focus = PAK_Communist_Revolution
	}
	x = 2
	y = 3
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_core_of = PAK
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_mexico_again
Constructs: prerequisite, has_war, has_war_with, completion_reward, add_political_power, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_mexico_again
	icon = GFX_goal_mexico_statism
	prerequisite = {
		focus = HON_a_call_to_arms
	}
	relative_position_id = HON_a_call_to_arms
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = MEX
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 250000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = MEX
					is_ally_with = MEX
				}
			}
		}
	}
	will_lead_to_war_with = MEX
	bypass = {
		OR = {
			NOT = {
				country_exists = MEX
			}
			has_war_with = MEX
		}
	}
	bypass_effect = {
		add_political_power = 100
	}
	available = {
		has_army_manpower = {
			size = > 250000
		}
		is_subject = no
		has_capitulated = no
	}
	completion_reward = {
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = MEX
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CHI_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CHI
		}
		requested_factories = 2
		progress = 0.5
		efficiency = 90
		industrial_manufacturer = mio:CHI_hanyan_arsenal_organization
	}
}
### Entity: Decision
Component: GER_aid_hun_rom_democratic_civil_war
Constructs: has_government
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_aid_hun_rom_democratic_civil_war = {
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = democratic
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_explore_the_laotian_underground
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_explore_the_laotian_underground
	icon = GFX_goal_generic_construct_civilian
	cost = 5
	prerequisite = {
		focus = FRI_link_laos_to_annam
	}
	x = 4
	y = 2
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	completion_reward = {
		add_ideas = FRI_tin_profits
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_15/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: Country History
Country: VGE
Component: VGE_technology
Constructs: set_technology
Source: game
File: history/countries/VGE - Volga Germany.txt

Code:
# Starting Technologies for VGE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Modifier Reference
Construct: truck_attrition_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## truck_attrition_factor

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Import_Industrial_Machinery
Constructs: shared_focus, prerequisite, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Import_Industrial_Machinery
	icon = GFX_goal_industrial_investment
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		OR = {
			has_tech = concentrated_industry3 dispersed_industry3
		}
	}
	prerequisite = {
		focus = RAJ_Irrigation_Infrastructure
	}
	x = 0
	y = 2
	relative_position_id = RAJ_Irrigation_Infrastructure
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_Import_Industrial_Machinery
			bonus = 1
			uses = 2
			category = concentrated_industry_category dispersed_industry_category
		} {
			name = RAJ_Import_Industrial_Machinery
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_beneath_sticks_and_stones
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_beneath_sticks_and_stones
	icon = GFX_focus_SWE_beneath_sticks_and_stone
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_hedgehog_defense
	}
	relative_position_id = SWE_hedgehog_defense
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_defense_in_depth_1
			add_idea = SWE_defense_in_depth_2
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.27
Constructs: is_triggered_only, division_template, every_owned_state, limit, add_stability, create_unit
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.27
	title = mtg_usa_civil_war_democrats.27.t
	desc = mtg_usa_civil_war_democrats.27.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.27.a
		add_stability = -0.05
		every_owned_state = {
			limit = {
				OR = {
					state = 379 377 380 376 382
				}
			}
			event_target:USA_civil_war_democrats = {
				transfer_state = PREV
			}
		}
		hidden_effect = {
			event_target:USA_civil_war_democrats = {
				380 = {
					create_unit = {
						division = name = "Utah Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Utah Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Utah Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Utah Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_produce_modern_bombers_r56
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_produce_modern_bombers_r56
	prerequisite = {
		focus = SIA_import_foreign_bombers_r56
	}
	icon = GFX_goal_generic_war_factory
	x = 1
	y = 1
	relative_position_id = SIA_import_foreign_bombers_r56
	cost = 6
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = heavy_bombs air_torpedoe_2
			}
		}
		else = {
			OR = {
				has_tech = tactical_bomber1 CAS1 naval_bomber1 strategic_bomber1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = SIA_aircraft_production_advances_r56
			days = 90
		}
	}
}
### Entity: Idea
Component: HUN_mobile_army_efforts_idea
Source: game
File: common/ideas/hungary.txt

Code:
HUN_mobile_army_efforts_idea = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_armor
	modifier = {
		army_armor_attack_factor = 0.1
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05
		army_speed_factor = 0.05
	}
}
### Entity: Character
Component: SLV_ivan_prezelj
Source: game
File: common/characters/SLV.txt

Code:
SLV_ivan_prezelj = {
	advisor = {
		slot = air_chief
		ledger = air
		idea_token = SLV_ivan_prezelj
		allowed = {
			original_tag = SLV
		}
		available = {

		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SLV_ivan_prezelj
	portraits = {
		army = {
			small = GFX_idea_SLV_ivan_prezelj
		}
	}
}
### Entity: Order of Battle
Component: 5th Peoples Brigade
Constructs: division_template
Source: game
File: history/units/SRL_1936.txt

Code:
division = {
	name = 5th Peoples Brigade
	location = 10201
	division_template = Peoples Brigade
	start_experience_factor = 0.6
	start_equipment_factor = 0.05
}
### Entity: National Focus
Tree: mon_focus
Component: MON_encourage_southern_agriculture
Constructs: prerequisite, limit, completion_reward, has_idea, is_subject_of, every_state, set_state_flag, add_dynamic_modifier
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_encourage_southern_agriculture
	icon = GFX_goal_generic_agriculture
	x = -1
	y = 1
	cost = 8
	relative_position_id = MON_southern_development_focus
	prerequisite = {
		focus = MON_southern_development_focus
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
		OR = {
			ROOT = {
				controls_state = 756 616
			}
			any_other_country = {
				is_subject_of = ROOT
				OR = {
					controls_state = 756 616
				}
			}
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		756 = {
			r56_state_category_level_up = yes
		}
		616 = {
			r56_state_category_level_up = yes
		}
		every_state = {
			limit = {
				OR = {
					state = 756 616
				}
			}
			set_state_flag = MON_invested_into_state
			add_dynamic_modifier = {
				modifier = r56_local_development
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: TZN_pot
Source: game
File: common/characters/TZN.txt

Code:
TZN_pot = {
	advisor = {
		slot = political_advisor
		idea_token = TZN_pot
		allowed = {
			original_tag = TZN
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Character
Component: SMI_religious_influence
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SMI_religious_influence = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	stability_factor = 0.05
	army_morale_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.1
}
### Entity: Character
Component: pacifist_isolationist
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
pacifist_isolationist = {
	random = no
	war_support_factor = -0.1
	ai_focus_peaceful_factor = 0.5
	ai_join_ally_desire_factor = -75
	ai_get_ally_desire_factor = -75
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AExpand.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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10 April 2016
&#160;&#160;&#160;&#160;&#160;13:13&#160; | Bulgaria‎ (diff | hist) . . (-40)‎ . . 77.236.171.240 (Talk) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Category:Expand"
### Entity: Idea
Component: POR_iberian_workers_united
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_iberian_workers_united = {
	picture = por_iberian_workers_united
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SPA
		attack_bonus_against = 0.1
	} {
		tag = SPB
		attack_bonus_against = 0.1
	} {
		tag = SPC
		attack_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_anti_corruption_policies
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_anti_corruption_policies
	icon = GFX_focus_ARG_anti_corruption_policies
	prerequisite = {
		focus = ARG_in_memory_of_yrigoyen
	}
	x = -1
	y = 1
	relative_position_id = ARG_in_memory_of_yrigoyen
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {

	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = ARG_political_corruption_modifier
		}
		add_dynamic_modifier = {
			modifier = ARG_anti_corruption_modifier
		}
	}
}
### Entity: Order of Battle
Component: 2. Virginia Irregulars
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Virginia Irregulars
	location = 7558
	division_template = Volunteer Brigade
}
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_low_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_low_increase_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_influence_low_increase_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_low_increase
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Country History
Country: CHM
Component: CHM_technology
Constructs: set_technology
Source: game
File: history/countries/CHM - Champa.txt

Code:
# Starting Technologies for CHM
set_technology = {
	infantry_weapons = 1
}
### Entity: AI Strategy
Component: RKH_GER_doesnt_feel_so_good
Constructs: has_war_with_major, is_subject_of, force_defend_ally_borders
Source: game
File: common/ai_strategy/RKH.txt

Code:
RKH_GER_doesnt_feel_so_good = {
	allowed = {
		tag = RKH
	}
	enable = {
		GER = {
			has_war_with_major = yes
			surrender_progress = > 0.05
		}
		ROOT = {
			is_subject_of = GER
			surrender_progress = < 0.01
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = GER
		value = 100
	}
}
### Entity: AI Strategy
Component: barbarossa_north
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
barbarossa_north = {
	name = theater_barbarossa_north
	regions = {
		37 132 206 9 13 265 150 278 279 277 12 191 46
	}
	cancel = {
		NOT = {
			has_war_with = SOV
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			original_tag = GER
			has_war_with = SOV
		} {
			add = 1
			is_in_faction_with = GER
			has_war_with = SOV
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_support_afghan_ideology_old
Constructs: prerequisite, has_war_with, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_support_afghan_ideology_old
	text = SOV_support_afghan_ideology
	icon = GFX_focus_generic_befriend_afghanistan
	prerequisite = {
		focus = SOV_middle_east_diplomacy_old
	}
	mutually_exclusive = {
		focus = SOV_southern_thrust
	}
	x = 1
	y = 1
	relative_position_id = SOV_middle_east_diplomacy_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	bypass = {
		NOT = {
			country_exists = AFG
		}
	}
	available = {
		NOT = {
			has_war_with = AFG
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		activate_targeted_decision = {
			target = AFG
			decision = SOV_pressure_country_government_middle_east
		} {
			target = AFG
			decision = SOV_promote_ideology_rallies_middle_east
		}
	}
}
### Entity: Resistance
Component: sabotage_coal
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_coal = {
	available = {
		has_resources_amount = {
			resource = coal
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 0.5
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_coal = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_coal = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: Idea
Component: SPR_uphold_the_1931_constitution
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_uphold_the_1931_constitution = {
	name = SPR_uphold_the_1931_constitution
	picture = generic_democratic_drift_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		drift_defence_factor = 0.4
		army_core_defence_factor = 0.1
		conscription = 0.01
	}
}
### Entity: Event
Component: israel.12
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, add_political_power, white_peace, is_in_faction
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.12
	picture = GFX_report_event_generic_soldiers_surrendering
	title = israel.12.t
	desc = israel.12.d
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {

	}
	option = {
		name = israel.12.a
		ai_chance = {
			base = 99
		}
		white_peace = ISR
		if = {
			limit = {
				EGY = {
					is_in_faction = yes
				}
			}
			EGY = {
				faction_leader = {
					white_peace = ISR
				}
			}
		}
	} {
		name = israel.12.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.05
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_alice_springs
Constructs: prerequisite, limit, completion_reward, build_railway, add_building_construction, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_alice_springs
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = AST_defence_citizen_military_forces_act
	}
	relative_position_id = AST_defence_citizen_military_forces_act
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				controls_state = 674 519
			}
			build_railway = {
				path = {
					2223 12992 7623 8165 10927 8186
				}
			}
			674 = {
				add_building_construction = {
					type = supply_node
					province = 2223
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_australian_military_forces_spirit_tt
		add_to_variable = {
			AST_australian_military_forces_spirit_production_speed_supply_node_factor = 0.15
			tooltip = production_speed_supply_node_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: men.14
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_political_power, add_popularity
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.14
	title = men.14.t
	desc = men.14.d
	picture = GFX_report_event_japanese_transport_soldiers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.14.a
		custom_effect_tooltip = MEN_effect_nima_odsor_assassination r56_newline MEN_effects_if_assassination_successful r56_newline MEN_effects_if_assassination_unsuccessful
		effect_tooltip = {
			add_war_support = 0.03
		} {
			add_popularity = {
				ideology = ROOT
				popularity = -0.01
			}
		}
		MEN = {
			effect_tooltip = {
				add_stability = -0.1
				add_popularity = {
					ideology = neutrality
					popularity = -0.05
				} {
					ideology = democratic
					popularity = -0.1
				}
				effect_tooltip = {
					unlock_national_focus = MEN_strengthen_ties_with_japan
				} {
					deactivate_advisor = MEN_nima_odsor
				}
				custom_effect_tooltip = r56_newline
				retire_character = MEN_nima_odsor
			}
		} {
			effect_tooltip = {
				add_war_support = 0.05
				add_popularity = {
					ideology = neutrality
					popularity = 0.05
				}
				add_stability = -0.05
				effect_tooltip = {
					unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
				}
				add_opinion_modifier = {
					target = JAP
					modifier = small_decrease
				}
			}
		} {
			set_country_flag = MEN_japanese_gambit
		}
		ai_chance = {
			base = 75
		}
	} {
		name = men.14.b
		add_political_power = 5
		MEN = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
			add_stability = 0.1
			effect_tooltip = {
				unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
			}
		}
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_civic_guard
Constructs: add_equipment_to_stockpile, prerequisite, add_war_support, completion_reward, add_manpower
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_civic_guard
	icon = GFX_focus_POL_beck_ribbentrop
	prerequisite = {
		focus = DNZ_modernize_the_police
	}
	relative_position_id = DNZ_modernize_the_police
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_manpower = 1000
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 100
			producer = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_liga_nacional_independiente
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_liga_nacional_independiente
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	x = -1
	y = 1
	relative_position_id = PAR_neuter_the_guion_rojo
	prerequisite = {
		focus = PAR_neuter_the_guion_rojo
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {

	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_stability = 0.05
		add_war_support = 0.05
	}
}