Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cos_focus
Component: COS_follow_moscow
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_faction_leader, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_follow_moscow
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = COS_revolution_in_san_jose
	}
	mutually_exclusive = {
		focus = COS_comunismo_a_la_tica
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALLIANCE
	}
	x = -1
	y = 3
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		promote_character = COS_carlos_luis_fallas
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = {
					days = 1
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_military_access_to
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_military_access_to

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

```
check country has military access to specified country
```
### Entity: National Focus
Tree: hoa_focus
Component: HOA_countryleader
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, is_country_leader, is_field_marshal, random_character
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_countryleader
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = HOA_political_stability
	}
	mutually_exclusive = {
		focus = HOA_securing_the_adjective_future
	}
	x = -2
	y = 1
	relative_position_id = HOA_political_stability
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		IF = {
			limit = {
				any_character = {
					is_country_leader = yes
					is_field_marshal = yes
				}
			}
			random_character = {
				limit = {
					is_country_leader = yes
					is_field_marshal = yes
				}
				add_attack = 1
			}
		}
		ELSE = {
			random_character = {
				limit = {
					is_country_leader = yes
				}
				add_field_marshal_role = {
					traits = {

					}
					skill = 2
					attack_skill = 2
					defense_skill = 1
					planning_skill = 2
					logistics_skill = 1
				}
				add_random_trait = {
					old_guard brilliant_strategist inflexible_strategist trait_reckless irregulars_officer
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.50
Constructs: is_triggered_only, add_political_power, add_timed_idea, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.50
	title = mtg_netherlands.50.t
	desc = mtg_netherlands.50.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.50.a
		add_timed_idea = {
			idea = HOL_bernhard_bad_strategy_meddling
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	} {
		name = mtg_netherlands.50.b
		add_political_power = -25
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_equipment_shipments_r56_spr
Constructs: add_equipment_to_stockpile, prerequisite, has_country_flag, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_equipment_shipments_r56_spr
	text = SPR_equipment_shipments_r56
	available = {
		has_country_flag = spanish_civil_war_started_flag
		has_civil_war = yes
	}
	icon = GFX_focus_secret_rearmament
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_solidify_the_fronts_spr
	}
	x = 1
	y = 6
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
			producer = SOV
		} {
			type = support_equipment
			amount = 100
			producer = SOV
		} {
			type = artillery_equipment
			amount = 75
			producer = SOV
		} {
			type = motorized_equipment
			amount = 50
			producer = POL
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_modernise_our_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_modernise_our_artillery
	icon = GFX_goal_generic_army_artillery
	cost = 10
	prerequisite = {
		focus = PER_motorize_the_cavalry PER_terrain_specialization
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_modernise_our_artillery
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_terrain_specialization
	x = 1
	y = 1
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.1
Constructs: is_triggered_only, random_list
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.1
	hidden = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
			85 = {
				country_event = lar_appeal_to_overseas_territories.2
			}
			15 = {
				country_event = lar_appeal_to_overseas_territories.3
			}
		} {
			80 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.4
					days = 3
				}
			}
			20 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.5
					days = 3
				}
			}
		} {
			80 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.6
					days = 8
				}
			}
			20 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.7
					days = 8
				}
			}
		} {
			90 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.8
					days = 12
				}
			}
			10 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.9
					days = 12
				}
			}
		} {
			70 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.10
					days = 16
				}
			}
			30 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.11
					days = 16
				}
			}
		} {
			95 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.12
					days = 20
				}
			}
			5 = {
				country_event = {
					id = lar_appeal_to_overseas_territories.13
					days = 20
				}
			}
		}
	}
	option = {

	}
}
### Entity: Character
Component: MAN_changlin_linge
Source: game
File: common/characters/MAN.txt

Code:
MAN_changlin_linge = {
	name = MAN_changlin_linge
	portraits = {
		civilian = {
			large = GFX_portrait_MAN_changlin_linge
		}
	}
	country_leader = {
		ideology = anti_revisionism
		traits = {
			guerilla_warfare_expert experienced_insurgent
		}
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: claims_on_poland
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/SOV.txt

Code:
claims_on_poland = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_completed_focus = SOV_claims_on_poland
		country_exists = POL
	}
	abort = {
		NOT = {
			country_exists = POL
		}
	}
	ai_strategy = {
		type = antagonize
		id = POL
		value = 200
	}
}
### Entity: Event
Component: cairoC.3
Constructs: is_triggered_only, limit, has_global_flag, set_global_flag
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = cairoC.3
	title = cairoC.3.t
	desc = cairoC.3.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				has_global_flag = someone_attend_cairoC
			}
			hidden_effect = {
				country_event = {
					id = cairoC.5
					hours = 2
				}
			}
		} {
			limit = {
				NOT = {
					has_global_flag = someone_attend_cairoC
				}
			}
			set_global_flag = someone_attend_cairoC
		}
	}
	option = {
		name = cairoC.3.a
	}
}
### Entity: Idea
Component: GUM_stc
Source: game
File: common/ideas/guam.txt

Code:
GUM_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_form_the_white_emigres_old
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, create_unit, every_unit_leader
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_form_the_white_emigres_old
	text = SOV_form_the_white_emigres
	icon = GFX_goal_generic_multinational_army
	prerequisite = {
		focus = SOV_new_vozhd_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_new_vozhd_old
	mutually_exclusive = {
		focus = SOV_promote_the_asno_detachment_old
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_form_the_white_emigres
		custom_effect_tooltip = SOV_emigres_tt
		hidden_effect = {
			division_template = {
				name = White Émigrés
				priority = 2
				division_names_group = SOV_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					219
				}
				create_unit = {
					division = name = "1. White Émigrés" division_template = "White Émigrés" start_experience_factor = 1.0
					owner = SOV
				} {
					division = name = "1. White Émigrés" division_template = "White Émigrés" start_experience_factor = 1.0
					owner = SOV
				}
			}
		}
		FAK = {
			every_unit_leader = {
				limit = {
					OR = {
						has_id = 6200 6202 6203 6204 6206 6207 6210 6211 6212 6213 6214 6215 6217
					}
				}
				set_nationality = ROOT
			}
		}
		create_corps_commander = {
			name = Boris Shteifon
			portrait_path = gfx/leaders/SOV/r56_portrait_SOV_Boris_A._Shteifon.dds
			traits = {
				meticulous
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
		}
	}
}
### Entity: Character
Component: dedicated_bibliophile
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
dedicated_bibliophile = {
	random = no
	research_speed_factor = 0.04
}
### Entity: Modding Documentation
Construct: total_equipment_produced_mechanized
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_mechanized
* description: Total produced equipment of typemechanized
### Entity: Effect Reference
Construct: reduce_focus_completion_cost
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## reduce_focus_completion_cost

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

```
Reduce the cost needed to complete a specific focus. The cost accepts [script constants](script_concept_documentation.md#script-constants). The focus can be a uniform list or a single token.

Example:
reduce_focus_completion_cost = {
  focus = focus_to_be_reduced
  cost = 15
}
```
### Entity: Character
Component: SIK_ishaq_musonov
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_ishaq_musonov = {
	name = SIK_ishaq_musonov
	portraits = {
		army = {
			large = GFX_portrait_SIK_ishaq_musonov
			small = GFX_portrait_SIK_ishaq_musonov_small
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		traits = {
			trait_mountaineer
		}
	}
}
### Entity: Country History
Country: STK
Component: STK_misc
Constructs: set_research_slots, set_convoys, set_country_flag
Source: game
File: history/countries/STK - Saint Kitts & Nevis.txt

Code:
# Misc for STK
capital = 1081
set_research_slots = 2
set_convoys = 5
set_country_flag = monroe_doctrine
### Entity: Character
Component: RAJ_GOE_m_n_roy
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_m_n_roy = {
	name = RAJ_GOE_m_n_roy
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_m_n_roy
		}
	}
}
### Entity: Scripted Effect
Component: clear_sabotaged_resources_if_necesary
Constructs: limit, clear_sabotaged_resources_if_necesary, has_dynamic_modifier, clear_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
clear_sabotaged_resources_if_necesary = {
	if = {
		limit = {
			not = {
				has_dynamic_modifier = {
					modifier = sabotaged_resources
				}
			}
		}
		clear_variable = sabotaged_oil sabotaged_aluminium sabotaged_rubber sabotaged_tungsten sabotaged_steel sabotaged_chromium sabotaged_coal
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, has_dlc, is_subject, has_autonomy_state
Source: game
File: common/autonomous_states/nsb_personal_union.txt

Code:
autonomy_state = {
	id = autonomy_personal_union
	is_puppet = yes
	use_overlord_color = yes
	min_freedom_level = 0.0
	manpower_influence = 1.0
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = no
		can_be_spymaster = no
		contributes_operatives = yes
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.0
		extra_trade_to_overlord_factor = 0.5
		overlord_trade_cost_factor = -0.5
		can_master_build_for_us = 1
		peace_score_ratio_transferred_to_overlord = 0.05
		lend_lease_tension_with_overlord = -0.1
		faction_influence_contribution_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 10.0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	allowed_levels_filter = {
		autonomy_personal_union
	}
	allowed = {
		has_dlc = No Step Back
		OR = {
			is_subject = no
			has_autonomy_state = autonomy_personal_union
		}
	}
	can_lose_level = {
		always = no
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_custom_bonus_control_click
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_custom_bonus_control_click = {
	meta_effect = {
		text = {
			set_temp_variable = {
				t1 = 0.05
			}
			multiply_temp_variable = {
				t1 = [y]
			}
			subtract_from_variable = {
				[z]EAI_custom_bonus_[x][w] = t1
			}
			clamp_variable = {
				var = [z]EAI_custom_bonus_[x][w]
				min = [a]
				max = [b]
			}
		}
		x = [?EAI_selected_custom_bonus_setting]
		y = [EAI_GetCustomBonusAmountMultiplier]
		z = [EAI_GetDifficultyBonusMode]
		a = [EAI_GetCustomBonusAmountMin]
		b = [EAI_GetCustomBonusAmountMax]
		w = [EAI_GetDifficultyBonusMode2]
	}
	EAI_refresh_gui = yes
}
### Entity: Decision
Component: BUL_the_fatherland_front_dec_cat
Constructs: has_completed_focus, limit, political_power_gain, has_country_flag, add_stability, fire_only_once, cancel_if_not_visible, is_good
Source: game
File: common/decisions/BUL.txt

Code:
BUL_the_fatherland_front_dec_cat = {
	BUL_ff_impending_coup_mission = {
		priority = 10
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_ff_destroyed_flag
		}
		days_mission_timeout = 500
		fire_only_once = yes
		activation = {
			has_country_flag = BUL_fatherland_front_formed_flag
			NOT = {
				has_completed_focus = BUL_the_fatherland_front
			}
		}
		visible = {
			hidden_trigger = {
				has_country_flag = BUL_fatherland_front_formed_flag
				NOT = {
					has_country_flag = BUL_ff_civil_war_flag
				}
			}
			NOT = {
				has_country_flag = BUL_ff_destroyed_flag
			}
		}
		cancel_if_not_visible = yes
		days_remove = 7
		is_good = no
		complete_effect = {

		}
		timeout_effect = {
			set_country_flag = BUL_ff_coup_planned_flag
		}
	}
	BUL_ff_approaching_zveno_mission = {
		priority = 10
		icon = generic_political_discourse
		allowed = {
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_ff_destroyed_flag BUL_zveno_destroyed_flag BUL_zveno_integrated_flag
		}
		days_mission_timeout = 60
		fire_only_once = yes
		visible = {
			has_country_flag = BUL_fatherland_front_formed_flag
			NOT = {
				has_country_flag = BUL_ff_destroyed_flag
			} {
				has_country_flag = BUL_ff_civil_war_flag
			} {
				has_country_flag = BUL_zveno_destroyed_flag
			} {
				has_country_flag = BUL_zveno_integrated_flag
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		complete_effect = {
			set_variable = {
				BUL_days_based_on_faction_loyalty = BUL_zveno_loyalty
			} {
				extra_days = BUL_ff_missions_base_days_to_add
			}
			multiply_variable = {
				BUL_days_based_on_faction_loyalty = BUL_ff_missions_loyalty_factor
			}
			add_to_variable = {
				extra_days = BUL_days_based_on_faction_loyalty
			}
			add_days_mission_timeout = {
				mission = BUL_ff_impending_coup_mission
				days = extra_days
			}
			clear_variable = BUL_days_based_on_faction_loyalty extra_days
		}
		timeout_effect = {
			set_country_flag = BUL_zveno_joined_ff_flag
			add_stability = -0.05
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = BUL_ff_coup_planned_flag
					}
				}
				custom_effect_tooltip = BUL_ff_approaching_faction_timer_effects_tt
			}
			custom_effect_tooltip = BUL_ff_approaching_faction_cw_effects_tt
			set_variable = {
		
# ... (truncated)
### Entity: Idea
Component: FRA_FREE_adolphe_cise
Constructs: has_country_flag
Source: game
File: common/ideas/free_france.txt

Code:
FRA_FREE_adolphe_cise = {
	ledger = army
	allowed = {
		original_tag = FRA
	}
	available = {
		original_tag = FRA
		has_country_flag = free_france
	}
	traits = {
		army_logistics_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_privatise_lithuanian_railroads
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_privatise_lithuanian_railroads
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = LIT_liberalization_of_trade_policies
	x = 1
	y = 3
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_liberalization_of_trade_policies
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_infrastructure_privatised_idea
			days = 360
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_socialist_coup
Constructs: division_template, prerequisite, limit, random_country, has_government, add_stability, completion_reward, has_civil_war
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_socialist_coup
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = AFG_truck_factory AFG_salang_pass AFG_promote_the_counter_elite
	}
	x = -7
	y = 1
	relative_position_id = AFG_promote_the_counter_elite
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AFG_is_on_historical_plan_trigger = yes
		}
	}
	available = {
		has_civil_war = no
		communism = > 0.2
		OR = {
			is_subject = no
			any_country = {
				has_subject = ROOT
				has_government = communism
			}
		}
	}
	bypass = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = AFG_socialist_coup_tt generic_skip_one_line_tt available_political_advisor
		set_variable = {
			var = AFG_total_anti_communism_size
			value = party_popularity@democratic
		}
		add_to_variable = {
			var = AFG_total_anti_communism_size
			value = party_popularity@fascism
		} {
			var = AFG_total_anti_communism_size
			value = party_popularity@neutrality
		}
		IF = {
			limit = {
				communism = < 0.6
			}
			start_civil_war = {
				ruling_party = communism
				ideology = ROOT
				size = AFG.AFG_total_anti_communism_size
				states = {
					267 1005 1006 1008 1009
				}
				keep_all_characters = yes
				hidden_effect = {
					PREV = {
						AFG_mohammad_hashim_khan = {
							set_nationality = PREV.PREV
						}
						AFG_mohammed_zahir_shah = {
							set_nationality = PREV.PREV
						}
					}
					IF = {
						limit = {
							PREV.PREV = {
								NOT = {
									has_country_leader = {
										ruling_only = yes
										character = AFG_mohammad_hashim_khan
									}
								}
								has_civil_war = yes
							}
						}
						PREV.PREV = {
							promote_character = {
								character = AFG_mohammad_hashim_khan
								ideology = oligarchism
							}
						}
					}
				}
			}
			division_template = {
				name = Pashtun Militia
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			hidden_effect = {
				set_popularities = {
					neutrality = 0
					fascism = 0
					democratic = 0
					communism = 100
				}
				division_template = {
					name = Loyalist Militia
					is_locked = no
					regiments = {
						militia = {
							x = 0
							y = 0
						} {
							
# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_local_resistance_to_land_taxes
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, every_controlled_state, random_select_amount, has_resistance
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_local_resistance_to_land_taxes
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = RAJ_agricultural_cooperatives
	} {
		focus = RAJ_boycott_british_made_goods
	}
	x = 0
	y = 2
	relative_position_id = RAJ_boycott_british_made_goods
	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 = {
		every_controlled_state = {
			random_select_amount = 3
			limit = {
				has_resistance = yes
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			add_resistance = 15
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = idea_RAJ_government_budget_shortfall
	}
}
### Entity: Event
Component: new_ger.40
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.40
	title = new_ger.40.t
	desc = new_ger.40.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.40.a
	}
}
### Entity: Order of Battle
Component: Südwestafrikanische Flotte
		naval_base = 13370 # Malta
		task_force = {
			name = 
Source: game
File: history/units/PRE_1936_Naval_Legacy.txt

Code:
fleet = {
	name = Südwestafrikanische Flotte
		naval_base = 13370 # Malta
		task_force = {
			name = 
	 = Flachgehende Minensuchboote 
			location = 13370 # Malta	
			ship = { name =  Königsberg  definition = light_cruiser equipment = { light_cruiser_1 = { amount = 1 owner = PRE version_name =  Königsberg Class  } } }			
			ship = { name =  FM 52 Lüderitz  definition = destroyer equipment = { destroyer_1 = { amount = 1 owner = PRE } } }
			ship = { name =  FM 53 Windhoek
	definition = destroyer
	equipment = {
		destroyer_1 = {
			amount = 1
			owner = PRE
		}
	}
}