Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_forcefully_revitalize_the_industries
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_forcefully_revitalize_the_industries
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = wuw_HUN_economic_intervention
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_economic_intervention
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = HUN_forceful_industrial_revitalization
			days = 365
		}
		add_tech_bonus = {
			name = HUN_industrial_revitalization
			bonus = 0.75
			uses = 1
			category = industry
		}
	}
}
### Entity: Event
Component: GER_inner_circle_himmler.01
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, has_character_flag, set_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_himmler.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_ascension_of_himmler
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 4
			} {
				GER_ascended_advisor_2 = 4
			} {
				GER_ascended_advisor_3 = 4
			}
		}
	}
	immediate = {
		if = {
			limit = {
				GER_heinrich_himmler = {
					has_character_flag = GER_himmler_ss_focus_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_expand_ss_security_duties
					}
				}
				activate_shine_on_focus = GER_expand_ss_security_duties
				set_country_flag = {
					flag = GER_expand_ss_security_duties_in_progress_flag
					days = @inner_circle_time_tier_1_flag
					value = 1
				}
				country_event = {
					id = GER_inner_circle_himmler.02
					days = @inner_circle_time_tier_1
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_completed_focus = GER_strengthen_the_waffen_ss
					}
				}
				activate_shine_on_focus = GER_strengthen_the_waffen_ss
				set_country_flag = {
					flag = GER_strengthen_the_waffen_ss_in_progress_flag
					days = @inner_circle_time_tier_2_flag
					value = 1
				}
				country_event = {
					id = GER_inner_circle_himmler.02
					days = @inner_circle_time_tier_2
				}
			} {
				limit = {
					NOT = {
						has_completed_focus = GER_hegemony_of_the_ss
					}
				}
				activate_shine_on_focus = GER_hegemony_of_the_ss
				set_country_flag = {
					flag = GER_hegemony_of_the_ss_in_progress_flag
					days = @inner_circle_time_tier_3_flag
					value = 1
				}
				country_event = {
					id = GER_inner_circle_himmler.02
					days = @inner_circle_time_tier_3
				}
			}
		}
		else_if = {
			limit = {
				GER_heinrich_himmler = {
					has_character_flag = GER_himmler_gestapo_focus_flag
				}
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_expand_gestapo
					}
				}
				activate_shine_on_focus = GER_expand_gestapo
				set_country_flag = {
					flag = GER_expand_gestapo_in_progress_flag
					days = @inner_circle_time_tier_1_flag
					value = 1
				}
				country_event = {
					id = GER_inner_circle_himmler.02
					days = @inner_circle_time_tier_1
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_completed_focus = GER_absorb_the_abwehr
					}
				}
				activate_shine_on_focus = GER_absorb_the_abwehr
				set_country_flag = {
					flag = GER_ab
# ... (truncated)
### Entity: Trigger Reference
Construct: pc_is_winner
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_winner

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country is a winner in the peace conference.
Example:
ENG = { pc_is_winner = yes }
```
### Entity: National Focus
Component: wuw_HUN_anglo_hungarian_alliance
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, cancel_if_invalid, random_days
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_anglo_hungarian_alliance
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = wuw_HUN_royalist_education_initiative
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_royalist_education_initiative
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = neutrality
		is_subject = no
		is_in_faction = no
		ENG = {
			OR = {
				has_government = neutrality democratic
			}
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = WW_hungary.87
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_soviet_guarantee
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_game_rule, is_subject
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_soviet_guarantee
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = BEL_socialist_victory BEL_raise_the_red_flag
	}
	mutually_exclusive = {
		focus = BEL_support_the_european_project
	}
	relative_position_id = BEL_socialist_victory
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	offset = {
		x = -18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_vandervelde_minority
		}
	}
	x = 0
	y = 2
	cost = 5
	available = {
		any_country = {
			original_tag = SOV
			has_government = communism
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			any_country = {
				original_tag = SOV
				exists = no
				NOT = {
					has_government = communism
				}
			}
			has_capitulated = yes
		}
	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					exists = yes
					has_government = communism
				}
			}
			SOV = {
				country_event = {
					id = ww_BEL_event_diplomatic.12
					hours = 12
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_soviet_guarantee_tt if_they_accept_tt
		event_option_tooltip = ww_BEL_event_diplomatic.13.a
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_tank_designer_3_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_tank_designer_3_effect = {
	if = {
		limit = {
			has_idea = SOV_morozov_design_bureau
		}
		set_country_flag = SOV_merge_tank_morozov_3_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau
			add_idea = SOV_morozov_design_bureau_3
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_morozov_design_bureau_1
		}
		set_country_flag = SOV_merge_tank_morozov_3_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_1
			add_idea = SOV_morozov_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_2
		}
		set_country_flag = SOV_merge_tank_morozov_3_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_2
			add_idea = SOV_morozov_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_1_2
		}
		set_country_flag = SOV_merge_tank_morozov_3_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_1_2
			add_idea = SOV_morozov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau
		}
		set_country_flag = SOV_merge_tank_astrov_3_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau
			add_idea = SOV_astrov_design_bureau_3
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_1
		}
		set_country_flag = SOV_merge_tank_astrov_3_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_1
			add_idea = SOV_astrov_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_2
		}
		set_country_flag = SOV_merge_tank_astrov_3_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_2
			add_idea = SOV_astrov_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_1_2
		}
		set_country_flag = SOV_merge_tank_astrov_3_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_1_2
			add_idea = SOV_astrov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_okmo
		}
		set_country_flag = SOV_merge_tank_okmo_3_flag
		swap_ideas = {
			remove_idea = SOV_okmo
			add_idea = SOV_okmo_3
		}
	} {
		limit = {
			has_idea = SOV_okmo_1
		}
		set_country_flag = SOV_merge_tank_okmo_3_flag
		swap_ideas = {
			remove_idea = SOV_okmo_1
			add_idea = SOV_okmo_1_3
		}
	} {
		limit = {
			has_idea = SOV_okmo_2
		}
		set_country_flag = SOV_merge_tank_okmo_3_flag
		swap_ideas = {
			remove_idea = SOV_okmo_2
			add_idea = SOV_okmo_2_3
		}
	} {
		limit = {
			has_idea = SOV_okmo_1_2
		}
		set_c
# ... (truncated)
### Entity: Idea
Component: USA_adjusted_compensation_payment
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_adjusted_compensation_payment = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_stalins_cult_of_personality
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward, add_political_power, has_country_leader, unlock_propaganda_campaign_tt, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_stalins_cult_of_personality
	icon = GFX_focus_SOV_stalins_cult_of_personality
	prerequisite = {
		focus = SOV_the_bloc_of_rights_and_trotskyites
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_bloc_of_rights_and_trotskyites
	cost = 5
	available = {
		has_country_flag = {
			flag = SOV_third_moscow_trial_flag
			days = > 175
		}
		custom_trigger_tooltip = {
			tooltip = SOV_last_purge_focus_days_cult_tt
			has_country_flag = {
				flag = SOV_third_moscow_trial_flag
				days = > 175
			}
		}
		has_completed_focus = SOV_expand_the_agitprop
		has_country_leader = {
			character = SOV_iosif_stalin
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
		unlock_decision_tooltip = SOV_propaganda_stalin
	}
}
### Entity: Idea
Component: EAI_DD_9/heavy_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_amphibious_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: play_peace_in_our_time_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_peace_in_our_time_effect = {
	hidden_effect = {
		play_song = peace_in_our_time
	}
}
### Entity: Idea
Component: POR_reactionary_resistance2
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_reactionary_resistance2 = {
	name = POR_reactionary_resistance
	picture = chi_war_of_resistance2
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.25
		stability_factor = -0.075
		neutrality_drift = 0.01
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_submarines
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_submarines
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = HUN_reform
	}
	x = 2
	y = 3
	relative_position_id = HUN_naval_warfare
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = HUN_submarines
			bonus = 3.0
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Unit Template
Component: ICE_CV_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ICGV 
	fallback_name = Carrier %d
	unique = {

	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_strengthen_the_carabinieros
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, has_country_flag, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_strengthen_the_carabinieros
	icon = GFX_focus_CHL_strengthen_the_carabinieros
	relative_position_id = CHL_rule_by_decree
	x = 4
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_rule_by_decree
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
		NOT = {
			OR = {
				has_completed_focus = CHL_crown_antoine_as_sovereign_king
				has_country_flag = CHL_fascist_and_communist_joint_civil_war_started
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHL_carabineros_de_chile_neutrality
	}
}
### Entity: Event
Component: new_ger.145
Constructs: is_triggered_only, ai_chance, add_war_support, declare_war_on, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.145
	title = new_ger.145.t
	desc = new_ger.145.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.145.a
		declare_war_on = {
			target = JAP
			type = puppet_wargoal_focus
		}
		add_war_support = 0.1
		GER = {
			declare_war_on = {
				target = JAP
				type = puppet_wargoal_focus
			}
		} {
			country_event = CHI_warlords.20
		}
	} {
		name = new_ger.145.b
		GER = {
			country_event = CHI_warlords.19
		}
		add_war_support = -0.05
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Modifier Reference
Construct: Equipme
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="module__design_cost_factor"></span>module_<EquipmentModule>_design_cost_factor

* **Description**: Module design cost factor.
* Number with 2 decimal places
* **Categories**: naval, country, army

* **Modified types**: NOR_rikstanken_turret, NOR_tank_rikstanken_armor, additional_machine_guns, advanced_flamethrower, air_air_radar_1, air_air_radar_2, air_ground_radar_1, air_ground_radar_2, aircraft_cannon_1_1x, aircraft_cannon_1_2x, aircraft_cannon_2_1x, aircraft_cannon_2_2x, airdropped_mines, amphibious_drive, armor_piercing_bomb_locks, armor_plate_large, armor_plate_medium, armor_plate_small, armor_skirts, auto_loader, big_ship_deck_space, bomb_locks, bomb_sights_1, bomb_sights_2, cannon_defense_turret, cannon_defense_turret_2x, carrier_ship_engine_1, carrier_ship_engine_2, carrier_ship_engine_3, carrier_ship_engine_4, carrier_ship_nuclear_engine_1, cruiser_ship_engine_1, cruiser_ship_engine_2, cruiser_ship_engine_3, cruiser_ship_engine_4, demining_coil, dive_brakes_small, dozer_blade, dp_light_battery_1, dp_light_battery_2, dp_light_battery_3, dp_light_battery_4, dp_ship_medium_1, dp_ship_secondaries_1, dp_ship_secondaries_2, dp_ship_secondaries_3, dp_ship_secondaries_4, drop_tanks, earthshaker_bomb_release, easy_maintenance, engine_1_1x, engine_1_2x, engine_1_3x, engine_1_4x, engine_1_6x, engine_2_1x, engine_2_2x, engine_2_3x, engine_2_4x, engine_2_6x, engine_3_1x, engine_3_2x, engine_3_3x, engine_3_4x, engine_3_6x, engine_4_1x, engine_4_2x, engine_4_3x, engine_4_4x, engine_4_6x, expanded_fuel_tank, extra_ammo_storage, fixed_explosive_charge, flamethrower, floats, flying_boat_large, flying_boat_medium, fuel_tanks_large, fuel_tanks_medium, fuel_tanks_small, guided_anti_ship_missile, heavy_bomb_locks, heavy_mg_2x, heavy_mg_4x, heavy_ship_engine_1, heavy_ship_engine_2, heavy_ship_engine_3, heavy_ship_engine_4, heavy_ship_nuclear_engine_1, hmg_defense_turret, hmg_defense_turret_2x, improved_rocket_propelled_bombs, jet_engine_1x, jet_engine_2x, jet_engine_3x, jet_engine_4x, jet_engine_6x, jet_engine_axial_1x, jet_engine_axial_2x, jet_engine_axial_3x, jet_engine_axial_4x, jet_engine_axial_6x, large_aircraft_cannon_1x, large_aircraft_cannon_2x, large_bomb_bay, lc_aircraft_catapult, lc_armored_skirts, lc_assault_gun, lc_bunker_emplacement, lc_command_center, lc_flamethrower_turret, lc_heavy_anti_air_battery, lc_heavy_anti_air_platform, lc_heavy_high_
# ... (truncated)
### Entity: Unit Leader
Component: hill_fighter
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
hill_fighter = {
	type = corps_commander
	gain_xp = {
		is_fighting_in_terrain = hills
	}
	cost = 700
	modifier = {
		hills = {
			movement = 0.05
			attack = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = basic_terrain_trait
	gui_row = 2
}
### Entity: Character
Component: URG_zoilo_saldias
Source: game
File: common/characters/URG.txt

Code:
URG_zoilo_saldias = {
	advisor = {
		slot = political_advisor
		idea_token = URG_zoilo_saldias
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_zoilo_saldias_small
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_towards_a_mobile_army
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_towards_a_mobile_army
	prerequisite = {
		focus = POR_study_mechanized_warfare
	}
	mutually_exclusive = {
		focus = POR_specialized_auxiliary_tanks
	}
	icon = GFX_goal_ger_panzers
	x = 1
	y = 1
	relative_position_id = POR_study_mechanized_warfare
	cost = 8
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = POR_towards_a_mobile_army
				bonus = 2
				ahead_reduction = 2
				uses = 1
				category = cat_light_armor cat_medium_armor
			} {
				name = POR_towards_a_mobile_army
				bonus = 0.5
				uses = 2
				technology = engine_tech_1 engine_tech_2 engine_tech_3 engine_tech_4 engine_tech_5
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
		}
		else = {
			add_tech_bonus = {
				name = POR_towards_a_mobile_army
				bonus = 2
				ahead_reduction = 2
				uses = 2
				category = cat_light_armor cat_medium_armor
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POL_april_constitution_3
Constructs: has_government, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_3 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		political_power_factor = 0.1
		drift_defence_factor = 0.1
		neutrality_drift = 0.1
	}
}
### Entity: Idea
Component: POR_transitioning_to_a_mixed_economy
Constructs: stability_factor, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_transitioning_to_a_mixed_economy = {
	picture = generic_production_bonus
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		democratic_drift = 0.01
		stability_factor = 0.03
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_factory_max_efficiency_factor = 0.15
	}
}
### Entity: Idea
Component: CHI_local_suppliers
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_local_suppliers = {
	picture = GFX_idea_generic_supply_line
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		supply_consumption_factor = -0.1
		supply_node_range = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_invite_otto_braun
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_corps_commander_role, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_invite_otto_braun
	icon = GFX_focus_PRC_invite_otto_braun
	prerequisite = {
		focus = PRC_bolshevik_aid
	}
	x = -3
	y = 1
	relative_position_id = PRC_bolshevik_aid
	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_BALANCE_OF_POWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		effect_tooltip = {
			add_corps_commander_role = {
				character = PRC_otto_braun
				traits = {
					infantry_officer
				}
				skill = 1
				attack_skill = 2
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 2
				legacy_id = -1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt
		show_ideas_tooltip = PRC_otto_braun
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.05
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_southern_plan
Constructs: division_template, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, create_unit, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_southern_plan
	icon = GFX_goal_wargaming
	relative_position_id = ISR_ben_gurion_strategy
	x = 0
	y = 1
	cost = 3
	prerequisite = {
		focus = ISR_ben_gurion_strategy
	}
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
		}
	}
	completion_reward = {
		army_experience = 20
		if = {
			limit = {
				controls_province = 4088
			}
			1017 = {
				create_unit = {
					prioritize_location = 4088
					division = name = "Negev Brigade " division_template = "Ugdat Hir" start_experience_factor = 0.1 start_equipment_factor = 0 }
					owner = ISR
				}
			}
		} {
			limit = {
				controls_province = 4088
			}
			1017 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 4088
					instant_build = yes
				}
			}
		}
		else = {
			capital_scope = {
				create_unit = {
					division = name = "Negev Brigade " division_template = "Ugdat Hir" start_experience_factor = 0.1 start_equipment_factor = 0 }
					owner = ISR
				}
			}
		}
		else_if = {
			limit = {
				controls_province = 4206
			}
			454 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 4206
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 500
			}
		}