Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_PHI_political_events.12
Constructs: is_triggered_only, limit, add_stability, add_political_power, is_subject, is_in_faction_with, every_allied_country, is_faction_leader
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.12
	title = SEA_PHI_political_events.12.t
	desc = SEA_PHI_political_events.12.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.12.a
		add_political_power = 50
		add_stability = 0.05
		if = {
			limit = {
				is_subject = yes
				overlord = {
					original_tag = USA
				}
			}
			overlord = {
				end_puppet = ROOT
			}
		} {
			limit = {
				is_in_faction_with = USA
			}
			every_allied_country = {
				limit = {
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: ETH_BOP_decentralization_small_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_BOP_decentralization_small_effect = {
	add_power_balance_value = {
		id = ETH_centralization_balance
		value = -0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_pre_empt_the_ethiopian_threat
Constructs: prerequisite, completion_reward, is_subject, has_state_flag, has_army_manpower, has_war_with_major, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_pre_empt_the_ethiopian_threat
	icon = GFX_focus_generic_attack_ethiopia
	relative_position_id = EGY_the_king_of_sudan
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		any_owned_state = {
			has_state_flag = EGY_ETH_threatened_sudanese_state
		}
	}
	prerequisite = {
		focus = EGY_the_king_of_sudan
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_army_manpower = {
				size = > 99999
			}
			ETH = {
				has_war_with_major = yes
			}
		}
	}
	will_lead_to_war_with = ETH
	completion_reward = {
		create_wargoal = {
			target = ETH
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Event
Component: NSB_soviet_communist_civil_war.007
Constructs: is_triggered_only, limit, random_owned_state, set_variable
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_communist_civil_war.007
	title = NSB_soviet_communist_civil_war.007.t
	desc = NSB_soviet_communist_civil_war.007.desc
	hidden = yes
	is_triggered_only = yes
	option = {
		name = NSB_soviet_communist_civil_war.007.a
		random_owned_state = {
			limit = {
				SOV_is_unaligned_state = yes
				NOT = {
					region = 133
				} {
					region = 132
				}
				OR = {
					industrial_complex = > 0
					arms_factory = > 0
					dockyard = > 0
				}
			}
			ROOT = {
				set_variable = {
					SOV_uprising_state = PREV
				}
			}
		}
		country_event = {
			id = NSB_soviet_communist_civil_war.006
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fuel_ration
Constructs: prerequisite, completion_reward, add_tech_bonus, add_resource
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fuel_ration
	icon = GFX_focus_generic_stockpile_fuel
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 7
			threat = > 0.75
		}
	}
	prerequisite = {
		focus = SWI_shadow_seize
	} {
		focus = SWI_wahlen
	}
	available = {
		controls_state = 3 151
	}
	x = 41
	y = 5
	completion_reward = {
		add_tech_bonus = {
			name = SWI_fuel_ration
			bonus = 0.5
			uses = 1
			category = synth_resources
		}
		3 = {
			add_resource = {
				type = oil
				amount = 2
			} {
				type = rubber
				amount = 1
			}
		}
		151 = {
			add_resource = {
				type = oil
				amount = 2
			} {
				type = rubber
				amount = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL FOCUS_FILTER_RUBBER
	}
}
### Entity: Event
Component: peru.16
Constructs: is_triggered_only, add_stability, set_politics, set_party_name, retire_character, add_popularity
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.16
	title = peru.16.t
	desc = peru.16.d
	picture = GFX_report_event_PRU_ravines_and_haya_eating
	is_triggered_only = yes
	option = {
		name = peru.16.a
		set_politics = {
			ruling_party = communism
		}
		set_party_name = {
			ideology = communism
			long_name = PRU_communism_party_long_1
			name = PRU_communism_party_1
		}
		retire_character = PRU_eudocio_revines_perez
		promote_character = PRU_haya_torre
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_stability = 0.05
	} {
		name = peru.16.b
		set_politics = {
			ruling_party = communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_stability = 0.05
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.02
Constructs: is_triggered_only, limit, random_core_state, is_fully_controlled_by, set_variable, add_extra_state_shared_building_slots, add_building_construction, clear_variable
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.02
	title = GOE_RAJ_loyalist.02.t
	desc = GOE_RAJ_loyalist.02.desc
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = PREV
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				set_variable = {
					ROOT.RAJ_crown_commodities_civ_built_flag = THIS
				}
			}
		}
	}
	option = {
		name = GOE_RAJ_loyalist.02.a
		if = {
			limit = {
				tag = ENG
			}
			var:RAJ_crown_commodities_civ_built_flag = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		else = {
			var:RAJ_crown_commodities_civ_built_flag = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		clear_variable = RAJ_crown_commodities_civ_built_flag
	}
}
### Entity: Idea
Component: AST_R56_economy_placeholder
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_economy_placeholder = {
	picture = great_depression
	allowed = {
		original_tag = AST
	}
	modifier = {
		local_resources_factor = 0.1
		consumer_goods_factor = 0.45
		stability_factor = -0.15
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, has_war, limit, add_ideas, remove_ideas, has_war_with, has_country_flag, is_major
Source: game
File: common/decisions/TUR.txt

Code:
economy_decisions = {
	TUR_repeal_the_wealth_tax = {
		icon = generic_political_rally
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			has_idea = TUR_varlik_vergisi_spirit
		}
		available = {
			has_idea = TUR_varlik_vergisi_spirit
		}
		cost = 50
		ai_will_do = {
			base = 1
			modifier = {
				OR = {
					has_manpower = < 35000
					has_stability = < 0.4
				}
				factor = 100
			} {
				AND = {
					is_historical_focus_on = yes
					date = > 1944.1.1
				}
				factor = 100
			}
		}
		complete_effect = {
			add_stability = 0.05
			remove_ideas = TUR_varlik_vergisi_spirit
		}
	}
	TUR_repeal_the_faith_tax = {
		icon = generic_political_rally
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			has_idea = TUR_inanc_vergisi_spirit
		}
		available = {
			has_idea = TUR_inanc_vergisi_spirit
		}
		cost = 50
		ai_will_do = {
			base = 1
			modifier = {
				date = > 1944.1.1
				factor = 75
			} {
				OR = {
					has_war_support = < 0.35
					has_stability = < 0.4
				}
				factor = 100
			}
		}
		complete_effect = {
			add_stability = 0.05
			remove_ideas = TUR_inanc_vergisi_spirit
		}
	}
	TUR_abolish_etatism = {
		icon = generic_break_treaty
		allowed = {
			original_tag = TUR
		}
		fire_only_once = yes
		visible = {
			OR = {
				has_active_mission = TUR_etatism_crisis_1 TUR_etatism_crisis_2 TUR_etatism_crisis_3 TUR_etatism_crisis_4
				has_idea = TUR_etatism_3 TUR_etatism_4
			}
		}
		available = {
			has_completed_focus = TUR_continue_the_policy_of_etatism TUR_ratify_the_six_arrows
		}
		cost = 100
		ai_will_do = {
			factor = 0
			modifier = {
				AND = {
					is_historical_focus_on = yes
					date = > 1946.1.1
				}
				factor = 5
			} {
				is_historical_focus_on = no
				factor = 3
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_idea = TUR_etatism
				}
				remove_ideas = TUR_etatism
			}
			else_if = {
				limit = {
					has_idea = TUR_etatism_2
				}
				remove_ideas = TUR_etatism_2
			} {
				limit = {
					has_idea = TUR_etatism_3
				}
				remove_ideas = TUR_etatism_3
			} {
				limit = {
					has_idea = TUR_etatism_4
				}
				remove_ideas = TUR_etatism_4
			}
			hidden_effect = {
				set_country_flag = TUR_etatism_abolished
				clear_variable = TUR_etatism_cost_penalty_var
			}
		}
	}
	TUR_absorb_the_tpda = {
		icon = eng_trade_unions_support
		allowed = {
			original_tag = TU
# ... (truncated)
### Entity: Modifier Reference
Component: weather_ground_snow_high
Constructs: army_attack_factor, breakthrough_factor, supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_ground_snow_high = {
	army_attack_factor = -0.4
	army_speed_factor = -0.7
	army_attack_speed_factor = -0.75
	breakthrough_factor = -0.4
	local_org_regain = -0.05
	org_loss_when_moving = 0.25
	supply_factor = -0.4
	truck_attrition_factor = 1.0
	dig_in_speed_factor = 0.15
}
### Entity: Character
Component: PRC_deng_zihiu
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_deng_zihiu = {
	name = PRC_deng_zihiu
	portraits = {
		civilian = {
			large = GFX_portrait_PRC_deng_zihui
			small = GFX_portrait_PRC_deng_zihui_small
		}
	}
	advisor = {
		slot = political_advisor
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		idea_token = PRC_deng_zihiu
		traits = {
			PRC_agricultural_reformist
		}
		ai_will_do = {
			base = 1.0
		}
		visible = {
			has_completed_focus = PRC_agricultural_reform
		}
	}
	corps_commander = {
		traits = {
			guerilla_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.1
Constructs: has_completed_focus, has_government, has_country_flag, add_stability, fire_only_once, has_civil_war, is_subject, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.1
	title = SEA_japan_tokko_arrest_events.1.t
	desc = SEA_japan_tokko_arrest_events.1.desc
	picture = GFX_report_event_JAP_communists_arrested
	trigger = {
		original_tag = JAP
		date = > 1937.12.01 < 1939.06.01
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		}
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.1.a
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_stability = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt JAP_popular_front_incident_tt
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_push_past_the_darien_gap
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_named_threat, every_state, is_core_of, add_claim_by
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_push_past_the_darien_gap
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = MEX_focus_unify_centroamerica
	}
	x = 3
	y = 1
	relative_position_id = MEX_focus_unify_centroamerica
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = threat_mexico_push_south_of_the_darien_gap
		}
		every_state = {
			limit = {
				OR = {
					is_core_of = COL ECU VEN
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		if = {
			limit = {
				COL = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = COL
				expire = 0
			}
		} {
			limit = {
				ECU = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = ECU
				expire = 0
			}
		} {
			limit = {
				VEN = {
					exists = yes
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = VEN
				expire = 0
			}
		}
	}
	will_lead_to_war_with = COL ECU VEN
}
### Entity: Decision
Component: PRC_border_wars_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_border_wars_cat = {
	icon = GFX_decision_category_border_conflicts
	priority = 10
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible_when_empty = no
}
### Entity: Scripted Trigger
Component: ROOT_will_help_RAJ
Constructs: has_war_with, is_in_faction_with, has_war_together_with, is_justifying_wargoal_against
Source: game
File: common/scripted_triggers/TFV_RAJ_freedom_path_triggers.txt

Code:
ROOT_will_help_RAJ = {
	any_country = {
		OR = {
			tag = ENG
			is_in_faction_with = ENG
			has_war_together_with = ENG
		} {
			is_justifying_wargoal_against = ROOT
			has_war_with = ROOT
		}
	}
}
### Entity: Modifier Reference
Construct: war_stability_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## war_stability_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: TML_David_Salazar
Constructs: removal_cost
Source: game
File: common/characters/TML.txt

Code:
TML_David_Salazar = {
	name = David Salazar
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_2
			small = GFX_kr_portrait_africa_generic_2_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TML_David_Salazar
		cost = 150
		removal_cost = 150
		allowed = {
			original_tag = TML
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: r56_canada.2
Constructs: is_triggered_only, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.2
	title = r56_canada.1.t
	desc = r56_canada.1.d
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	option = {
		name = r56_canada.1.a
		if = {
			limit = {
				has_idea = r56_CAN_docr_democratic
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_democratic
				add_idea = r56_CAN_docr_communism
			}
		}
		else_if = {
			limit = {
				has_idea = r56_CAN_docr_fascism
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_fascism
				add_idea = r56_CAN_docr_communism
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.7
Constructs: is_triggered_only, ai_chance, is_major, random_hours, has_guaranteed, is_in_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.7
	title = wuw_GER_realpolitik.7.t
	desc = wuw_GER_realpolitik.7.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.7.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				any_allied_country = {
					is_major = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.8
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = wuw_GER_realpolitik.7.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				any_other_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 2
				is_in_faction = yes
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.9
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: MAN_cadets_in_jap_academy
Constructs: removal_cost, is_subject_of
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_cadets_in_jap_academy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	cancel = {
		NOT = {
			is_subject_of = JAP
		}
	}
	modifier = {
		experience_gain_army = 0.05
		experience_gain_navy = 0.05
		experience_gain_air = 0.05
		land_doctrine_cost_factor = -0.05
		naval_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
	}
}
### Entity: Character
Component: military_youth_propaganda
Source: game
File: common/country_leader/r56_traits.txt

Code:
military_youth_propaganda = {
	sprite = 14
	random = no
	conscription = 0.005
	army_core_attack_factor = 0.04
	army_core_defence_factor = 0.04
	ai_will_do = {
		factor = 500
	}
}
### Entity: Idea
Component: KMT_the_politburo3
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo3 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.05
		economy_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_legacy_of_quasi_state
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_legacy_of_quasi_state
	icon = GFX_focus_secret_rearmament
	x = 0
	y = 2
	prerequisite = {
		focus = PAL_the_fifty_men_decree
	}
	cost = 7.2
	relative_position_id = PAL_the_fifty_men_decree
	completion_reward = {
		add_ideas = PAL_legacy_of_salt_people
		army_experience = 25
		add_stability = 0.05
	}
}
### Entity: Decision
Component: game_rules_reminder_category
Constructs: has_country_flag, fire_only_once, is_good
Source: game
File: common/decisions/r56_generic_decisions.txt

Code:
game_rules_reminder_category = {
	game_rules_reminder = {
		icon = generic_political_discourse
		available = {
			hidden_trigger = {
				NOT = {
					has_country_flag = r56_cflg_multiplayer
				}
			}
		}
		activation = {
			has_country_flag = r56_cflg_multiplayer
		}
		days_mission_timeout = 21
		fire_only_once = yes
		is_good = yes
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.10
Constructs: is_triggered_only, limit, annex_country
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.10
	title = GOE_RAJ_loyalist.10.t
	desc = GOE_RAJ_loyalist.10.desc
	picture = GFX_report_event_indian_parade
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.10.a
		if = {
			limit = {
				event_target:RAJ_annexing_country_target = {
					tag = BRM
				}
			}
			annex_country = {
				target = BRM
				transfer_troops = yes
			}
		}
		else = {
			annex_country = {
				target = MAL
				transfer_troops = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: 6. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 6. Kuva-yi Milliye Tugayi
	location = 890
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Tree: ast_focus
Component: AST_expanding_into_new_markets
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_expanding_into_new_markets
	icon = GFX_focus_PHI_open_borders
	prerequisite = {
		focus = AST_foreign_competition
	}
	relative_position_id = AST_foreign_competition
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_forging_australias_future_spirit_tt
		add_to_variable = {
			AST_forging_australias_future_spirit_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			AST_forging_australias_future_spirit_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_state_led_labor_unions
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_state_led_labor_unions
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = QUE_corporatisme_ensuite
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 1
	y = 3
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_corporatism
			add_idea = QUE_national_trade_unions
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_rebellion_recoverment_effots
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_rebellion_recoverment_effots
	icon = GFX_goal_generic_construction
	relative_position_id = VEN_enpower_the_pcv
	x = 3
	y = 2
	cost = 5
	prerequisite = {
		focus = VEN_communist_reforms VEN_puntofijo_pact VEN_amnesty_to_communists
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: QAT_ai2
Source: game
File: common/ideas/qatar.txt

Code:
QAT_ai2 = {
	ledger = army
	picture = generic_army_arab_3
	allowed = {
		original_tag = QAT
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_increased_trade
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_increased_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = GER_abolish_price_controls
	}
	x = -1
	y = 1
	relative_position_id = GER_abolish_price_controls
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		}
	}
}
### Entity: Scripted Effect
Component: BUL_nsm_medium_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_medium_popularity_increase_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_medium_popularity_increase_tt
	add_to_variable = {
		BUL_nsm_popularity = BUL_faction_medium_increase
	}
	clamp_variable = {
		var = BUL_nsm_popularity
		min = 0
		max = 100
	}
}