Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lux_focus
Component: LUX_head_east
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, is_subject, add_state_claim, is_in_faction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_head_east
	icon = GFX_focus_attack_germany
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_invade_benelux
	prerequisite = {
		focus = LUX_invade_benelux
	}
	available = {
		any_other_country = {
			original_tag = GER
			exists = yes
			NOT = {
				AND = {
					has_government = communism
					is_in_faction_with = ROOT
				}
			}
		}
		is_subject = no
	}
	will_lead_to_war_with = GER
	completion_reward = {
		add_state_claim = 1053 42 51
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			every_other_country = {
				limit = {
					original_tag = GER
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				save_event_target_as = LUX_invasion_target
				ROOT = {
					faction_leader = {
						country_event = {
							id = luxembourg.260
							hours = 4
							random_hours = 2
						}
					}
				}
			}
		}
		else = {
			every_other_country = {
				limit = {
					original_tag = GER
					exists = yes
					NOT = {
						AND = {
							has_government = communism
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = puppet_wargoal_focus
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: ETH_integrate_puppet
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_integrate_puppet = {
	picture = generic_constitutional_guarantees
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -100
	}
}
### Entity: Character
Component: commander_of_the_fetno_derash_no_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
commander_of_the_fetno_derash_no_lar = {
	random = no
	sprite = 15
	special_forces_cap = 0.2
	special_forces_out_of_supply_factor = -0.15
	resistance_growth_on_our_occupied_states = 0.15
}
### Entity: Idea
Component: KOS_ncm
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = KOS
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_local_militias
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_local_militias
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = CRO_form_peasant_councils
	}
	x = -1
	y = 1
	relative_position_id = CRO_form_peasant_councils
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_idea_communist_militias
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: MNT_kristo_popovic
Constructs: has_government
Source: game
File: common/characters/MNT.txt

Code:
MNT_kristo_popovic = {
	name = MNT_kristo_popovic
	portraits = {
		civilian = {
			large = GFX_portrait_europe_generic_land_19
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {

		}
		expire = 1947.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {
			old_guard harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Character
Component: CAN_ian_a_mackenzie
Source: game
File: common/characters/CAN.txt

Code:
CAN_ian_a_mackenzie = {
	name = CAN_ian_a_mackenzie
	portraits = {
		army = {
			small = GFX_idea_CAN_ian_a_mackenzie
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_ian_a_mackenzie
		allowed = {
			original_tag = CAN
		}
		traits = {
			quartermaster_general
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.38
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, create_wargoal, annex_everything, every_state
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.38
	title = wuw_GER_realpolitik.38.t
	desc = wuw_GER_realpolitik.38.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.38.a
		ai_chance = {
			base = 10
		}
		add_stability = 0.1
		add_political_power = 50
	} {
		name = wuw_GER_realpolitik.38.b
		ai_chance = {
			base = 90
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 848 153 152 976 4 975
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_absorb_the_abwehr
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_absorb_the_abwehr
	icon = GFX_focus_GER_absorb_the_abwehr
	prerequisite = {
		focus = GER_expand_gestapo
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_expand_gestapo
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_absorb_the_abwehr_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_heinrich_himmler
					FLAG_DAYS = [?GER_absorb_the_abwehr_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_heinrich_himmler
					FOCUS = GER_ascension_of_himmler
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascended_character_trait_swap_tt
			CHARACTER = GER_heinrich_himmler
		}
		swap_ideas = {
			remove_idea = GER_himmler_chief_of_german_police
			add_idea = GER_himmler_director_reich_security
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			GER_create_operative_eleysa_bazna = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.22
Constructs: is_triggered_only, division_template, limit, random_country, has_government, fire_only_once, random_state, is_core_of
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.22
	title = SEA_japan_popup_events.22.t
	desc = SEA_japan_popup_events.22.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_occupation
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.22.a
		JAP_trigger_democratic_civil_war = yes
	}
	after = {
		hidden_effect = {
			IF = {
				limit = {
					any_country = {
						original_tag = JAP
						has_government = fascism
						num_divisions = < 20
					}
				}
				random_country = {
					limit = {
						original_tag = JAP
						has_government = fascism
					}
					random_state = {
						limit = {
							is_core_of = JAP
							is_controlled_by = PREV
						}
						create_unit = {
							division = name = "14. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "15. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "16. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						} {
							division = name = "17. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
							owner = PREV
						}
					}
				}
				random_state = {
					limit = {
						is_core_of = JAP
						is_controlled_by = PREV
					}
					create_unit = {
						division = name = "18. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
						owner = PREV
					} {
						division = name = "19. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
						owner = PREV
					} {
						division = name = "20. Dai-Nippon Teikoku Rikugun Hohei Shidan" division_template = "Dai-Nippon Teikoku Rikugun Hohei Shidan" start_experience_factor = 0.5 start_equipment_factor = 0.8
						owner = PREV
					} {
		
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_autobahn_west
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_autobahn_west
	icon = GFX_focus_generic_improve_roads
	prerequisite = {
		focus = AUS_architechtual_advancements
	}
	x = -2
	y = 1
	relative_position_id = AUS_architechtual_advancements
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		AND = {
			152 = {
				is_owned_and_controlled_by = ROOT
			}
			4 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				152 = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
			}
			152 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				4 = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
			}
			4 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				GER = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = wuw_connected_autobahn
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_attaturks_legacy
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_attaturks_legacy
	icon = GFX_goal_AFG_legacy_of_ataturk
	x = 1
	y = 1
	cost = 8
	prerequisite = {
		focus = AFG_secular_education
	} {
		focus = AFG_turkish_subsidized_factories
	}
	available = {
		has_government = neutrality
		NOT = {
			TUR = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
	}
	relative_position_id = AFG_secular_education
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = AFG_legacy_of_attaturk_idea
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: SRL
Source: game
File: common/names/00_names.txt

Code:
SRL = {
	male = {
		names = {
			Ahlad Aish Aishik Akhed Amith Amul Aneech Arag Arjan Arosha Aruddh Asela Asisri Asith Avan Avilop Awadh Bis Bisala Chak Chaminda Chandika Chathura Dahuk Dammika Davith Dewil Dilen Dimbh Dimuth Dishan Dith Divyae Dorak Dushmantha Elaay Esh Evayavan Ishan Isht Jayalath Jyani Khadyot Kharat Khasfatik Khyapan Khyat Kosala Kshiti Kulinak Kusal Lasith Lav Maahin Malinga Manovir Marvan Meedhvas Midhush Mukhari Muttiah Nandana Niluka Nishantha Nishkrodh Niyan Nuwan Odav Odma Ojasvin Ojasya Ojayit Ojo Osh Priyantha Rajin Rangana Richik Ruvindu Ruwan Sachithra Sanjeeva Sanura Sauri Seekkuge Shardul Shiwin Supur Supurush Suranga Sushim Svaksh Tharindu Thisara Thusitha Tillakaratne Ujjayan Upul Vaaj Vikhed Vimukhti Vipashyan Viraji Vishad Widura
		}
	}
	female = {
		names = {
			Aahlada Adasi Ahani Ahinsra Ahlada Aila Akopini Akroori Akruddha Arna Arosha Atteesha Awadha Bisa Bisala Bodhani Bodhila Chakasti Chakori Chandrika Damaruki Dikkaria Dilshani Dodahi Dombuli Dora Edha Eha Ema Ena Eshani Faleesha Fena Fulli Gairi Ghora Homini Ishini Ishta Jami Japa Jayani Khyatini Kshipra Kshiti Kulika Kulini Maduwanthi Maheshani Maheshi Mahie Mahika Malinthi Mehana Methuli Mriduna Mridva Mukhari Mura Nandana Nilakshi Niluka Nilukshi Nimani Oha Ojasini Ojmana Ojoda Okaja Omakshi Omesha Oni Osha Oshthi Pinya Rami Richeyu Riddhida Rumeshika Sachithra Sana Sauriki Sharduli Shesha Sriyani Sunara Susanthika Thiduki Thilin Thusitha Uri Urvasha Vajada Valgas Vihangi Vipashyana Viraji Visha Vishoki Warsha Widura
		}
	}
	surnames = {
		Abayakoon Abeynaike Appuhamy Balasuriya Bandara Bandaranaike Buddhika Chandrasiri Cooray Dahanayake Dassanayake De Abrew De Alwis Devapriya Dinuk Dissanayake Ekanayake Fernando Fonseca Gamage Gemunu Gunaratne Gunasekera Gunawardena Hathurusingha Hemantha Herath Jagath Jayakody Jayaratne Jayasinghe Jayatilleka Jayatissa Jayawickrama Jayewardene Karunaratne Madugalle Mendis Nandasiri Niroshan Pathirana Peiris Perea Prasanna Premaratne Priyantha Rajapaksa Rajasekara Ramanayake Ranaweera Ratnayake Samarasekera Samarasinghe Senanayake Senasinghe Seneviratne Shantha Silva Sirisena Subasinghe Udawatte Vimukthi Warakagoda Weeraratne Weerasekara Weerawansa Wickremasinghe Wijeratne Wijesuriya Wijewardene Wikramanayake
	}
	callsigns = {

	}
}
### Entity: Unit Template
Component: CUB_CV_HISTORICAL
Source: game
File: common/units/names_ships/CUB_ship_names.txt

Code:
CUB_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		CUB
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARC 
	fallback_name = Portaaviones %d
	unique = {
		República de Cuba La Sabana Almendares Cauto
	}
}
### Entity: Modding Documentation
Construct: pause_on_trigger
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## pause_on_trigger

Pauses the game when trigger activates
### Entity: Character
Component: EQG_stc
Source: game
File: common/characters/EQG.txt

Code:
EQG_stc = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_stc
		allowed = {
			original_tag = EQG
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Decision
Component: AFG_elections_category
Constructs: has_completed_focus, has_active_mission
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_elections_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_AFG_elections
	allowed = {
		original_tag = AFG
	}
	priority = 10
	visible = {
		original_tag = AFG
		has_completed_focus = AFG_the_getyear_general_elections
		has_active_mission = AFG_elections_mission
	}
	visible_when_empty = no
}
### Entity: Event
Component: AUS_political_events.112
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.112
	title = AUS_political_events.112.t
	desc = AUS_political_events.112.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AUS_political_events.112.a
		ai_chance = {
			base = 10
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
}
### Entity: Name List
Component: UKR
Source: game
File: common/names/r56_names.txt

Code:
UKR = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
		surnames = {
			Alexseyeva Antonova Azarova Badanova Chibisova Denikina Dragomirova Frolova Golivina Grishina Gurkova Ivanova Ivannikova Konstantinova Kornilova Kolchaka Kuropatkina Lazareva Makarova Menshikova Nakhimova Nebogatova Nikolaevichaya Nikitina Ostrovskaya Pavlova Putyatina Rozhestvenskaya Skobeleva Shuvalova Surkova Yegorova Yudenicha Vorontsova Zavoykaya
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Rozhestvensky Skobelev Shuvalov Surkov Yegorov Yudenich Vorontsov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_crown_property_bureau_r56
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_crown_property_bureau_r56
	prerequisite = {
		focus = SIA_end_the_constitutional_protection_act_r56
	}
	icon = GFX_goal_generic_banking
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = -1
	y = 1
	relative_position_id = SIA_end_the_constitutional_protection_act_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 35
		if = {
			limit = {
				has_idea = SIA_crown_property_bureau_r56
			}
			swap_ideas = {
				remove_idea = SIA_crown_property_bureau_r56
				add_idea = SIA_crown_property_bureau_2_r56
			}
		}
		else = {
			add_ideas = SIA_crown_property_bureau_r56
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_stabilize_the_baht_which_grants_tt
			add_stability = 0.02
			SIA_decrease_economic_intervention_r56 = yes
		}
	}
}
### Entity: Idea
Component: ENG_maintaining_imperial_integrity_idea
Constructs: autonomy_gain, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_maintaining_imperial_integrity_idea = {
	name = ENG_maintaining_imperial_integrity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		autonomy_gain = -0.5
	}
	picture = generic_pp_unity_bonus
	removal_cost = -1
}
### Entity: Modifier Reference
Component: JAP_taiheyo_belt_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_taiheyo_belt_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_JAP_taiheiyo_belt
	state_production_speed_buildings_factor = 0.1
}
### Entity: Character
Component: TUR_abdulmejid_ii
Source: game
File: common/characters/TUR.txt

Code:
TUR_abdulmejid_ii = {
	name = TUR_abdulmejid_ii
	portraits = {
		civilian = {
			large = GFX_portrait_tur_abdulmejid_ii
		}
	}
}
### Entity: Character
Component: socialist_novelist
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_novelist = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	communism_drift = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_absolute_dedication
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_rule
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_absolute_dedication
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = VNZ_expand_the_terra_ferma
	} {
		focus = VNZ_economic_mobilisation
	}
	x = -1
	y = 2
	relative_position_id = VNZ_economic_mobilisation
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_integrate_the_green_shirts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_integrate_the_green_shirts
	icon = GFX_goal_manpower
	relative_position_id = EGY_strengthen_the_brotherhood
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_strengthen_the_brotherhood
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = EGY_integrate_the_green_shirts_bonus
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_danubian_socialist_communes
Constructs: prerequisite, completion_reward, is_subject, create_faction_from_template, set_rule
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_danubian_socialist_communes
	icon = GFX_focus_AUS_danubian_socialist_communes
	prerequisite = {
		focus = AUS_a_new_beginning
	} {
		focus = AUS_a_safe_harbor_for_dissidents
	}
	mutually_exclusive = {
		focus = AUS_join_comintern
	}
	x = 1
	y = 1
	relative_position_id = AUS_a_new_beginning
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = AUS_danubian_bloc
			icon = GFX_faction_logo_generic_14
		}
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.11
				hours = 48
			}
		}
	}
}
### Entity: Scripted Trigger
Component: CHI_northern_warlords
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_northern_warlords = {
	OR = {
		tag = GSM NXM SHX SND XIC HBC
	}
}