Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_naval_capital_battleship
Constructs: has_war
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 20
		modifier = {
			factor = 1
		}
	}
	capital_battleship_early = {
		priority = {
			factor = 1
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_secondaries_1
				mid_2_custom_slot = empty
				rear_1_custom_slot = ship_secondaries_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher
		}
	}
	capital_battleship_early_aa_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 20
				has_war = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher
		}
	}
	capital_battleship_basic = {
		priority = {
			factor = 1
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_eng
# ... (truncated)
### Entity: Event
Component: cityfall.7
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.7
	title = cityfall.7.t
	desc = cityfall.7.d
	picture = GFX_news_event_fall_of_berlin2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_spr
	}
	option = {
		name = cityfall.7.a
		trigger = {
			NOT = {
				TAG = SPR GER
			}
		}
	} {
		name = cityfall.7.b
		trigger = {
			TAG = SPR
		}
	} {
		name = cityfall.7.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_expand_immigrant_infrastructure
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_expand_immigrant_infrastructure
	icon = GFX_goal_ISR_aliyah
	relative_position_id = ISR_appeal_to_diaspora
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_appeal_to_diaspora
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_aliyah
			add_idea = ISR_aliyah_2
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_give_canada_another_chance
Constructs: prerequisite, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, add_timed_idea, set_country_flag, complete_national_focus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_give_canada_another_chance
	icon = GFX_goal_QUE_french_canada_happy
	x = 0
	y = 2
	cost = 3
	relative_position_id = QUE_a_change_in_course
	prerequisite = {
		focus = QUE_open_the_border
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_country_flag = QUE_diplomatic_death
			has_war_with = CAN
		}
		CAN = {
			exists = yes
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_puppetery if_they_accept_tt if_they_refuse_tt
		country_event = quebec.9
		effect_tooltip = {
			add_opinion_modifier = {
				target = CAN
				modifier = SOV_complied_with_our_demands
			}
			CAN = {
				puppet = QUE
			}
			QUE = {
				country_event = quebec.10
			}
		} {
			add_opinion_modifier = {
				target = CAN
				modifier = hostile_status
			}
			add_timed_idea = {
				idea = QUE_disastrous_moment
				days = 350
			}
			set_country_flag = QUE_diplomatic_death
			complete_national_focus = QUE_continue_our_independence
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_patagonian_giants
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, has_game_rule, has_civil_war
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_patagonian_giants
	icon = GFX_focus_CHL_the_patagonian_giants
	relative_position_id = CHL_incorporate_machi_into_the_army
	x = -5
	y = 1
	cost = 10
	offset = {
		x = 5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_rule_by_decree
		}
	}
	prerequisite = {
		focus = CHL_incorporate_machi_into_the_army CHL_a_new_araucanian_noble_class
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_manpower = 30000
		ARG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHL_claims_patagonia
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = CHL_patagonian_giants
	}
}
### Entity: Idea
Component: NCY_nccr
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = NCY
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_academy_of_sciences
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_academy_of_sciences
	icon = GFX_focus_generic_socialist_science
	relative_position_id = LIT_new_lithuania
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_new_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: kmt.287
Constructs: is_triggered_only, fire_only_once, add_political_power, has_capitulated, random_list
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.287
	title = kmt.287.t
	desc = kmt.287.d
	picture = GFX_report_event_usa_pearl_harbor_airphoto
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		JAP = {
			has_capitulated = no
		}
	}
	option = {
		name = kmt.287.a
		random_list = {
			90 = {
				country_event = {
					id = kmt.288
					days = 3
				}
			}
			10 = {
				country_event = {
					id = kmt.289
					days = 3
				}
			}
		}
	} {
		name = kmt.287.b
		add_political_power = -10
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_strict_military_nitham
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_strict_military_nitham
	icon = GFX_goal_generic_army_mobilization
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_concessions_to_civilians
	}
	cost = 7.2
	relative_position_id = PAL_concessions_to_civilians
	completion_reward = {
		if = {
			limit = {
				has_idea = PAL_high_civilian_power_idea
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea
				add_idea = PAL_high_civilian_power_idea3
			}
		} {
			limit = {
				has_idea = PAL_high_civilian_power_idea2
			}
			swap_ideas = {
				remove_idea = PAL_high_civilian_power_idea2
				add_idea = PAL_high_civilian_power_idea4
			}
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.12
Constructs: is_triggered_only, ai_chance, has_completed_focus, every_owned_state, limit, has_war_with, is_ai, is_historical_focus_on
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.12
	title = BBA_swiss_expansion.12.t
	desc = {
		text = BBA_swiss_expansion.12.desc_FRA
		trigger = {
			ROOT = {
				original_tag = FRA
			}
			FROM = {
				has_completed_focus = SWI_the_second_helvetic_republic
			}
		}
	} {
		trigger = {
			NOT = {
				ROOT = {
					original_tag = FRA
				}
				FROM = {
					has_completed_focus = SWI_the_second_helvetic_republic
				}
			}
		}
		text = BBA_swiss_expansion.12.desc
	}
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.12.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				FROM = {
					is_ai = no
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.3
				}
			} {
				add = 10
				SWI_country_opinion_is_good = yes
			} {
				add = 20
				is_historical_focus_on = no
			} {
				factor = 0
				OR = {
					has_civil_war = yes
					NOT = {
						any_core_state = {
							is_fully_controlled_by = ROOT
						}
					}
					has_war_with = FROM
				}
			}
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.13
				hours = 5
			}
		}
		effect_tooltip = {
			every_owned_state = {
				limit = {
					is_alpine_state = yes
				}
				if = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					transfer_state_to = FROM
				}
			}
		}
	} {
		name = BBA_swiss_expansion.12.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.14
				hours = 5
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: AUS_godwin_von_brumowski
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/AUS.txt

Code:
AUS_godwin_von_brumowski = {
	advisor = {
		slot = high_command
		idea_token = AUS_godwin_von_brumowski
		allowed = {
			original_tag = AUS
		}
		available = {
			has_country_flag = AUS_von_brumowski_recruited_flag
		}
		visible = {
			has_country_flag = AUS_von_brumowski_recruited_flag
		}
		traits = {
			air_air_combat_training_3
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.1
				NOT = {
					has_completed_focus = AUS_osterreichische_luftstreitkrafte
				}
			}
		}
	}
	name = AUS_godwin_von_brumowski
	portraits = {
		army = {
			small = GFX_portrait_AUS_godwin_von_brumowski_small
		}
	}
}
### Entity: Idea
Component: SIA_prioritize_socioeconomic_progress_r56_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_prioritize_socioeconomic_progress_r56_idea = {
	name = SIA_beacon_of_progress_r56
	removal_cost = -1
	picture = r56_production
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.15
		stability_factor = 0.08
		research_speed_factor = 0.08
		army_leader_start_defense_level = 1
	}
}
### Entity: Character
Component: GER_alfred_saalwachter
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_alfred_saalwachter = {
	name = GER_alfred_saalwachter
	portraits = {
		army = {
			large = GFX_portrait_GER_alfred_saalwachter
			small = GFX_portrait_GER_alfred_saalwachter_small
		} {
			small = GFX_idea_alfred_saalwachter
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = alfred_saalwachter
		ledger = navy
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_wolfpack_tactics
		}
		traits = {
			submarine_specialist
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy bold
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 4
		legacy_id = 28
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_deepend_ties_with_the_trademans
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_deepend_ties_with_the_trademans
	icon = GFX_focus_CZE_czos
	prerequisite = {
		focus = CZE_reorient_the_broad_coalition
	}
	relative_position_id = CZE_reorient_the_broad_coalition
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = ROOT
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		CZE_agrarian_politics_goes_down = yes
		show_ideas_tooltip = CZE_rudolf_mlcoch
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: AFG
Component: AFG_misc
Constructs: recruit_character, division_template, every_owned_state, set_stability, limit, add_ideas, set_technology, add_political_power
Source: game
File: history/countries/AFG - Afghanistan.txt

Code:
# Misc for AFG
capital = 267
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_oob = AFG_1936
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_oob = AFG_1936_nsb
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
IF = {
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = AFG_mohammed_zahir_shah AFG_mohammad_hashim_khan AFG_sardar_shah_wali_khan AFG_abdur_rahim_khan AFG_mahmud_tarzi AFG_mohammed_daoud_khan AFG_abdul_majid_zabuli AFG_abdul_hai_habibi AFG_qiamuddin_khadim AFG_ghulam_yahya_khan_tarzi AFG_ghulam_muhammad_ghobar AFG_turbaz_khan AFG_mohammad_gul_khan_momand AFG_shah_mahmud_khan AFG_amunullah_khan AFG_soraya_tarzi AFG_provisional_government AFG_muhammad_ibrahim_khan AFG_faqir_of_ipi AFG_mazrak_zadran AFG_nisar_muhammad_yousafzai GER_oskar_von_nidermayer AFG_abdurauf_fitrat AFG_fayzulla_xojayev AFG_korsirmat AFG_junaid_khan AFG_sher_khan_nashir AFG_nur_muhammad_taraki AFG_inyatullah_khan AFG_sheikh_omar_mojadidi AFG_abdul_hadi_dawi AFG_generic_army_1 AFG_generic_army_2 AFG_generic_army_3 AFG_generic_army_4 AFG_generic_navy_1 AFG_generic_navy_2 AFG_placeholder_fascist AFG_generic_american_1 AFG_generic_american_2 AFG_generic_american_3
	set_variable = {
		AFG_electrification_cooldown = 0
	} {
		AFG_economy_production_efficiency_gain_factor = -0.5
	} {
		AFG_economy_production_max_efficiency_factor = -0.35
	} {
		AFG_economy_industrial_capacity_factor = -0.5
	} {
		AFG_stability_factor_dm = 0.2
	} {
		AFG_modifier_army_sub_unit_irregular_infantry_defence_factor = 0.05
	} {
		AFG_modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
	} {
		AFG_modifier_army_sub_unit_irregular_infantry_max_org_factor = 0.05
	} {
		AFG_modifier_army_sub_unit_irregular_infantry_attack_factor = 0
	} {
		AFG_modifier_army_sub_unit_cavalry_attack_factor = 0
	} {
		AFG_modifier_army_sub_unit_cavalry_defence_factor = 0
	} {
		AFG_modifier_army_sub_unit_cavalry_speed_factor = 0
	} {
		AFG_army_core_defence_factor = 0
	} {
		AFG_acclimatization_cold_climate_gain_factor = 0
	} {
		AFG_acclimatization_hot_climate_gain_factor = 0
	} {
		AFG_conscription_factor = 0.2
	} {
		AFG_experience_gain_army_factor = 0
	} {
		AFG_training_time_factor = 0
	} {
		AFG_max_planning_factor = 0
	} {
		AFG_pla
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ATemplates.html

Doc:
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Page:&#160; Namespace:&#160;
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Hearts of Iron 4 Wiki talk
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Template talk
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Help talk
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### Entity: National Focus
Tree: cub_focus
Component: CUB_cruisers_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_cruisers_experiments
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CUB_improve_army_logistics
	}
	relative_position_id = CUB_improve_army_logistics
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_cruisers_experiments
			bonus = 2
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_defenders_of_homeland
Constructs: has_completed_focus, limit, remove_ideas, has_war_with, completion_reward, is_controlled_by, allow_branch, every_controlled_state
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_defenders_of_homeland
	icon = GFX_focus_JAP_advance_one_hundred_million_fireballs
	available = {
		has_war_with = JAP
		any_owned_state = {
			is_controlled_by = JAP
		}
		custom_trigger_tooltip = {
			tooltip = INS_defenders_of_homeland_tt
			has_completed_focus = INS_defenders_of_homeland
		}
	}
	mutually_exclusive = {
		focus = INS_resist_occupation
	}
	allow_branch = {
		has_completed_focus = INS_defenders_of_homeland
	}
	x = 7
	y = 0
	relative_position_id = INS_resist_occupation
	cost = 0
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP = {
			puppet = ROOT
			every_controlled_state = {
				limit = {
					is_in_array = {
						array = INS.owned_states_at_game_start
						value = THIS
					}
				}
				set_state_controller_to = ROOT
			}
		}
		ROOT = {
			hidden_effect = {
				set_popularities = {
					democratic = 30.0
					neutrality = 20.0
					fascism = 40.0
					communism = 10.0
				}
				set_country_flag = INS_freed_from_dutch
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
				last_election = 1965.1.1.1
				election_frequency = 48
				long_name = INS_peta_party_long
				name = INS_peta_party
			}
			INS_sukarno = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = emperor_fascism
						expire = 1935.1.1
						traits = {
							INS_leader_of_the_people
						}
					}
				}
			}
			set_cosmetic_tag = INS_JAP
			custom_effect_tooltip = newline_tt newline_tt newline_tt newline_tt
			remove_dynamic_modifier = {
				modifier = INS_dutch_east_indies
			} {
				modifier = INS_royal_netherlands_east_indies_army
			}
			remove_ideas = idea_INS_netherlands_most_precious_jewel idea_INS_volksraad
			indonesia_remove_dutch_generals_effect = yes
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_unsupported_monarch
Constructs: add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_unsupported_monarch
	icon = GFX_focus_rom_handle_king
	mutually_exclusive = {
		focus = IRQ_reinforce_the_monarchy
	}
	x = 27
	y = 0
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: AUS_eduard_barger
Constructs: has_government, has_civil_war
Source: game
File: common/characters/AUS.txt

Code:
AUS_eduard_barger = {
	name = AUS_eduard_barger
	portraits = {
		army = {
			large = GFX_portrait_AUS_eduard_barger
			small = GFX_portrait_AUS_eduard_barger_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
			OR = {
				AND = {
					has_civil_war = yes
					OR = {
						has_government = democratic communism
					}
				}
				has_civil_war = no
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_diplomatic_pragmatism
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_popularity, set_rule, has_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_diplomatic_pragmatism
	prerequisite = {
		focus = POR_portugals_path_to_marxism_leninism
	}
	mutually_exclusive = {
		focus = POR_covert_return_to_the_world_stage
	}
	icon = GFX_focus_generic_national_security
	cost = 5
	x = 1
	y = 2
	relative_position_id = POR_portugals_path_to_marxism_leninism
	completion_reward = {
		add_stability = 0.04
		add_popularity = {
			ideology = communism
			popularity = -0.08
		}
		set_rule = {
			can_guarantee_other_ideologies = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_diplomatic_pragmatism
		if = {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			unlock_decision_tooltip = POR_seek_an_alliance_with_spain_r56
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_subvert_american_influence
Constructs: prerequisite, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_subvert_american_influence
	icon = GFX_goal_cuba_diminish_american_influence
	cost = 10
	prerequisite = {
		focus = CUB_stabilize_internal_politics
	}
	relative_position_id = CUB_stabilize_internal_politics
	x = 0
	y = 1
	available = {
		has_idea = CUB_american_influence
	}
	bypass = {
		NOT = {
			has_idea = CUB_american_influence
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CUB_american_influence
			add_idea = CUB_reduced_american_influence
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}