Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_expand_caroline_islands_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_caroline_islands_bases = {
	name = expand_caroline_islands_bases_goal_name
	description = expand_caroline_islands_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		684 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		684 = {
			air_base = > 4
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 7
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 684
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_silesia_fortified_area
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_silesia_fortified_area
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = POL_plan_west
	}
	x = 6
	y = 1
	relative_position_id = POL_plan_west
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
		OR = {
			controls_state = 72 88 762
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				72 = {
					owns_or_subject_of = yes
				}
			}
			72 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
					}
				}
			}
		} {
			limit = {
				88 = {
					owns_or_subject_of = yes
				}
			}
			88 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		} {
			limit = {
				762 = {
					owns_or_subject_of = yes
				}
			}
			762 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_disciplined_separate_army_r56
Constructs: has_completed_focus, prerequisite, completion_reward, has_focus_autohide_rule_trigger_r56, swap_ideas, remove_idea, add_idea, every_army_leader
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_disciplined_separate_army_r56
	prerequisite = {
		focus = SIA_absorb_the_nationalist_movement_r56
	}
	mutually_exclusive = {
		focus = SIA_protectors_of_the_old_order_r56
	}
	icon = GFX_focus_generic_manpower
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 2
	y = 2
	relative_position_id = SIA_absorb_the_nationalist_movement_r56
	offset = {
		x = -2
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_disciplined_separate_army_r56 SIA_continue_the_democratic_transition_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		swap_ideas = {
			remove_idea = SIA_nationalist_conservative_cooperation_r56
			add_idea = SIA_disciplined_separate_army_idea_r56
		}
		every_army_leader = {
			add_skill_level = 1
			add_planning = 1
		}
	}
}
### Entity: Unit Leader
Component: skilled_staffer
Constructs: limit, gain_xp_leader, is_leading_army_group, check_variable
Source: game
File: common/unit_leader/00_traits.txt

Code:
skilled_staffer = {
	type = corps_commander
	gain_xp_leader = {
		if = {
			limit = {
				is_leading_army_group = yes
			}
			check_variable = {
				num_units = > 99
			}
		}
		else = {
			check_variable = {
				num_units = > 23
			}
		}
	}
	custom_gain_xp_trigger_tooltip = fighting_with_enough_units
	cost = 2000
	corps_commander_modifier = {
		max_commander_army_size = 6
	}
	ai_will_do = {
		factor = 1
	}
	logistics_skill_factor = 2
	gui_row = 15
	slot = high_command
	specialist_advisor_trait = army_logistics_1
	expert_advisor_trait = army_logistics_2
	genius_advisor_trait = army_logistics_3
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_reinforced_alliance
Constructs: prerequisite, has_government, has_war_with, add_stability, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_reinforced_alliance
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = ARG_royal_navy_influence ARG_royal_airforce_influence
	}
	x = 1
	y = 1
	relative_position_id = ARG_royal_airforce_influence
	cost = 10
	available = {
		ENG = {
			exists = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
				is_subject = yes
			}
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = 0.05
		hidden_effect = {
			ENG = {
				country_event = {
					id = ARG_political_events.73
					hours = 3
				}
			}
		}
		custom_effect_tooltip = ARG_reinforced_alliance.tt
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_encourage_german_trade
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, has_game_rule, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_encourage_german_trade
	icon = GFX_goal_PER_increase_german_trade
	cost = 10
	prerequisite = {
		focus = PER_continue_government_purges PER_appoint_zahedi
	}
	available = {
		GER = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	x = 3
	y = 1
	relative_position_id = PER_continue_government_purges
	ai_will_do = {
		factor = 45
	}
	offset = {
		x = -12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: naw_norway.55
Constructs: is_triggered_only, ai_chance, add_political_power, add_core_of, remove_core_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.55
	title = naw_norway.55.t
	desc = naw_norway.55.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = naw_norway.55.a
		ai_chance = {
			base = 100
		}
		transfer_state = 101
		effect_tooltip = {
			58 = {
				add_core_of = DEN
			}
			101 = {
				remove_core_of = DEN
			}
		}
		add_political_power = 50
	}
}
### Entity: Event
Component: cuba.19
Constructs: is_triggered_only
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.19
	title = cuba.19.t
	desc = cuba.19.d
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = cuba.19.a
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_strike_the_snake
Constructs: prerequisite, has_government, completion_reward, is_subject, is_ally_with, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_strike_the_snake
	icon = GFX_goal_ger_kill_hitler
	relative_position_id = AUS_proletarians_of_today
	x = 4
	y = 1
	prerequisite = {
		focus = AUS_proletarians_of_today AUS_join_the_allies_figl AUS_austria_alone
	}
	available = {
		GER = {
			has_government = fascism
		}
		is_subject = no
		NOT = {
			is_ally_with = GER
		}
	}
	cost = 10
	completion_reward = {
		create_wargoal = {
			target = GER
			type = topple_government
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_kystvakten
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, has_capitulated, add_offsite_building, random_owned_state
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_kystvakten
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = NOR_the_royal_norwegian_navy
	}
	mutually_exclusive = {
		focus = NOR_battleship_focus
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_royal_norwegian_navy
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = NOR_battleship_focus
			bonus = 0.5
			uses = 2
			category = dd_tech
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = NOR_battleship_focus
				bonus = 0.5
				uses = 2
				category = cat_ship_light_battery
			}
		} {
			limit = {
				has_capitulated = yes
			}
			add_offsite_building = {
				type = dockyard
				level = 1
			}
		}
		else = {
			navy_experience = 50
		} {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_spotting_chance
			value = 0.25
			tooltip = spotting_chance_tt
		}
	}
}
### Entity: Character
Component: JUNO_minister_of_social_assistance
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_minister_of_social_assistance = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.15
	industrial_capacity_factory = -0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: englandmod.7
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.7
	title = englandmod.7.t
	desc = englandmod.7.d
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	option = {
		name = englandmod.7.a
		create_wargoal = {
			type = annex_everything
			target = IRE
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_asylum_for_jews
Constructs: prerequisite, completion_reward, add_research_slot, unlock_decision_tooltip, give_refuge_ger
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_asylum_for_jews
	icon = GFX_goal_star_of_david
	prerequisite = {
		focus = LIE_princely_cabinet_of_national_defence
	}
	x = -1
	y = 1
	relative_position_id = LIE_princely_cabinet_of_national_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		unlock_decision_tooltip = give_refuge_ger LIE_bop_open_the_borders
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_yokusan_sonendan
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_yokusan_sonendan
	icon = GFX_focus_JAP_form_the_yokusan_sonendan
	x = -2
	y = 1
	relative_position_id = JAP_imperial_rule_assistance_association
	prerequisite = {
		focus = JAP_imperial_rule_assistance_association
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			JAP_showa_statism_industrial_capacity_factory = -0.03
			tooltip = industrial_capacity_factory_tt
		}
	}
}
### Entity: Event
Component: bftb_greece.63
Constructs: is_triggered_only, limit, has_government, add_opinion_modifier, give_guarantee, set_global_flag, is_in_faction, remove_from_faction
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.63
	title = bftb_greece.63.t
	desc = bftb_greece.63.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_greece.63.a
		give_guarantee = TUR
		TUR = {
			give_guarantee = GRE
		}
		add_opinion_modifier = {
			target = TUR
			modifier = GRE_strategic_partners
		}
		hidden_effect = {
			set_global_flag = greek_turkish_friendship
			TUR = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_strategic_partners
				}
			}
			if = {
				limit = {
					is_in_faction = yes
				}
				remove_from_faction = ROOT
			}
		}
	} {
		name = bftb_greece.63.b
		if = {
			limit = {
				is_in_faction = yes
			}
			remove_from_faction = ROOT
		}
		custom_effect_tooltip = GRE_no_turkey_needed
		hidden_effect = {
			if = {
				limit = {
					GER = {
						has_government = fascism
					}
				}
				GER = {
					add_opinion_modifier = {
						target = TUR
						modifier = GRE_treacherous_little_filcher
					}
				}
			} {
				limit = {
					ITA = {
						has_government = fascism
					}
				}
				ITA = {
					add_opinion_modifier = {
						target = TUR
						modifier = GRE_treacherous_little_filcher
					}
				}
			}
		}
	}
}
### Entity: Character
Component: EST_alfons_rebane
Constructs: has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_alfons_rebane = {
	advisor = {
		slot = army_chief
		idea_token = EST_alfons_rebane
		allowed = {
			original_tag = EST
			has_dlc = No Step Back
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Alfons Rebane
	portraits = {
		army = {
			large = GFX_portrait_EST_alfons_rebane
			small = GFX_idea_EST_alfons_rebane
		}
	}
}
### Entity: Idea
Component: KMT_corrupted_regime
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_corrupted_regime = {
	name = KMT_corrupted_regime
	removal_cost = -1
	picture = ARG_political_corruption_modifier
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -0.35
		industrial_capacity_factory = -0.15
		stability_factor = -0.2
		drift_defence_factor = -0.25
		industry_free_repair_factor = -0.25
		production_factory_efficiency_gain_factor = -0.5
		fuel_gain_factor = -0.5
		economy_cost_factor = 0.5
	}
}
### Entity: Event
Component: denmark_overlord_events.7
Constructs: is_triggered_only, limit, has_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.7
	title = denmark_overlord_events.7.t
	desc = denmark_overlord_events.7.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.7.a
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_occupation_laws_dynamic_modifier
				}
			}
			custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
			add_to_variable = {
				DEN_occupation_laws_cic_to_overlord = 0.05
				tooltip = cic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_mic_to_overlord = 0.05
				tooltip = mic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_autonomy_gain = -0.1
				tooltip = autonomy_gain_tt
			}
		}
		DEN_bop_occupation_low_decrease_effect = yes
		DEN_modify_overlord_relations_big = yes
	}
}
### Entity: Event
Component: israel.100
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_war_with, add_war_support, has_country_flag, add_political_power
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.100
	title = israel.100.t
	desc = israel.100.d
	is_triggered_only = yes
	option = {
		name = israel.100.a
		ISR = {
			country_event = {
				id = israel.999
				days = 2
			}
		}
		PAL = {
			country_event = {
				id = israel.112
				days = 1
			}
		}
		if = {
			limit = {
				original_tag = JOR
				PAL = {
					has_war_with = ISR
				}
			}
			effect_tooltip = {
				annex_country = {
					target = PAL
					transfer_troops = yes
				}
			}
			custom_effect_tooltip = ISR_ARAB_volunteers_JOR
		} {
			limit = {
				OR = {
					original_tag = JOR EGY
				}
				is_subject = yes
			}
			add_ideas = JOR_unsupported_war
		} {
			limit = {
				NOT = {
					original_tag = IRQ
				}
			}
			add_ideas = ISR_ARAB_army_nepotism_1
			mark_focus_tree_layout_dirty = yes
			complete_national_focus = ARAB_the_holy_war
		}
		else_if = {
			limit = {
				original_tag = EGY
				PAL = {
					has_war_with = ISR
				}
			}
			effect_tooltip = {
				set_state_owner = 1017 949
			}
			custom_effect_tooltip = ISR_ARAB_volunteers_EGY
		}
		add_war_support = 0.1
		declare_war_on = {
			target = ISR
			type = annex_everything
		}
		activate_mission = ARAB_destory_israel_mission
		set_country_flag = MPL_arab_declaring_war
		hidden_effect = {
			add_ideas = MPL_war_no_call_in
			if = {
				limit = {
					NOT = {
						has_global_flag = ISR_arabs_invasion_triggered
					}
				}
				set_global_flag = ISR_arabs_invasion_triggered
				ISR = {
					news_event = {
						id = israel.1000
						days = 1
						random_hours = 12
					}
				}
			} {
				limit = {
					OR = {
						original_tag = JOR SYR
					}
					IRQ = {
						NOT = {
							has_country_flag = IRQ_already_got_israel_war
						}
					}
				}
				IRQ = {
					country_event = {
						id = israel.100
						random_hours = 12
					}
					set_country_flag = IRQ_already_got_israel_war
				}
			} {
				limit = {
					original_tag = IRQ
				}
				if = {
					limit = {
						JOR = {
							has_country_flag = MPL_arab_declaring_war
						}
						NOT = {
							has_war_with = JOR
						}
					}
					JOR = {
						give_military_access = IRQ
					}
				} {
					limit = {
						SYR = {
							has_country_flag = MPL_arab_declaring_war
						}
						NOT = {
							has_war_with = SYR
						}
					}
					SYR = {
						give_military_access = IRQ
					}
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = israel.100
# ... (truncated)
### Entity: State History
Component: 872
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/872-Adjara.txt

Code:
state = {
	id = 872
	name = Adjara
	provinces = {
		3653
	}
	history = {
		owner = GEO
		victory_points = {
			3653 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 1
			3653 = {
				naval_base = 4
				coastal_bunker = 2
			}
		}
		add_core_of = GEO
		add_claim_by = SOV
	}
	manpower = 227714
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = rural
}
### Entity: Idea
Component: CZE_fortification_focus2
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_fortification_focus2 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.3
		conscription = 0.006
		bunker_max_level_terrain_limit = 2
		coastal_bunker_max_level_terrain_limit = 1
	}
}
### Entity: State History
Component: 924
Constructs: add_core_of, add_to_array
Source: game
File: history/states/924-Champasak.txt

Code:
state = {
	id = 924
	name = STATE_924
	provinces = {
		1592
	}
	state_category = pastoral
	history = {
		owner = FRI
		add_core_of = LAO FRI
		add_to_array = {
			state_victory_points = 1592
		}
		victory_points = {
			1592 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	manpower = 50000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ins_focus
Component: INS_gapi_focus
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_autonomy_score, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_gapi_focus
	icon = GFX_goal_generic_citizens
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_gather_the_opposition
	x = -1
	y = 1
	prerequisite = {
		focus = INS_empower_the_volksraad INS_jewel_of_the_pacific
	}
	cost = 10
	available = {
		compare_autonomy_state = > autonomy_integrated_puppet
	}
	completion_reward = {
		add_autonomy_score = {
			value = 250
		}
		add_political_power = 120
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_abikusno_cokrosuyoso INS_amir_syarifuddin_harahap
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: FRI_strikes
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_strikes = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		stability_factor = -0.25
		production_speed_buildings_factor = -0.45
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_secretaries_general
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_offsite_building, add_dynamic_modifier, every_other_country
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_secretaries_general
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = BEL_unfit_to_reign BEL_prisoner_king
	}
	relative_position_id = BEL_unfit_to_reign
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	x = 2
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		every_owned_state = {
			limit = {
				or = {
					state = 6 977 34 980
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_belgian_resistance_state_dynamic_modifier
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_secretaries_general_tt
		every_other_country = {
			limit = {
				OR = {
					controls_state = 6 977 34 980
				}
			}
			country_event = {
				id = ww_BEL_event_war.6
				hours = 1
			}
		}
	}
}