Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_motorization
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_motorization
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = PRU_modernize_the_infantry_kit PRU_create_the_infantry_and_cavalry_schools
	}
	x = 1
	y = 2
	relative_position_id = PRU_modernize_the_infantry_kit
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_equipment_to_stockpile = {
			type = motorized_equipment_1
			amount = 95
			producer = CZE
		}
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 2.0
			uses = 1
			category = motorized_equipment
		} {
			name = NOR_field_medicine_bonus
			bonus = 1.0
			uses = 1
			category = hospital_tech logistics_tech
		}
		PRU_increase_army_15_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_crimea
Constructs: has_country_flag, is_fully_controlled_by
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_crimea = {
	allowed = {
		tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = EAI_MILITARY_trend_stagnant_war EAI_MILITARY_trend_losing_war
		}
		137 = {
			is_fully_controlled_by = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.9
		priority = 5000
		execution_type = careful
		execute_order = no
		manual_attack = no
		state = 196 137 234
	} {
		type = front_unit_request
		value = 50
		state = 196 137 234
	}
}
### Entity: Character
Component: SOV_aleksandr_golovanov
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_golovanov = {
	name = SOV_aleksandr_golovanov
	portraits = {
		army = {
			small = GFX_idea_alexander_golovanov
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = alexander_golovanov
		ledger = air
		allowed = {
			original_tag = SOV
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Character
Component: POL_henryk_floyar_rajchman
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_henryk_floyar_rajchman = {
	name = POL_henryk_floyar_rajchman
	portraits = {
		army = {
			small = GFX_idea_POL_henryk_floyar_rajchman
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_henryk_floyar_rajchman
		available = {
			OR = {
				has_completed_focus = POL_the_sanation_right
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		allowed = {
			OR = {
				original_tag = POL SWE
			}
			has_dlc = No Step Back
		}
		traits = {
			right_industrialist
		}
	}
}
### Entity: Event
Component: christian_denmark.6
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_historical_focus_on, set_country_flag, is_core_of, add_claim_by
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.6
	title = christian_denmark.6.t
	desc = christian_denmark.6.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = christian_denmark.6.a
		ai_chance = {
			base = 90
			modifier = {
				factor = 0.3
				is_historical_focus_on = yes
			}
		}
		set_country_flag = nor_den_supportive
	} {
		name = christian_denmark.6.b
		ai_chance = {
			base = 10
		}
		set_country_flag = nor_den_opposed
		DEN = {
			every_owned_state = {
				limit = {
					is_core_of = ROOT
				}
				add_claim_by = DEN
			}
		}
	}
}
### Entity: Country History
Country: NIR
Component: NIR_characters
Constructs: recruit_character
Source: game
File: history/countries/NIR - Northern Ireland.txt

Code:
# Leaders & Characters for NIR
recruit_character = NIR_aa2 NIR_awt NIR_coi NIR_stc NIR_acgs NIR_nccr NIR_ncs NIR_nt NIR_communist_guy NIR_acr NIR_pot NIR_aco2 NIR_mt NIR_ar NIR_fascist_guy NIR_acd2 NIR_ncm NIR_ai2 NIR_acas NIR_democratic_guy
### Entity: Idea
Component: HOL_de_crisisjaren_2
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_crisisjaren_2 = {
	picture = great_depression
	name = HOL_de_crisisjaren
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.2
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_sort_array
Constructs: limit, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_sort_array = {
	if = {
		limit = {
			check_variable = {
				_items_^num = > 0
			} {
				_values_^num = > 0
			}
		}
		set_temp_variable = {
			sort_item_index = 1
		}
		while_loop_effect = {
			break = break_1
			limit = {
				check_variable = {
					sort_item_index = < _items_^num
				}
			}
			set_temp_variable = {
				sort_item = _items_^sort_item_index
			} {
				sort_item_value = _values_^sort_item_index
			} {
				prev_item_index = sort_item_index
			} {
				tmp_index = prev_item_index
			} {
				_items_^tmp_index = sort_item
			} {
				_values_^tmp_index = sort_item_value
			}
			subtract_from_temp_variable = {
				prev_item_index = 1
			}
			while_loop_effect = {
				break = break_2
				limit = {
					check_variable = {
						var = prev_item_index
						value = 0
						compare = greater_than_or_equals
					} {
						prev_item_value = < sort_item_value
					}
					set_temp_variable = {
						prev_item = _items_^prev_item_index
					} {
						prev_item_value = _values_^prev_item_index
					}
				}
				set_temp_variable = {
					tmp_index = prev_item_index
				} {
					_items_^tmp_index = prev_item
				} {
					_values_^tmp_index = prev_item_value
				}
				add_to_temp_variable = {
					tmp_index = 1
				}
				subtract_from_temp_variable = {
					prev_item_index = 1
				}
			}
			add_to_temp_variable = {
				tmp_index = 1
			} {
				sort_item_index = 1
			}
		}
	}
	else = {
		log = EAI_MATH_sort_array ERROR _items_^num=[?_items_^num] _values_^num=[?_values_^num]
	}
}
### Entity: Event
Component: wtt_news.24
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.24
	title = wtt_news.24.t
	desc = wtt_news.24.desc
	picture = GFX_news_french_fleet_scuttled
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.24.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.24.b
		trigger = {
			original_tag = ENG
		}
	} {
		name = wtt_news.24.c
		trigger = {
			NOT = {
				original_tag = GER ENG
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_jet_focus
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_jet_focus
	icon = GFX_focus_rocketry
	x = 0
	y = 4
	cost = 10
	prerequisite = {
		focus = CHL_air_doctrine
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_air_doctrine_bonus
			bonus = 1
			uses = 2
			category = jet_technology
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_jet_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.41
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.41
	title = wuw_GER_realpolitik.41.t
	desc = wuw_GER_realpolitik.41.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.41.a
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_national_higher_education
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_national_higher_education
	icon = GFX_goal_MPL_einstein
	prerequisite = {
		focus = ISR_provisional_government
	}
	x = 2
	y = 1
	relative_position_id = ISR_provisional_government
	text = MPL_open_tel_aviv_university
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_protect_the_rights_of_man
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_protect_the_rights_of_man
	icon = GFX_goal_generic_demand_territory
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_laissez_faire FRA_agricultural_protectionism
	}
	relative_position_id = FRA_laissez_faire
	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_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: Scripted Trigger
Component: frloc_cosmtags_sg_fem_vow_en_del_09
Constructs: has_cosmetic_tag, has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_sg_fem_vow_en_del_09 = {
	AND = {
		OR = {
			tag = CAN
			original_tag = CAN
		}
		has_cosmetic_tag = CAN_UK
		has_autonomy_state = autonomy_integrated_puppet
	}
}
### Entity: Event
Component: tsr_manchukuo_border_war.5
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo_border_war.5
	is_triggered_only = yes
	title = tsr_manchukuo_border_war.5.t
	desc = tsr_manchukuo_border_war.5.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_manchukuo_border_war.5.a
		trigger = {
			original_tag = MAN
		}
		transfer_state = 614
	} {
		name = tsr_manchukuo_border_war.5.b
		trigger = {
			NOT = {
				original_tag = MAN
			}
		}
		effect_tooltip = {
			614 = {
				set_state_owner_to = MAN
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: BRA_fnm_trucks_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_fnm_trucks_organization = {
	name = bra_motorized_equipment_manufacturer
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_fnm
	allowed = {
		original_TAG = BRA
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	visible = {

	}
	available = {
		OWNER = {
			has_completed_focus = BRA_R56_motorize_the_army
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Character
Component: IRE_h_t_green
Source: game
File: common/characters/IRE.txt

Code:
IRE_h_t_green = {
	advisor = {
		slot = air_chief
		idea_token = IRE_h_t_green
		allowed = {
			original_tag = IRE
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = H.T. Green
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Character
Component: vfb_trait_isidoro
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_isidoro = {
	random = no
	max_dig_in = 0.125
	defence = 0.05
}
### Entity: Event
Component: lithuania.19
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.19
	title = lithuania.19.t
	desc = lithuania.19.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.19.a
		complete_national_focus = LIT_the_4th_president
	} {
		name = lithuania.19.b
		complete_national_focus = LIT_continue_griniuss_presidency
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_el_libertador_air_base
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_el_libertador_air_base
	icon = GFX_goal_generic_airport
	relative_position_id = VEN_a_seperate_branch
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = VEN_a_seperate_branch
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				307
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				489
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: upgrades
Constructs: naval_speed, is_special_project_completed
Source: game
File: common/units/equipment/upgrades/naval_upgrades.txt

Code:
upgrades = {
	ship_gun_upgrade = {
		max_level = 5
		cost = naval
		lg_attack = 0.04
		lg_armor_piercing = 0.05
		hg_attack = 0.04
		hg_armor_piercing = 0.05
		naval_speed = -0.01
		reliability = -0.005
	}
	ship_torpedo_upgrade = {
		max_level = 5
		cost = naval
		torpedo_attack = 0.075
		naval_speed = -0.01
		naval_range = -0.01
	}
	ship_armor_upgrade = {
		max_level = 5
		cost = naval
		armor_value = 0.05
		naval_speed = -0.01
	}
	ship_engine_upgrade = {
		max_level = 5
		cost = naval
		naval_speed = 0.03
		naval_range = 0.05
		reliability = -0.005
	}
	destroyer_engine_upgrade = {
		max_level = 5
		cost = naval
		naval_speed = 0.03
		naval_range = 0.05
	}
	ship_reliability_upgrade = {
		max_level = 5
		cost = naval
		reliability = 0.015
		naval_range = -0.04
	}
	torpedo_ship_reliability_upgrade = {
		max_level = 5
		cost = naval
		reliability = 0.015
		naval_range = -0.04
	}
	ship_anti_air_upgrade = {
		max_level = 5
		cost = naval
		anti_air_attack = 0.05
		naval_speed = -0.01
	}
	ship_ASW_upgrade = {
		max_level = 5
		cost = naval
		sub_detection = 0.04
		sub_attack = 0.04
		torpedo_attack = -0.01
	}
	sub_torpedo_upgrade = {
		max_level = 5
		cost = naval
		torpedo_attack = 0.04
		naval_speed = -0.02
	}
	sub_stealth_upgrade = {
		max_level = 7
		cost = naval
		sub_visibility = -0.05
		naval_speed = -0.02
		level_requirements = {
			6 = {
				is_special_project_completed = sp:sp_naval_anechoic_tiles
			}
		}
	}
	sub_engine_upgrade = {
		max_level = 7
		cost = naval
		naval_speed = 0.05
		naval_range = 0.05
		reliability = -0.005
		sub_visibility = 0.05
		level_requirements = {
			6 = {
				is_special_project_completed = sp:sp_naval_aip_engine
			}
		}
	}
	ship_deckspace_upgrade = {
		max_level = 5
		cost = naval
		carrier_size = 1
		armor_value = -0.05
	}
	carrier_armor_upgrade = {
		max_level = 5
		cost = naval
		armor_value = 0.1
		max_strength = 0.01
	}
}
### Entity: Country History
Country: UBD
Component: UBD_characters
Constructs: recruit_character
Source: game
File: history/countries/UBD - United Baltic Duchy.txt

Code:
# Leaders & Characters for UBD
recruit_character = UBD_heinrich_schlobitten
### Entity: National Focus
Tree: can_focus
Component: CAN_pinion_the_eagle
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, is_controlled_by, is_in_faction_with
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_pinion_the_eagle
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = CAN_join_germany
	}
	x = -1
	y = 3
	relative_position_id = CAN_swastika_clubs
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				any_neighbor_state = {
					controller = {
						NOT = {
							is_in_faction_with = CAN
						}
					}
				}
			}
			add_building_construction = {
				type = bunker
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
				level = 3
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
				is_in_home_area = yes
			}
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: RAJ_lakshmi_sahgal
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_lakshmi_sahgal = {
	name = RAJ_lakshmi_sahgal
	portraits = {
		army = {
			large = GFX_RAJ_lakshmi_sahgal
			small = GFX_portrait_RAJ_lakshmi_sahgal_small
		}
	}
	gender = female
}
### Entity: Character
Component: SOV_yakov_smushkevich
Source: game
File: common/characters/SOV.txt

Code:
SOV_yakov_smushkevich = {
	name = SOV_yakov_smushkevich
	portraits = {
		army = {
			small = GFX_idea_yakov_smushkevich
		}
	}
	advisor = {
		slot = air_chief
		idea_token = yakov_smushkevich
		allowed = {
			original_tag = SOV
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Idea
Component: KMT_free_speech
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_free_speech = {
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		required_garrison_factor = -0.2
		compliance_growth = 0.15
	}
}
### Entity: Decision
Component: political_actions
Constructs: owns_state, add_stability, fire_only_once, add_political_power, has_cosmetic_tag, complete_effect
Source: game
File: common/decisions/CRO.txt

Code:
political_actions = {
	CRO_become_croatia = {
		icon = generic_nationalism
		allowed = {
			original_tag = CRO
		}
		available = {
			OR = {
				owns_state = 109 959 952
			}
		}
		fire_only_once = yes
		visible = {
			has_cosmetic_tag = dalmatia
		}
		complete_effect = {
			drop_cosmetic_tag = yes
			add_political_power = 25
			add_stability = 0.03
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Idea
Component: INS_political_idea_3
Constructs: stability_factor, war_support_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_3 = {
	name = INS_political_idea_two_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			is_subject_of = HOL
		}
	}
	removal_cost = -1
	picture = hol_lead_the_minor_democracies
	modifier = {
		stability_factor = -0.05
		political_power_factor = -0.1
		drift_defence_factor = 0.1
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Consolidate_Media_Institutions
Constructs: prerequisite, add_stability, completion_reward, check_variable, add_popularity, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Consolidate_Media_Institutions
	icon = GFX_focus_generic_fascist_propaganda
	cost = 5
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = den_upper_influence_60_trigger
				check_variable = {
					den_upper_influence = < 60
				}
			} {
				tooltip = den_upper_loyalty_80_trigger
				check_variable = {
					den_upper_loyalty = > 80
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Shatter_the_Hammer
	} {
		focus = DEN_Abolish_the_Unions
	}
	x = -1
	y = 3
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_stability = 0.1
		unlock_decision_tooltip = ban_democratic_party
		set_country_flag = den_regime_consolidated
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reach_out_to_the_west
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reach_out_to_the_west
	icon = GFX_focus_generic_approach_the_west
	prerequisite = {
		focus = PRC_assume_leadership
	}
	mutually_exclusive = {
		focus = PRC_closer_ties_to_sov
	}
	x = -3
	y = 1
	relative_position_id = PRC_assume_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			capital_scope = {
				OR = {
					is_on_continent = europe north_america
				}
			}
			is_major = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
			NOT = {
				has_government = fascism
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
				any_enemy_country = {
					is_in_faction_with = ROOT
				}
			}
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	bypass = {
		all_other_country = {
			capital_scope = {
				OR = {
					is_on_continent = europe north_america
				}
			}
			is_major = yes
			OR = {
				has_capitulated = yes
				is_subject = yes
				has_civil_war = yes
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
				any_enemy_country = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_opinion_modifier = {
			target = SOV
			modifier = PRC_approached_the_west_opinion
		}
		add_tech_bonus = {
			name = PRC_reach_out_to_the_west
			bonus = 0.25
			uses = 2
			category = electronics
		} {
			name = PRC_reach_out_to_the_west
			bonus = 0.25
			uses = 2
			category = industry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_mastery_bonus = {
			bonus = 0.2
			days = 180
			name = PRC_reach_out_to_the_west
			track = armor
		}
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_research_speed_factor = 0.025
			tooltip = research_speed_factor_tt
		}
		if = {
			limit = {
				any_other_country = {
					is_major = yes
					capital_scope = {
						OR = {
							is_on_continent = europe north_america
						}
					}
					is_subject = no
					has_civil_war = no
					NOT = {
						has_government = fascism
						has_war_with = ROOT
						any_allied_country = {
							has_war_with = ROOT
						}
						any_enemy_country = {
							is_in_faction_with = ROOT
						}
					}
					any_enemy_count
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_bomber_focus
	icon = GFX_goal_generic_air_bomber
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_establish_the_airforce
	}
	mutually_exclusive = {
		focus = CHL_cas_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_bomber_bonus
			bonus = 1
			uses = 1
			category = medium_air heavy_air
		}
		add_doctrine_cost_reduction = {
			name = CHL_bomber_doctrine_bonus
			cost_reduction = 0.5
			uses = 1
			category = strategic_destruction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: inexperienced_sultan_2
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
inexperienced_sultan_2 = {
	random = no
	stability_factor = 0.05
	political_power_cost = 0
	justify_war_goal_time = -0.3
	neutrality_acceptance = 30
}
### Entity: Idea
Component: TRK_moderate_soviet_colonization
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_moderate_soviet_colonization = {
	picture = TRK_moderate_soviet_colonization
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = -0.15
		industrial_capacity_factory = -0.05
		stability_factor = -0.05
		production_speed_buildings_factor = -0.05
		consumer_goods_factor = -0.1
	}
}