Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_faciliate_cooperation_with_china
Constructs: prerequisite, limit, add_ideas, completion_reward, has_opinion, is_in_faction_with, check_variable, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_faciliate_cooperation_with_china
	icon = GFX_goal_CHI_academia_sinica
	x = 5
	y = 1
	relative_position_id = MON_rely_on_national_strength
	cost = 10
	prerequisite = {
		focus = MON_rely_on_national_strength MON_form_the_provisional_government
	}
	available = {
		num_of_factories = > 7
		any_other_country = {
			original_tag = CHI
			OR = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				is_in_faction_with = ROOT
				custom_trigger_tooltip = {
					tooltip = MON_chi_influence_more_30_tt
					check_variable = {
						sov_influence_in_mon = 30
						compare = greater_than_or_equals
					}
				}
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_ill_educated_population_idea
			}
			swap_ideas = {
				remove_idea = MON_ill_educated_population_idea
				add_idea = MON_population_learning_idea
			}
			add_research_slot = 1
			CHI = {
				add_ideas = Mon_tech_coop_idea
			} {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				} {
					type = protect
					id = ROOT
					value = 50
				}
			}
		}
		else = {
			MON = {
				add_ideas = Mon_tech_coop_idea
			}
			CHI = {
				add_ideas = Mon_tech_coop_idea
			} {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				} {
					type = protect
					id = ROOT
					value = 50
				}
			}
		}
		MON_mongol_bank_funds_decrease = yes
		MON_soviet_low_influence_decrease_effect = yes
		MON_jap_low_influence_decrease_effect = yes
		MON_chi_medium_influence_increase_effect = yes
		unlock_decision_tooltip = MON_study_foreign_machinery MON_study_foreign_electronics
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Character
Component: caudillo_trait
Source: game
File: common/country_leader/r56_traits.txt

Code:
caudillo_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	army_morale_factor = 0.05
}
### Entity: National Focus
Tree: per_focus
Component: PER_capital_protect
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, has_defensive_war, is_controlled_by, cancel_if_invalid, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_capital_protect
	icon = GFX_goal_generic_fortify_city
	x = -1
	y = 1
	prerequisite = {
		focus = PER_dig_and_defend
	}
	mutually_exclusive = {
		focus = PER_secure_coastline
	}
	relative_position_id = PER_dig_and_defend
	cost = 5
	available = {
		266 = {
			is_owned_and_controlled_by = PER
		}
		has_defensive_war = yes
	}
	bypass = {
		266 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		410 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		412 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
		413 = {
			NOT = {
				is_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_state = {
			limit = {
				state = 266
			}
			add_dynamic_modifier = {
				modifier = PER_state_local_defensive_dynamic_modifier
				scope = PER
				days = 90
			}
			add_building_construction = {
				type = bunker
				level = 2
				province = {
					id = 10837
				}
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 146
Constructs: add_core_of
Source: game
File: history/states/146-Karelia.txt

Code:
state = {
	id = 146
	name = STATE_146
	manpower = 604427
	state_category = town
	history = {
		owner = FIN
		add_core_of = FIN KAR
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			9100 = {
				bunker = 2
			}
			9105 = {
				bunker = 2
			}
			9206 = {
				coastal_bunker = 1
			}
		}
		victory_points = {
			9206 3
		}
	}
	provinces = {
		2332 3050 3060 3133 3187 6052 6150 6153 9100 9105 9150 9176 9206 11046 11156 11162
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: GER_tanks_in_the_snow
Constructs: has_completed_focus, force_concentration_factor
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_tanks_in_the_snow = {
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0.01
			}
			has_completed_focus = GER_war_with_the_ussr
		}
	}
	abort = {
		surrender_progress = > 0.15
	}
	ai_strategy = {
		type = front_armor_score
		id = SOV
		value = 500
	} {
		type = front_unit_request
		tag = SOV
		value = 40
	} {
		type = prepare_for_war
		id = SOV
		value = 100
	} {
		type = force_concentration_factor
		value = 20
	}
}
### Entity: Idea
Component: CZE_aristocratic_support_1
Constructs: has_government, neutrality_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_aristocratic_support_1 = {
	name = CZE_aristocratic_support
	picture = ast_abandon_the_westminster_system
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.05
		political_advisor_cost_factor = -0.2
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_land_reform
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_land_reform
	icon = GFX_goal_generic_land_seizure
	prerequisite = {
		focus = HON_five_year_plan
	}
	relative_position_id = HON_five_year_plan
	x = -1
	y = 1
	cost = 8
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: PAR_CV_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARP 
	fallback_name = Portaaviones %d
	unique = {
		Asunción Tacuarí Rio Teuco
	}
}
### Entity: Idea
Component: SWE_ball_bearing_idea_research_partner
Constructs: research_speed_factor, has_war_with, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/sweden.txt

Code:
SWE_ball_bearing_idea_research_partner = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		always = yes
	}
	cancel = {
		has_war_with = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = -0.08
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = -0.06
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		research_speed_factor = -0.02
	}
}
### Entity: Character
Component: AFG_modernizer_no_lar
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_modernizer_no_lar = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
	stability_weekly = 0.001
	drift_defence_factor = 0.25
	stability_factor = -0.1
}
### Entity: Faction
Component: faction_manifest_chinese_wang_front_expansion_2
Constructs: war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_chinese_wang_front_expansion_2 = {
	name = china_wang_front_expansion_name
	description = china_wang_front_expansion_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_asia_and_oceania
		completed_amount_collection = collection:states_controlled_by_faction_member_and_core_holder
		scale = {
			autonomy_gain_ll_to_subject_factor = -0.3
			cic_to_overlord_factor = 0.5
			mic_to_overlord_factor = 0.5
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.1
				}
			}
		}
	}
}
### Entity: Event
Component: r56_eng.24
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.24
	title = r56_eng.24.t
	desc = r56_eng.24.d
	picture = GFX_report_event_french_british_officers
	is_triggered_only = yes
	option = {
		name = r56_eng.24.a
	}
}
### Entity: Event
Component: SEA_border_incidents_events.5
Constructs: is_triggered_only, add_war_support, add_political_power, set_global_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_border_incidents_events.5
	title = SEA_border_incidents_events.5.t
	desc = SEA_border_incidents_events.5.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = SEA_border_incidents_events.5.a
		trigger = {
			OR = {
				original_tag = JAP MAN
			}
		}
		army_experience = 25
		add_political_power = 50
		hidden_effect = {
			set_global_flag = JAP_did_the_tauran_border_war_flag
		}
	} {
		name = SEA_border_incidents_events.5.b
		trigger = {
			original_tag = MON
		}
		add_war_support = -0.05
		add_political_power = -50
	}
}
### Entity: Event
Component: rt56.rom_transylvania.2
Constructs: is_triggered_only, ai_chance, add_political_power, set_state_controller
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_transylvania.2
	title = rt56.rom_transylvania.2.t
	desc = rt56.rom_transylvania.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_transylvania.2.a
		ai_chance = {
			base = 10
		}
		ROM = {
			transfer_state = 76
		}
		GER = {
			set_state_controller = 834 192 198
		}
	} {
		name = rt56.rom_transylvania.2.b
		ai_chance = {
			base = 2
		}
		add_political_power = 10
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_21
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_21 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_22
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_22
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_22
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_22
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.025
		army_defence_factor = -0.05
		conscription_factor = -0.05
		army_morale_factor = -0.05
		army_org_factor = -0.05
	}
}
### Entity: Idea
Component: SPR_unionify_the_faction_idea
Constructs: stability_factor, has_civil_war
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_unionify_the_faction_idea = {
	picture = generic_pp_unity_bonus
	allowed = {
		original_tag = SPR
		has_civil_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		command_power_gain_mult = 0.05
		surrender_limit = 0.05
		stability_factor = 0.05
		political_power_factor = 0.05
	}
}
### Entity: Country History
Country: LBV
Component: LBV_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/LBV - Lombardy Venetia.txt

Code:
# Misc for LBV
capital = 160
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
		CAS1 = 1
	}
}
IF = {
	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
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		basic_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		basic_depth_charges = 1
		basic_torpedo = 1
		basic_battery = 1
		basic_cruiser_armor_scheme = 1
		basic_heavy_battery = 1
		basic_light_battery = 1
		basic_heavy_armor_scheme = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		mtg_transport = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = L3/35
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_ITA_basic_light_tank_medium
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Bandiera Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 1
			sub_engine_upgrade = 1
			sub_stealth_upgrade = 1
			sub_torpedo_upgrade = 1
		}
		obsolete = yes
	} {
		name = Sirena Class
		type = submarine_1
		upgrades = {
			ship_reliability_upgrade = 2
			sub_engine_upgrade = 2
			sub_stealth_upgrade = 2
			sub
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_prioritize_the_four_year_plan
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, is_fully_controlled_by, add_resource, add_dynamic_modifier
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prioritize_the_four_year_plan
	icon = GFX_focus_GER_prioritize_the_four_year_plan
	prerequisite = {
		focus = GER_ascension_of_goring
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_ascension_of_goring
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_prioritize_the_four_year_plan_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_hermann_goring
					FLAG_DAYS = [?GER_prioritize_the_four_year_plan_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_hermann_goring
					FOCUS = GER_ascension_of_goring
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				59 = {
					is_fully_controlled_by = ROOT
				}
			}
			59 = {
				add_resource = {
					type = steel
					amount = 6
				}
				add_dynamic_modifier = {
					modifier = GER_four_year_plan_initiative_modifier
					scope = GER
				}
			}
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					NOT = {
						state = 59
					}
					OR = {
						has_resources_amount = {
							resource = oil
							amount = > 19
							delivered = no
						} {
							resource = aluminium
							amount = > 19
							delivered = no
						} {
							resource = rubber
							amount = > 19
							delivered = no
						} {
							resource = tungsten
							amount = > 19
							delivered = no
						} {
							resource = steel
							amount = > 19
							delivered = no
						} {
							resource = chromium
							amount = > 19
							delivered = no
						}
					}
				}
				add_dynamic_modifier = {
					modifier = GER_four_year_plan_initiative_modifier
					scope = GER
				}
			}
		} {
			limit = {
				has_idea = GER_reichswerke
			}
			swap_ideas = {
				remove_idea = GER_reichswerke
				add_idea = GER_reichswerke_improved
			}
		}
		else = {
			every_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					OR = {
						h
# ... (truncated)
### Entity: National Focus
Tree: man_focus
Component: MAN_hoankyoku
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_hoankyoku
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = MAN_obedience
	}
	x = -2
	y = 1
	relative_position_id = MAN_obedience
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = MAN_hoankyoku_idea
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = SOV
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
		industrial_manufacturer = mio:SOV_mig_design_bureau_organization
	} {
		equipment = {
			type = strat_bomber_equipment_1
			creator = SOV
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 50
		industrial_manufacturer = mio:SOV_tupolev_design_bureau_organization
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_industry_in_kiev
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_industry_in_kiev
	icon = GFX_goal_generic_construct_civ_factory
	relative_position_id = RUT_claim_ukraine
	x = -3
	y = 1
	prerequisite = {
		focus = RUT_claim_ukraine
	}
	available = {
		RUT = {
			controls_state = 202
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		202 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Component: r56_microstate_focus
Constructs: shared_focus
Source: game
File: common/national_focus/r56_microstate.txt

Code:
focus_tree = {
	id = r56_microstate_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				original_tag = MNC SAN AHV FAR MLT JER JAN
			}
		}
	}
	default = no
	reset_on_civilwar = no
	shared_focus = MICRO_develop_our_dockyards MICRO_build_capital_airport MICRO_militarize_the_police_force GEN_State_Matter GEN_industrial_boom
	continuous_focus_position = {
		x = 3050
		y = 1000
	}
}
### Entity: Event
Component: NSB_soviet_communist_civil_war.001
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_global_flag, has_character, set_global_flag, clr_global_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_communist_civil_war.001
	title = NSB_soviet_communist_civil_war.001.t
	desc = NSB_soviet_communist_civil_war.001.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	hidden = no
	immediate = {
		hidden_effect = {
			SOV_initiate_civil_war = yes
		}
	}
	trigger = {
		NOT = {
			has_global_flag = SOV_soviet_civil_war
		}
	}
	option = {
		name = NSB_soviet_communist_civil_war.001.a
		ai_chance = {
			base = 10
		}
		trigger = {
			has_character = SOV_lev_trotsky
			NOT = {
				has_global_flag = trotsky_dead
			}
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions = yes
		SOV_promote_to_country_leader_trotsky = yes
		hidden_effect = {
			SOV_start_civil_war = yes
			SOV_left_opposition_civil_war_start = yes
			if = {
				limit = {
					has_global_flag = AAT_trotsky_in_mexico
				}
				set_global_flag = flag_trotsky_returning_to_ussr_from_mexico
				MEX = {
					country_event = {
						id = mexico.22
						hours = 1
					}
				}
			}
			else_if = {
				limit = {
					has_global_flag = NOR_trotsky_in_norway
				}
				set_global_flag = flag_trotsky_returning_to_ussr_from_norway NOR_trotsky_in_soviet
				clr_global_flag = NOR_trotsky_in_norway
				NOR = {
					country_event = {
						id = mexico.22
						hours = 1
					}
				}
			}
		}
	} {
		name = NSB_soviet_communist_civil_war.001.b
		ai_chance = {
			base = 10
		}
		trigger = {
			has_character = SOV_ivan_smirnov
			has_completed_focus = SOV_integrate_smirnovs_bloc
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions = yes
		SOV_promote_to_country_leader_smirnov = yes
		hidden_effect = {
			SOV_start_civil_war = yes
			SOV_left_opposition_civil_war_start = yes
		}
	} {
		name = NSB_soviet_communist_civil_war.001.c
		ai_chance = {
			base = 10
		}
		trigger = {
			AND = {
				NOT = {
					has_character = SOV_lev_trotsky
				}
				OR = {
					NOT = {
						has_character = SOV_ivan_smirnov
					} {
						has_completed_focus = SOV_integrate_smirnovs_bloc
					}
				} {
					NOT = {
						has_character = SOV_grigory_zinovyev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				} {
					NOT = {
						has_character = SOV_lev_kamenev
					} {
						has_completed_focus = SOV_align_the_zinovyevites
					}
				}
			}
		}
		SOV_set_up_civil_war_capital = yes
		SOV_set_up_civil_war_army_fractions
# ... (truncated)
### Entity: National Focus
Tree: men_focus
Component: MEN_the_revival_of_the_spirit
Constructs: prerequisite, limit, has_government, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_the_revival_of_the_spirit
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = MEN_embrace_the_new_life_movement
	}
	x = 1
	y = 1
	available = {
		NOT = {
			has_government = communism
		}
	}
	relative_position_id = MEN_embrace_the_new_life_movement
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				MEN = {
					has_idea = MEN_the_new_life_movement_1
				}
			}
			swap_ideas = {
				remove_idea = MEN_the_new_life_movement_1
				add_idea = MEN_the_new_life_movement_2
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_the_new_life_movement
				add_idea = MEN_the_new_life_movement_1
			}
		}
	}
}