Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: tech_support
Constructs: enable_equipments, research_cost, has_dlc
Source: game
File: common/technologies/support.txt

Code:
technology = {
	enable_equipments = {
		support_equipment_1
	}
	path = {
		leads_to_tech = tech_engineers
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_recon
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_field_hospital
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_logistics_company
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_military_police
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_signal_company
		research_cost_coeff = 1
	} {
		leads_to_tech = tech_maintenance_company
		research_cost_coeff = 1
	}
	research_cost = 1.0
	start_year = 1918
	folder = {
		name = support_folder
		position = {
			x = 0
			y = @1918
		}
	}
	categories = {
		support_tech
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 4
			date = > 1937.1.1
		} {
			factor = 4
			date = > 1938.1.1
		} {
			factor = 4
			date = > 1939.1.1
		} {
			factor = 6
			original_tag = CHI
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V09
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V09 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^9 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V09
		value = 10000
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_gloria_al_regno_d_italia
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, add_political_power, add_country_leader_trait
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_gloria_al_regno_d_italia
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = ITA_expand_the_royal_guard ITA_democratic_king
	}
	x = -2
	y = 1
	relative_position_id = ITA_expand_the_royal_guard
	cost = 5
	available = {
		ITA_is_ruled_by_a_monarchy = yes
		44 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		103 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 50
		if = {
			limit = {
				ITA_is_ruled_by_a_monarchy = yes
			}
			add_country_leader_trait = constitutional_monarch
		} {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = ITA_crush_opposition
				}
			}
			remove_ideas = ITA_shadow_of_mussolini
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_king_side
				}
			}
			ITA_bop_high_increase_king_side_effect = yes
		}
		else = {
			add_country_leader_trait = war_industrialist
		} {
			ITA_bop_high_increase_effect = yes
		}
		else_if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_king_umberto_side
				}
			}
			ITA_bop_high_increase_king_umberto_side_effect = yes
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_democratic_side
				}
			}
			ITA_bop_high_increase_democratic_side_effect = yes
		} {
			limit = {
				is_power_balance_side_active = {
					id = ITA_power_balance
					side = ITA_pope_side
				}
			}
			ITA_bop_high_increase_pope_side_effect = yes
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_strengthen_shipping_routes
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, is_coastal, is_controlled_by
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_strengthen_shipping_routes
	icon = GFX_goal_generic_naval_effort2
	relative_position_id = CEL_celtic_unification
	cost = 5
	prerequisite = {
		focus = CEL_celtic_unification
	}
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_ideas = idea_r56_shipping_routes_strengthend
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: NOR_set_quisling_2
Constructs: limit, has_trait, remove_country_leader_trait, add_country_leader_trait, set_portraits
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_quisling_2 = {
	NOR_vidkun_quisling = {
		if = {
			limit = {
				has_trait = NOR_fascist_lackey
			}
			remove_country_leader_trait = NOR_fascist_lackey
		} {
			limit = {
				has_trait = NOR_fascist_landssviker
			}
			remove_country_leader_trait = NOR_fascist_landssviker
		}
		add_country_leader_trait = NOR_fascist_dilettante
		set_portraits = {
			army = {
				large = GFX_portrait_NOR_vidkun_quisling_2
			}
			civilian = {
				large = GFX_portrait_NOR_vidkun_quisling_2
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_planned_economy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_planned_economy
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = RAJ_seek_financial_aid_from_the_ussr
	}
	x = 0
	y = 1
	relative_position_id = RAJ_seek_financial_aid_from_the_ussr
	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_INDUSTRY
	}
	completion_reward = {
		add_research_slot = 1
		add_ideas = idea_RAJ_planned_economy
	}
}
### Entity: Character
Component: minister_of_transportation
Source: game
File: common/country_leader/r56_traits.txt

Code:
minister_of_transportation = {
	sprite = 13
	production_speed_rail_way_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	army_speed_factor = 0.1
}
### Entity: National Focus
Tree: ast_focus
Component: AST_foreign_competition
Constructs: prerequisite, completion_reward, add_to_variable, add_offsite_building
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_foreign_competition
	icon = GFX_focus_generic_trade_interdiction
	prerequisite = {
		focus = AST_devalued_currency
	} {
		focus = AST_reverse_industry_tariffs
	}
	relative_position_id = AST_devalued_currency
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_forging_australias_future_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_forging_australias_future_spirit_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		} {
			AST_forging_australias_future_spirit_trade_opinion_factor = 0.1
			tooltip = trade_opinion_factor_tt
		} {
			AST_forging_australias_future_spirit_convoy_retreat_speed = 0.1
			tooltip = convoy_retreat_speed_tt
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}
### Entity: Idea
Component: ENG_fortify_the_empire_1
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_fortify_the_empire_1 = {
	name = ENG_fortify_the_empire
	picture = generic_fortify_the_borders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.05
		production_speed_coastal_bunker_factor = 0.05
	}
}
### Entity: Unit Leader
Component: operative_double_agent
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_double_agent = {
	type = operative
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
	modifier = {

	}
}
### Entity: Military Industrial Organization
Component: JAP_nissan_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, has_mio_size
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_nissan_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_nissan
	allowed = {
		OR = {
			original_tag = JAP
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			} {
				original_tag = MAN
				has_dlc = No Compromise, No Surrender
			}
			PHI_SEA = yes
		}
		has_dlc = Arms Against Tyranny
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		} {
			limit = {
				FROM = {
					original_tag = MAN
				}
			}
			FROM = {
				has_completed_focus = MAN_tsr_strengthen_ties_with_nissan
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_JAP_nissan_organization_flag
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_special_government_contracts_nissan_trait
		name = JAP_mio_trait_special_government_contracts_nissan_trait
		icon = GFX_generic_mio_trait_icon_efficiency_cap
		special_trait_background = yes
		relative_position_id = generic_mio_trait_closed_chassi
		position = {
			x = 1
			y = 2
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			has_mio_size = > 5
		}
		on_complete = {
			FROM = {
				remove_trait = {
					character = JAP_yoshisuke_aikawa
					slot = political_advisor
					trait = JAP_nissan_president
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_trait = {
					character = JAP_yoshisuke_aikawa
					slot = political_advisor
					trait = JAP_nissan_president_2
				}
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.02
		}
		production_bonus = {

		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_zaibatsu_production_capabilities_trait
		name = JAP_mio_trait_zaibatsu_production_capabil
# ... (truncated)
### Entity: Character
Component: SIA_restorer_of_siams_unity_and_traditions_r56
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_restorer_of_siams_unity_and_traditions_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	stability_weekly = 0.001
	neutrality_drift = 0.01
	high_command_cost_factor = -0.25
	theorist_cost_factor = -0.25
}
### Entity: Name List
Component: RAP
Source: game
File: common/names/00_names.txt

Code:
RAP = {
	male = {
		names = {
			Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani María Angata
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili Hare Koho Veri Tahi'a Pengo
	}
	callsigns = {
		Hanga Roa Rapa Nui
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Simen113.html

Doc:
Search for contributions

&#160;Show contributions of new accounts only
&#160;IP address or username: |

Namespace:
all
(Main)
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Hearts of Iron 4 Wiki talk
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File talk
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MediaWiki talk
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Template talk
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Beta talk
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04:32, 23 January 2016 (diff | hist) . . (+122)‎ . . N User talk:Chemonaut ‎ (Created page with "Did you write something on my page?--~~~~")

05:08, 19 January 2016 (diff | hist) . . (+23)‎ . . N Minors ‎ (Redirected page to Countries) (current)

05:08, 19 January 2016 (diff | hist) . . (+29)‎ . . N Majors ‎ (Redirected page to Countries#Major) (current)

05:08, 19 January 2016 (diff | hist) . . (+23)‎ . . N Minor ‎ (Redirected page to Countries) (current)

05:08, 19 January 2016 (diff | hist) . . (+29)‎ . . N Major Power ‎ (Redirected page to Countries#Major) (current)

00:02, 19 January 2016 (diff | hist) . . (0)‎ . . m National Focus ‎ (Simen113 moved page National focus to National Focus over redirect: Capitalization of all letters as this is tmk what Paradox do (name))

00:02, 19 January 2016 (diff | hist) . . (+28)‎ . . N National focus ‎ (Simen113 moved page National focus to National Focus over redirect: Capitalization of all letters as this is tmk what Paradox do (name)) (current)

00:02, 19 January 2016 (diff | hist) . . (+36)‎ . . N Remilitarization of the Rhineland ‎ (Redirected page to National Focus#Germany) (current)

23:59, 18 January 2016 (diff | hist) . . (+49)‎ . . N Mussolini ‎ (Redirected page to Political Parties and Leaders#Italy) (current)

23:59, 18 January 2016 (diff | hist) . . (+4)‎ . . m Peace conference ‎ (current)

23:58, 18 January 2016 (diff | hist) . . (+30)‎ . . N Peace Conference ‎ (Redirected page to Peace conference) (current)

23:58, 18 January 2016 (diff | hist) . . (-13)‎ . . m Peace treaty ‎

23:58, 18 January 2016 (diff | hist) . . (+119)‎ . . N Peace treaty ‎ (Created page with "A &#039;&#039;&#039;P
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_mounted_levies
Constructs: division_template, prerequisite, has_war, completion_reward, is_locked, force_allow_recruiting, set_division_template_cap, random_owned_controlled_state
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_mounted_levies
	icon = GFX_focus_generic_camel_corps
	prerequisite = {
		focus = ETH_keep_the_chitet
	}
	x = -3
	y = 1
	relative_position_id = ETH_keep_the_chitet
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_mounted_levies_tt
		division_template = {
			name = Irregular Cavalry Division
			division_names_group = ETH_CAV_01
			is_locked = yes
			force_allow_recruiting = yes
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
		} {
			name = Irregular Camelry Division
			division_names_group = ETH_CAV_01
			is_locked = yes
			force_allow_recruiting = yes
			regiments = {
				camelry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				}
			}
		}
		hidden_effect = {
			set_division_template_cap = {
				division_template = Irregular Cavalry Division
				division_cap = 6
			} {
				division_template = Irregular Camelry Division
				division_cap = 3
			}
			random_owned_controlled_state = {
				create_unit = {
					division = division_template = "Irregular Cavalry Division" start_experience_factor = 0.05 start_equipment_factor = 1
					owner = ETH
					count = 2
				} {
					division = division_template = "Irregular Camelry Division" start_experience_factor = 0.05 start_equipment_factor = 1
					owner = ETH
					count = 1
				}
			}
		}
	}
}
### Entity: Character
Component: ETH_woldemeskal_tariku
Source: game
File: common/characters/ETH.txt

Code:
ETH_woldemeskal_tariku = {
	advisor = {
		slot = high_command
		idea_token = ETH_woldemeskal_tariku
		ledger = army
		allowed = {
			original_tag = ETH
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = ETH_woldemeskal_tariku
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Modding Documentation
Construct: specializations
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
# A Facility belongs to one of these specializations
### Entity: Character
Component: RAJ_GOE_a_way_with_words
Constructs: annex_cost_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_a_way_with_words = {
	annex_cost_factor = -0.2
	justify_war_goal_time = -0.33
	sprite = 13
}
### Entity: Character
Component: TML_Manuel_Silveira
Constructs: removal_cost
Source: game
File: common/characters/TML.txt

Code:
TML_Manuel_Silveira = {
	name = Manuel Silveira
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_1
			small = GFX_kr_portrait_africa_generic_1_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TML_Manuel_Silveira
		cost = 150
		removal_cost = 150
		allowed = {
			original_tag = TML
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: AI Strategy
Component: USA_start_buffering_in_pacific
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_start_buffering_in_pacific = {
	allowed = {
		tag = USA
	}
	enable = {
		date = > 1941.9.2
		OR = {
			has_war_with = JAP CHI
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			633 632 684 645 638 646
		}
		ratio = 0.12
		area = pacific
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		states = {
			633 632 684 645 638 646
		}
		ratio = 0.12
		area = pacific
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		states = {
			633 632 684 645 638 646
		}
		ratio = 0.12
		area = home_islands
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = no
	} {
		type = front_unit_request
		area = pacific
		value = 30
	} {
		type = invasion_unit_request
		area = pacific
		value = 2
	} {
		type = naval_invasion_dominance_weight
		value = 50
	}
}
### Entity: Event
Component: AFG_political_events.91
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.91
	title = AFG_political_events.91.t
	desc = AFG_political_events.91.desc
	is_triggered_only = yes
	fire_only_once = yes
	picture = GFX_report_event_SOV_mongolia_fortify_border
	option = {
		name = AFG_political_events.91.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: Sledge Patrol
Constructs: division_template
Source: game
File: history/units/GRN_1936.txt

Code:
division_template = {
	name = Sledge Patrol
	regiments = {
		infantry = {
			x = 0
			y = 0
		}
	}
}
### Entity: Character
Component: CZE_bohumir_smeral
Source: game
File: common/characters/CZE.txt

Code:
CZE_bohumir_smeral = {
	name = CZE_bohumir_smeral
	portraits = {
		civilian = {
			large = GFX_portrait_CZE_bohumir_smeral
			small = GFX_portrait_CZE_bohumir_smeral_small
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1.1
		id = -1
		traits = {
			staunch_anti_fascist
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_establish_a_conspiracy
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, every_unit_leader, has_id, add_unit_leader_trait
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_establish_a_conspiracy
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = SPR_back_the_ceda
	}
	relative_position_id = SPR_back_the_ceda
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_country_flag = spanish_civil_war_started_flag
		}
	}
	bypass = {
		OR = {
			has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
		}
	}
	complete_tooltip = {
		custom_effect_tooltip = SPR_establish_a_conspiracy_tt
	}
	completion_reward = {
		every_unit_leader = {
			limit = {
				has_id = 6008
			}
			add_unit_leader_trait = trait_SPA_nationalist_sympathies
		}
		custom_effect_tooltip = SPR_establish_a_conspiracy_tt
		if = {
			limit = {
				is_ai = yes
			}
			set_global_flag = scw_is_ai_driven
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_the_viking_spirit
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_the_viking_spirit
	icon = GFX_focus_ICE_the_viking_spirit
	prerequisite = {
		focus = ICE_organize_the_greyshirts
	}
	x = 0
	y = 1
	relative_position_id = ICE_organize_the_greyshirts
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = ICE_viking_spirit
		custom_effect_tooltip = ICE_viking_spirit_tt
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_central_defence_of_poland
Constructs: prerequisite, completion_reward, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_central_defence_of_poland
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = POL_fill_the_railways_gaps POL_central_region_strategy
	}
	x = 2
	y = 1
	relative_position_id = POL_fill_the_railways_gaps
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		add_timed_idea = {
			idea = POL_central_defence_of_poland_idea
			days = 720
		}
	}
}