Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: AST_BB_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMAS 
	fallback_name = Battleship %s
	unique = {
		Princess Elizabeth New South Wales Queensland South Australia Tasmania Victoria Western Australia
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_adopt_british_guns
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_adopt_british_guns
	icon = GFX_focus_generic_commonwealth_build_infantry
	cost = 8
	x = 0
	y = 1
	relative_position_id = CYP_equipment_modernisation
	prerequisite = {
		focus = CYP_equipment_modernisation
	}
	mutually_exclusive = {
		focus = CYP_create_armoured_corp
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
		} {
			type = support_equipment
			amount = 150
		} {
			type = artillery_equipment
			amount = 50
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_adopt_british_guns
			category = infantry_weapons
			bonus = 0.5
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Trigger Reference
Construct: occupation_law
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## occupation_law

* Supported Scopes: STATE, COUNTRY
* Supported Targets: any

```
Checks the occupation law for an occupied country, occupied state, or the default occupation law of an occupying country.

- If THIS is a country and it's the same as the PREV country, then THIS's default law is checked.
- If THIS is a country and it's different from the PREV country, then PREV's country law for THIS is checked.
- If THIS is a state, then the occupier's state law is checked.

Example:
GER = { occupation_law = autonomous_occupation }
GER = { POL = { occupation_law = foreign_civilian_oversight } }
123 = { occupation_law = local_police_force_garrison }
```
### Entity: National Focus
Tree: raj_focus
Component: RAJ_defense_of_malaya
Constructs: prerequisite, has_war, limit, has_war_with, completion_reward, is_ally_with, has_full_control_of_state, add_autonomy_score
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_defense_of_malaya
	icon = GFX_focus_FIN_coastal_defense
	prerequisite = {
		focus = RAJ_jungle_training_GOE
	}
	x = -1
	y = 1
	relative_position_id = RAJ_jungle_training_GOE
	cost = 10
	available = {
		336 = {
			controller = {
				OR = {
					original_tag = ROOT
					is_ally_with = ROOT
				}
				has_full_control_of_state = PREV
			}
		}
		1021 = {
			controller = {
				OR = {
					original_tag = ROOT
					is_ally_with = ROOT
				}
				has_full_control_of_state = PREV
			}
		}
		custom_override_tooltip = {
			tooltip = {
				localization_key = generic_requires_divs_in_state_tt
				NUM_DIVISIONS = 0
				STATE = [336.GetName]
			}
			num_divisions_in_states = {
				count = > 0
				states = {
					336
				}
			}
		} {
			tooltip = {
				localization_key = generic_requires_divs_in_state_tt
				NUM_DIVISIONS = 0
				STATE = [1021.GetName]
			}
			num_divisions_in_states = {
				count = > 0
				states = {
					1021
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_autonomy_score = {
			value = 150
			localization = RAJ_defense_of_malaya
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		336 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 12299
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 10297
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 12299
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 10297
			}
			if = {
				limit = {
					ROOT = {
						has_tech = interwar_antiair
					}
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			add_dynamic_modifier = {
				modifier = RAJ_fortified_position
				days = 365
			}
		}
		if = {
			limit = {
				MAL = {
					exists = yes
					controls_state = 336
					OR = {
						has_war = no
						all_enemy_country = {
							has_war_with = ROOT
						}
					}
					is_subject = no
					is_in_faction = no
					is_ai = yes
				}
				NOT = {
					has_war_with = MAL
					any_allied_country = {
						has_war_with = MAL
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			MAL = {
				save_event_target_as = RAJ_annexing_
# ... (truncated)
### Entity: Decision
Component: SWI_federal_council_decisions_category
Constructs: has_completed_focus, research_speed_factor, stability_factor, has_war, limit, add_ideas, remove_ideas, war_support_factor
Source: game
File: common/decisions/SWI.txt

Code:
SWI_federal_council_decisions_category = {
	SWI_oust_confederation_president = {
		icon = GFX_decision_SWI_dismiss_council
		priority = 60
		allowed = {
			original_tag = SWI
		}
		visible = {
			has_variable = SWI_confederation_president
			NOT = {
				has_country_flag = SWI_elected_centralized_president
			}
		}
		available = {
			NOT = {
				has_country_flag = SWI_ongoing_president_initiative
				hidden_trigger = {
					has_country_flag = SWI_elected_centralized_president
				}
			}
		}
		cost = 300
		complete_effect = {
			custom_effect_tooltip = SWI_oust_the_conferedation_president
			hidden_effect = {
				set_variable = {
					SWI_ousted_president = SWI_confederation_president
				}
				clear_variable = SWI_confederation_president
				set_country_flag = SWI_vacant_confederation_president_position
				SWI_outgoing_president_cleanup = yes
				SWI_update_councilors = yes
			}
			add_power_balance_value = {
				id = SWI_centralization_bop
				value = 0.2
			}
			add_ideas = {
				SWI_no_confederation_president_idea
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0
				SWI_is_historical_ai = yes
			}
		}
	}
	SWI_no_elected_president = {
		icon = GFX_decision_SWI_no_elected_president
		priority = 103
		allowed = {
			original_tag = SWI
		}
		visible = {
			has_country_flag = SWI_vacant_confederation_president_position
		}
		available = {
			NOT = {
				has_country_flag = SWI_vacant_confederation_president_position
			}
			has_completed_focus = SWI_swiss_guiding_principles
		}
		days_mission_timeout = 30
		is_good = no
		activation = {
			has_country_flag = SWI_vacant_confederation_president_position
		}
		timeout_effect = {
			activate_mission = SWI_no_elected_president
			add_power_balance_value = {
				id = SWI_centralization_bop
				value = 0.2
			}
		}
	}
	SWI_elect_a_new_confederation_president = {
		icon = GFX_decision_SWI_elect_confederation_president
		priority = 102
		allowed = {
			original_tag = SWI
		}
		visible = {
			has_active_mission = SWI_no_elected_president
		}
		available = {
			has_active_mission = SWI_no_elected_president
			NOT = {
				has_variable = SWI_confederation_president
			}
		}
		cost = 250
		days_remove = 15
		remove_effect = {
			country_event = {
				id = BBA_SWI_annual_election.2
				hours = 2
			}
		}
		ai_will_do = {
			base = 1000
		}
	}
	SWI_no_confederation_councilor = {
		icon = GFX_decision_SWI_no
# ... (truncated)
### Entity: Event
Component: lar_dominate_the_middle_east.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_dominate_the_middle_east.2
	title = lar_dominate_the_middle_east.2.t
	desc = lar_dominate_the_middle_east.2.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_dominate_the_middle_east.2.a
		ai_chance = {
			factor = 100
		}
		puppet = FROM
	}
}
### Entity: Idea
Component: ISR_foreign_assets_seized
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_foreign_assets_seized = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_seize_the_gold_reserves
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: LIT_events.502
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_state_focus
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.502
	title = LIT_events.802.t
	desc = LIT_events.502.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = LIT_events.502.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = take_state_focus
			target = POL
			expire = 0
			generator = {
				784
			}
		}
	}
}
### Entity: Character
Component: USA_clarence_huebner
Source: game
File: common/characters/USA.txt

Code:
USA_clarence_huebner = {
	name = USA_clarence_huebner
	portraits = {
		army = {
			large = GFX_portrait_USA_clarence_huebner
			small = GFX_portrait_USA_clarence_huebner_small
		}
	}
	corps_commander = {
		traits = {
			old_guard harsh_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Event
Component: prc.12
Constructs: is_triggered_only, create_country_leader, limit, remove_ideas, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.12
	title = prc.12.t
	desc = prc.12.d
	picture = GFX_report_event_europe_funeral
	trigger = {
		NOT = {
			has_country_flag = mao_assassinated
		}
	}
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.12.a
		remove_unit_leader_role = PRC_mao_zedong
		kill_country_leader = yes
		if = {
			limit = {
				OR = {
					has_global_flag = lin_biao_dead lin_biao_fled_to_soviet
				}
			}
			create_country_leader = {
				name = Hua Guofeng
				picture = gfx/leaders/Asia/Portrait_Asia_Generic_communism.dds
				expire = 1965.1.1
				ideology = marxism
				traits = {
					revolutionary_figure
				}
			}
			set_country_flag = huaguofeng
		} {
			limit = {
				NOT = {
					has_global_flag = lin_biao_dead lin_biao_fled_to_soviet
				}
			}
			create_country_leader = {
				name = Lin Biao
				picture = gfx/leaders/Asia/Portrait_Asia_Generic_warlord1.dds
				expire = 1965.1.1
				ideology = marxism
				traits = {
					army_connections
				}
			}
			random_army_leader = {
				limit = {
					has_id = 1065
				}
				promote_leader = yes
			}
			set_country_flag = lin_biao
			add_political_power = 500
			add_manpower = -575000
			remove_ideas = PRC_cultural_revolution
			add_timed_idea = {
				idea = PRC_cultural_revolution_aftermath
				days = 600
			}
			set_global_flag = CR_ended
		}
		add_stability = -0.075
		set_global_flag = mao_dead
		hidden_effect = {
			country_event = {
				id = prc.13
				days = 45
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_free_asians_from_soviet_opression
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_ally_with, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_free_asians_from_soviet_opression
	icon = GFX_focus_attack_soviet
	x = -1
	y = 1
	relative_position_id = JAP_spread_the_revolutuon_south
	prerequisite = {
		focus = JAP_spread_the_revolutuon_south
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		SOV = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = SOV
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_striking_the_sleeping_bear
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_peace_out_soviets_dec_tt
		create_wargoal = {
			type = topple_government
			target = SOV
			expire = 0
		}
	}
}
### Entity: Decision
Component: HUN_gyor_program_initiatives_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_country_flag, is_fully_controlled_by, complete_effect, remove_effect, set_country_flag
Source: game
File: common/decisions/HUN.txt

Code:
HUN_gyor_program_initiatives_category = {
	HUN_open_danuvia_ammo_factory_in_veszprem_decision = {
		priority = 100
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			has_completed_focus = wuw_HUN_announce_the_gyor_program
			NOT = {
				has_country_flag = HUN_opened_factory_in_veszprem
			}
		}
		available = {
			has_completed_focus = wuw_HUN_announce_the_gyor_program
			has_country_flag = HUN_activated_huba_1_flag
			any_core_state = {
				is_fully_controlled_by = ROOT
			}
		}
		days_remove = 70
		cost = 75
		modifier = {
			consumer_goods_factor = 0.2
		}
		complete_effect = {

		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = HUN_opened_factory_in_veszprem
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = ROOT
			}
		}
	}
	HUN_expand_the_manfred_weiss_armor_plant_decision = {
		priority = 99
		icon = GFX_decision_generic_merge_plant_tank
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = HUN
		}
		visible = {
			has_completed_focus = wuw_HUN_announce_the_gyor_program
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_expand_the_army
					has_country_flag = HUN_expaned_the_mw_tank_plant
				}
			}
		}
		available = {
			has_completed_focus = wuw_HUN_announce_the_gyor_program wuw_HUN_quantity_over_quality
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				has_tech = basic_heavy_tank_chassis
			}
			ELSE = {
				has_tech = basic_heavy_tank
			}
			has_country_flag = HUN_activated_huba_ii_flag
			any_core_state = {
				is_fully_controlled_by = ROOT
			}
		}
		days_remove = 84
		cost = 75
		modifier = {
			consumer_goods_factor = 0.15
		}
		complete_effect = {

		}
		remove_effect = {
			hidden_effect = {
				set_country_flag = HUN_expaned_the_mw_tank_plant
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
			
# ... (truncated)
### Entity: Idea
Component: NZL_the_manpower_act
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_the_manpower_act = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		conscription_factor = 0.07
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_air_base_expansion
Constructs: shared_focus, limit, add_ideas, completion_reward, complete_tooltip, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_air_base_expansion
	icon = GFX_goal_EST_coa_air_force
	x = 19
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	complete_tooltip = {
		random_owned_controlled_state = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		add_ideas = aero_idea
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				191
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				13
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		add_ideas = aero_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_British_Guns
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, is_in_faction_with, has_war_together_with
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_British_Guns
	icon = GFX_goal_ammunitions
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = DEN_Local_Recruitment
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		OR = {
			is_in_faction_with = ENG
			has_war_together_with = ENG
		}
	}
	x = 39
	y = 3
	available_if_capitulated = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 750
			producer = ENG
		}
	}
}
### Entity: Modifier Reference
Construct: naval_ship_recovery_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_ship_recovery_chance_factor

* Number with 0 decimal places
* **Categories**: naval
### Entity: AI Strategy
Component: ENG_USA_d_day
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_d_day = {
	allowed = {
		OR = {
			original_tag = USA ENG
		}
		is_historical_focus_on = yes
	}
	enable = {
		date = > 1943.9.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = normandy_landing_zone
		value = 60
	} {
		type = invasion_unit_request
		area = normandy_landing_zone
		value = 5
	}
}
### Entity: Idea
Component: GUM_aa2
Source: game
File: common/ideas/guam.txt

Code:
GUM_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = GUM
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: JAP_naval_light_AA_cruiser
Constructs: has_war, has_war_with, has_tech
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_naval_light_AA_cruiser = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_cruiser_light
	}
	priority = {
		factor = 10
		modifier = {
			factor = 200
			OR = {
				has_war_with = USA ENG
			}
		}
	}
	cruiser_light_AA = {
		priority = {
			factor = 10
			modifier = {
				factor = 100
				has_war = yes
			}
		}
		role_icon_index = 2
		enable = {
			has_tech = advanced_dp_light_battery
		}
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery_3
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_armor_slot = ship_armor_cruiser_1
				fixed_ship_secondaries_slot = ship_dp_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_anti_air
				mid_2_custom_slot = dp_light_battery_3
				rear_1_custom_slot = dp_light_battery_3
			}
		}
		allowed_modules = {
			dp_light_battery ship_anti_air ship_dp_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
}
### Entity: Scripted Trigger
Component: CONGO_at_least_six_focuses_done
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/CONGO_scripted_triggers.txt

Code:
CONGO_at_least_six_focuses_done = {
	custom_trigger_tooltip = {
		tooltip = CONGO_at_least_six_focuses_done_tt
		OR = {
			has_global_flag = COG_6_jft_done COG_7_jft_done COG_8_jft_done COG_9_jft_done COG_10_jft_done COG_11_jft_done COG_12_jft_done COG_13_jft_done COG_14_jft_done
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_strengthen_the_golden_square
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_strengthen_the_golden_square
	icon = GFX_focus_TUR_support_the_golden_square
	prerequisite = {
		focus = IRQ_attempted_assasination_of_sidqi IRQ_assasination_of_sidqi
	}
	mutually_exclusive = {
		focus = IRQ_curtail_arabism
	}
	x = 0
	y = 1
	relative_position_id = IRQ_attempted_assasination_of_sidqi
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		fascism = > 0.25
		NOT = {
			has_completed_focus = IRQ_eliminate_the_golden_square
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = IRQ_golden_square
			add_idea = IRQ_golden_square_strong
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_character = {
			limit = {
				has_character_flag = IRQ_golden_square_char
				is_corps_commander = yes
			}
			add_trait = {
				trait = politically_connected
			}
		}
		country_event = {
			id = IRQ_political_events.71
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_invite_france
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_invite_france
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = BEL_independent_revolution
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		FRA = {
			has_government = communism
			is_in_faction = no
		}
	}
	relative_position_id = BEL_independent_revolution
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		FRA = {
			country_event = {
				id = belgium.75
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_bring_democracy_to_germany
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_core_of, add_claim_by, create_wargoal
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_bring_democracy_to_germany
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = SWI_the_alpine_protectorate
	}
	relative_position_id = SWI_the_alpine_protectorate
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.4
		fascism = < 0.1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			every_owned_state = {
				limit = {
					is_core_of = PREV
					NOT = {
						is_core_of = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		create_wargoal = {
			target = GER
			type = annex_everything
		}
	}
}
### Entity: AI Strategy
Component: portugal_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
portugal_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_befriend_portugal
		country_exists = POR
	}
	abort = {
		NOT = {
			country_exists = POR
		}
	}
	ai_strategy = {
		type = befriend
		id = POR
		value = 100
	} {
		type = alliance
		id = POR
		value = 100
	}
}