Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_find_chiang_kai_shek
Constructs: shared_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, has_character
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_find_chiang_kai_shek
	icon = GFX_focus_prc_remove_chiang_kai_shek
	prerequisite = {
		focus = KMT_crush_the_nra
	} {
		focus = KMT_crush_the_radical_nationalists
	}
	available = {

	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = KMT_crush_the_nra
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_chinese_resistance3
			add_idea = KMT_chinese_resistance4
		}
		if = {
			limit = {
				has_character = CHI_chiang_kaishek
			}
			retire_character = CHI_chiang_kaishek
		}
		add_manpower = -1
	}
}
### Entity: Character
Component: SIE_nccr
Source: game
File: common/characters/SIE.txt

Code:
SIE_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = SIE_nccr
		allowed = {
			original_tag = SIE
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: AI Strategy
Component: ITA_strike_force_home_base
Constructs: has_war_with
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_strike_force_home_base = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_war_with = ENG FRA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strike_force_home_base
		id = 68
	} {
		type = strike_force_home_base
		id = 168
	} {
		type = strike_force_home_base
		id = 169
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_amphibious_exercises
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_amphibious_exercises
	icon = GFX_goal_generic_landing_craft
	relative_position_id = EGY_el_saka_forces
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_el_saka_forces
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_amphibious_exercises
			bonus = 1.0
			uses = 1
			category = tp_tech
		}
	}
}
### Entity: Unit Template
Component: SPAN_MEC_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		BOL CHL COS CUB DOM ECU ELS EQG GUA HON MEX NIC PAN PAR URG
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SPAN_INF_01
	}
	fallback_name = %da División Mecanizada
	ordered = {
		1 = {
			%da División Mecanizada
		}
		2 = {
			%da División Mecanizada
		}
		3 = {
			%da División Mecanizada
		}
		4 = {
			%da División Mecanizada
		}
		5 = {
			%da División Mecanizada
		}
		6 = {
			%da División Mecanizada
		}
		7 = {
			%da División Mecanizada
		}
		8 = {
			%da División Mecanizada
		}
		9 = {
			%da División Mecanizada
		}
		10 = {
			%da División Mecanizada
		}
	}
}
### Entity: Character
Component: SIE_acr
Source: game
File: common/characters/SIE.txt

Code:
SIE_acr = {
	advisor = {
		slot = air_chief
		idea_token = SIE_acr
		allowed = {
			original_tag = SIE
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: NGR_fascist_guy
Constructs: has_government
Source: game
File: common/characters/NGR.txt

Code:
NGR_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGR_fascist_guy
		allowed = {
			original_tag = NGR
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_pioneer_organizations
Constructs: prerequisite, add_ideas, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_pioneer_organizations
	icon = GFX_focus_JAP_form_pioneer_organizations
	x = -1
	y = 1
	relative_position_id = JAP_the_first_five_year_plan
	prerequisite = {
		focus = JAP_the_first_five_year_plan
	} {
		focus = JAP_further_urban_investments
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = JAP_socialist_pioneers_idea
		hidden_effect = {
			set_technology = {
				lotta_svard_tech = 1
				popup = no
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_stage_an_incident_in_the_bosporus
Constructs: prerequisite, add_war_support, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_stage_an_incident_in_the_bosporus
	icon = GFX_focus_GRE_stage_an_incident_in_the_bosporus
	prerequisite = {
		focus = GRE_tow_the_stalinist_line
	}
	x = 0
	y = 1
	relative_position_id = GRE_tow_the_stalinist_line
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			strength_ratio = {
				tag = TUR
				ratio = > 0.5
			}
		}
	}
	available = {
		is_subject = no
		SOV = {
			has_country_flag = SOV_isolating_turkey
		}
	}
	completion_reward = {
		country_event = {
			id = bftb_greece.31
		}
		add_war_support = 0.05
	}
}
### Entity: Event
Component: himalaya_tibet.46
Constructs: is_triggered_only, add_war_support, fire_only_once, remove_state_claim, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.46
	title = himalaya_tibet.43.t
	desc = himalaya_tibet.43.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.43.a
		add_war_support = -0.05
		remove_state_claim = 434
		effect_tooltip = {
			434 = {
				controller = {
					add_doctrine_cost_reduction = {
						uses = 2
						name = mountain
						category = cat_mountaineers_doctrine
						cost_reduction = 0.25
					}
					add_tech_bonus = {
						name = sov_jap_border_conflict_won
						category = mountaineers_tech
						bonus = 0.5
					}
				}
			}
		}
	}
}
### Entity: Event
Component: greece.32
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.32
	title = greece.32.t
	desc = greece.32.d
	picture = GFX_report_GRE_third_civ
	is_triggered_only = yes
	option = {
		name = greece.32.a
		add_ideas = GRE_third_hellenic_civ
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_german_engineers
Constructs: prerequisite, has_government, completion_reward, unlock_military_industrial_organization_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_invite_german_engineers
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = NOR_a_valuable_partner_to_germany
	} {
		focus = NOR_fascist_military_collaboration
	} {
		focus = NOR_fascist_industrial_investments
	}
	x = -2
	y = 1
	relative_position_id = NOR_a_valuable_partner_to_germany
	cost = 10
	available = {
		GER = {
			exists = yes
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_military_industrial_organization_tooltip = mio:GER_porsche_organization mio:GER_messerschmitt_organization mio:GER_heinkel_organization
	}
}
### Entity: Idea
Component: ISR_special_forces_idea
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_special_forces_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = eng_special_air_service
	modifier = {
		special_forces_attack_factor = 0.05
		special_forces_defence_factor = 0.05
		special_forces_cap = 0.1
		special_forces_training_time_factor = 0.3
	}
}
### Entity: Event
Component: Danzig_poland_border_conflict.4
Constructs: is_triggered_only, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Danzig_poland_border_conflict.4
	title = Danzig_poland_border_conflict.4.t
	desc = Danzig_poland_border_conflict.4.desc
	picture = GFX_report_event_polish_intervention_stalemate
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			}
			GER = {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			}
		}
	}
	option = {
		name = Danzig_poland_border_conflict.4.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
	} {
		name = Danzig_poland_border_conflict.3.b
		trigger = {
			original_tag = GER
		}
		army_experience = 5
	}
}
### Entity: Unit Template
Component: ITA_CAV_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_01 = {
	name = Cavalry Regiment
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d° Reggimento di Cavalleria
	ordered = {
		1 = {
			%d° Reggimento 'Nizza Cavalleria'
		}
		2 = {
			%d° Reggimento 'Piemonte Cavalleria'
		}
		3 = {
			%d° Reggimento 'Savoia Cavalleria'
		}
		4 = {
			%d° Reggimento 'Genova Cavalleria'
		}
		5 = {
			%d° Reggimento 'Lancieri di Novara'
		}
		6 = {
			%d° Reggimento 'Lancieri di Aosta'
		}
		8 = {
			%d° Reggimento 'Lancieri di Montebello'
		}
		13 = {
			%d° Reggimento 'Cavalleggeri di Monferrato'
		}
		15 = {
			%d° Reggimento 'Cavalleggeri di Lodi'
		}
		19 = {
			%d° Reggimento 'Cavalleggeri Guide'
		}
		7 = {
			%d° Reggimento di Cavalleria
		}
		9 = {
			%d° Reggimento di Cavalleria
		}
		10 = {
			%d° Reggimento di Cavalleria
		}
		11 = {
			%d° Reggimento di Cavalleria
		}
		12 = {
			%d° Reggimento di Cavalleria
		}
		14 = {
			%d° Reggimento di Cavalleria
		}
		16 = {
			%d° Reggimento di Cavalleria
		}
		17 = {
			%d° Reggimento di Cavalleria
		}
		18 = {
			%d° Reggimento di Cavalleria
		}
		20 = {
			%d° Reggimento di Cavalleria
		}
	}
}
### Entity: Event
Component: new_ger.98
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_war_support, set_country_flag, remove_state_claim
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.98
	title = new_ger.98.t
	desc = new_ger.98.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.98.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_government = neutrality
				FROM = {
					has_government = communism
				}
			} {
				factor = 0
				has_completed_focus = FRA_counter_the_fascist_infulence
				FROM = {
					has_government = fascism
				}
			} {
				factor = 0
				has_government = fascism
				FROM = {
					has_government = communism
				}
			} {
				factor = 0
				has_completed_focus = ENG_the_british_path_to_fascism
			} {
				factor = 0
				has_completed_focus = FRA_claim_rhineland
			} {
				factor = 0
				has_completed_focus = FRA_anti_german_front
			} {
				factor = 0
				has_completed_focus = FRA_our_natural_borders
			} {
				factor = 0
				has_government = communism
				FROM = {
					OR = {
						has_government = fascism neutrality
					}
				}
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		IF = {
			limit = {
				original_tag = FRA
			}
			FROM = {
				set_country_flag = GER_FRA_reapproachment
			} {
				remove_state_claim = 28
			}
		}
		else = {
			IF = {
				limit = {
					original_tag = ENG
				}
				FROM = {
					set_country_flag = GER_eng_reapproachment
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = new_ger.99
			}
		}
	} {
		name = new_ger.98.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				original_tag = ENG
				has_government = democratic
				FROM = {
					has_government = democratic
				}
			}
		}
		add_war_support = 0.025
		IF = {
			limit = {
				original_tag = FRA
			}
			FROM = {
				set_country_flag = GER_FRA_no_reapproachment
				uncomplete_national_focus = {
					focus = GER_reapproach_the_west
					uncomplete_children = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = new_ger.100
			}
		}
	}
}
### Entity: Event
Component: albania.8
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.8
	title = albania.8.t
	desc = albania.8.d
	fire_only_once = yes
	picture = GFX_report_event_albanian_partisans
	is_triggered_only = yes
	option = {
		name = albania.8.a
	}
}
### Entity: Character
Component: ALB_eqrem_libohova
Source: game
File: common/characters/ALB.txt

Code:
ALB_eqrem_libohova = {
	advisor = {
		slot = air_chief
		idea_token = ALB_eqrem_libohova
		allowed = {
			original_tag = ALB
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = ALB_eqrem_libohova
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_support_copper_mining4
Constructs: prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_copper_mining4
	icon = GFX_goal_BEL_copper
	relative_position_id = COG_support_copper_mining3
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = COG_support_copper_mining3
	}
	available = {
		has_tech = excavation5
		controls_state = 889
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 889
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.025
					localization = congolese_self_reliance
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}
### Entity: AI Strategy
Component: R56_SOV_be_nice_to_SIK_dude_he_is_like_only_warlord_friend
Constructs: has_completed_focus, has_government, is_historical_focus_on, has_defensive_war, declare_war
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
R56_SOV_be_nice_to_SIK_dude_he_is_like_only_warlord_friend = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			has_completed_focus = SOV_the_gobi_gambit
		}
		OR = {
			is_historical_focus_on = yes
			has_defensive_war = yes
		}
		SIK = {
			exists = yes
			has_government = communism
		}
		date = < 1946.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = declare_war
		id = SIK
		value = -250
	} {
		type = antagonize
		id = SIK
		value = -250
	} {
		type = conquer
		id = SIK
		value = -250
	} {
		type = invade
		id = SIK
		value = -250
	} {
		type = prepare_for_war
		id = SIK
		value = -100
	} {
		type = ignore_claim
		id = SIK
		value = 1
	} {
		type = prepare_for_war
		id = SIK
		value = -100
	}
}
### Entity: Event
Component: CZE.401
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_idea
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.401
	title = CZE.401.t
	desc = CZE.401.d
	picture = GFX_CZKE_military_service_report
	is_triggered_only = yes
	option = {
		name = CZE.401.a
		ai_chance = {
			factor = 0.9
		}
		if = {
			limit = {
				has_idea = extensive_conscription
			}
			add_political_power = 150
		} {
			limit = {
				has_idea = service_by_requirement
			}
			add_political_power = 150
		} {
			limit = {
				has_idea = all_adults_serve
			}
			add_political_power = 150
		} {
			limit = {
				has_idea = scraping_the_barrel
			}
			add_political_power = 150
		} {
			limit = {
				NOT = {
					has_idea = extensive_conscription
				}
			}
			custom_effect_tooltip = new_conscription_law_report
			add_ideas = extensive_conscription
		}
	} {
		name = CZE.401.b
		ai_chance = {
			factor = 0.1
		}
		add_ideas = CZE_minority_mobilization_plan
	}
}
### Entity: Idea
Component: idea_GUYA_old_powers_ENG
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_ENG = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = eng_special_air_service
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.12
	}
}
### Entity: Idea
Component: SWI_holderbank
Constructs: research_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_holderbank = {
	picture = generic_electronics_concern_3
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		industry = 0.05
	}
	modifier = {
		trade_laws_cost_factor = -0.15
		trade_opinion_factor = 0.1
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.15
	}
	traits = {
		financial_conern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_capital_forts
Constructs: prerequisite, completion_reward, is_controlled_by, add_manpower, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_capital_forts
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = ETH_mountain_forts
	}
	available = {
		271 = {
			is_controlled_by = ETH
		}
	}
	x = 13
	y = 3
	cost = 3
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_manpower = -25000
		271 = {
			add_building_construction = {
				type = bunker
				level = 4
				province = 5010
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_establish_tank_workshops
Constructs: prerequisite, limit, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_establish_tank_workshops
	icon = GFX_focus_generic_tank_production
	available = {
		controls_state = 611
	}
	prerequisite = {
		focus = MEN_every_man_a_truck
	}
	relative_position_id = MEN_every_man_a_truck
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				611
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_tank_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_jewel_in_the_crown
Constructs: has_completed_focus, limit, add_ideas, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_the_jewel_in_the_crown
	icon = GFX_focus_INS_the_jewel_in_the_crown
	available = {
		custom_trigger_tooltip = {
			tooltip = INS_soetardjo_petition_debate_done_tt
			OR = {
				has_completed_focus = INS_underground_revolution INS_the_jewel_in_the_crown
			}
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = INS_underground_revolution
			}
		}
	}
	mutually_exclusive = {
		focus = INS_underground_revolution
	}
	x = -13
	y = 0
	relative_position_id = INS_underground_revolution
	cost = 0
	search_filters = {
		FOCUS_FILTER_COMPLETED_BY_EVENT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = idea_INS_volksraad
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.13
Constructs: is_triggered_only, ai_chance, limit, is_ai, every_controlled_state, add_claim_by, create_wargoal, take_state_focus
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.13
	title = AAT_finland_diplomacy.13.t
	desc = AAT_finland_diplomacy.13.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.13.a
		ai_chance = {
			base = 1
		}
	} {
		name = AAT_finland_diplomacy.13.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				add_claim_by = ROOT
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = FROM.target_states_array
		}
		clear_array = FROM.target_states_array
	}
}
### Entity: AI Strategy
Component: GER_area_priority
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_area_priority = {
	allowed = {
		original_tag = GER
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = europe
		value = 110
	} {
		type = area_priority
		id = scandinavia
		value = 80
	} {
		type = area_priority
		id = north_america
		value = 90
	} {
		type = area_priority
		id = south_america
		value = 75
	} {
		type = area_priority
		id = asia
		value = 75
	} {
		type = area_priority
		id = middle_east
		value = 50
	} {
		type = area_priority
		id = suez
		value = 30
	} {
		type = area_priority
		id = africa
		value = -70
	} {
		type = area_priority
		id = pacific
		value = -120
	} {
		type = area_priority
		id = oceania
		value = -80
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_the_mine_warfare_force
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_the_mine_warfare_force
	icon = GFX_focus_JAP_mine_warfare_force
	prerequisite = {
		focus = JAP_yokosuka_naval_air_technical_arsenal
	} {
		focus = JAP_improve_the_type_91_aerial_torpedo
	}
	relative_position_id = JAP_yokosuka_naval_air_technical_arsenal
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_tech = magnetic_detonator improved_naval_mines
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_naval_torpedo_hit_chance_factor = 0.05
			tooltip = naval_torpedo_hit_chance_factor_tt
		} {
			JAP_navy_naval_mine_hit_chance = 0.1
			tooltip = naval_mine_hit_chance_tt
		} {
			JAP_navy_naval_mines_damage_factor = 0.1
			tooltip = naval_mines_damage_factor_tt
		}
	}
}