Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_left_opposition
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, has_game_rule, check_variable, allow_branch
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_left_opposition
	icon = GFX_focus_fra_loyalty_trotzky
	prerequisite = {
		focus = SOV_the_path_of_marxism_leninism
	}
	mutually_exclusive = {
		focus = SOV_the_right_opposition SOV_the_centre
	}
	x = 2
	y = 1
	offset = {
		x = -7
		y = 0
		trigger = {
			OR = {
				has_completed_focus = SOV_left_opposition_coup SOV_coup_detat
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	relative_position_id = SOV_the_path_of_marxism_leninism
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
		custom_trigger_tooltip = {
			tooltip = SOV_no_major_purge_tt
			check_variable = {
				SOV_great_purge_counter = < 1
			}
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_the_centre
			} {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = SOV_the_left_opposition_tt
		set_variable = {
			SOV_left_opposition_army_support = 0.25
		} {
			SOV_left_opposition_navy_support = 0.05
		} {
			SOV_left_opposition_air_support = 0.15
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = SOV_factionalism_modifier
			}
			country_event = {
				id = NSB_soviet_paranoia_system_events.01
				hours = 6
				random_hours = 24
			}
			random_owned_state = {
				limit = {
					NOT = {
						state = 214
					} {
						state = 192
					} {
						state = 651
					} {
						state = 137
					} {
						state = 405
					} {
						state = 571
					}
				}
				set_state_flag = SOV_stalinist_state
			}
			SOV_launch_stalinist_counter_measure = yes
			SOV_get_centre_military_support = yes
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_AA_Installations
Constructs: shared_focus, prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_AA_Installations
	icon = GFX_goal_airplane_hunt
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		}
	}
	available = {
		controls_state = 37 99
	}
	prerequisite = {
		focus = DEN_Radar_Installations
	}
	x = -4
	y = 3
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		37 = {
			add_building_construction = {
				type = anti_air_building
				level = 3
				instant_build = yes
			}
		}
		99 = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0E
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0E = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^14 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0E
		value = 15000
	} {
		type = invade
		id = C0E
		value = 200
	}
}
### Entity: Idea
Component: fin_milpropaganda
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_milpropaganda = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_industrialization_program
Constructs: completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_industrialization_program
	icon = GFX_goal_generic_construction
	x = 20
	y = 0
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_industrialization_program
			bonus = 1.0
			uses = 2
			category = industry
		}
	}
}
### Entity: Idea
Component: light_tank_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
light_tank_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = mobile_warfare
			}
		}
	}
}
### Entity: Trigger Reference
Construct: Parameters
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Parameters
- `Expression`: Any supported math expression.
### Entity: AI Strategy
Component: ENG_NavalInvasionSupport_1
Source: game
File: common/ai_navy/taskforce/ENG_taskforce_templates.txt

Code:
ENG_NavalInvasionSupport_1 = {
	allowed = {
		original_tag = ENG
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_invasion_support
	}
	min_composition = {
		battleship = {
			amount = 1
		}
		destroyer = {
			amount = 3
		}
	}
	optimal_composition = {
		battleship = {
			amount = 3
		}
		destroyer = {
			amount = 6
		}
	}
}
### Entity: Scripted Effect
Component: ETH_promote_ETH_hailu_tekle_haymanot
Constructs: add_country_leader_role
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_promote_ETH_hailu_tekle_haymanot = {
	ETH_hailu_tekle_haymanot = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				traits = {
					tainted_ras
				}
				id = -1
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_politics
Constructs: completion_reward, add_political_power, is_ai
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_politics
	icon = GFX_focus_generic_support_the_left_right
	x = 13
	y = 0
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			add = 0.1
			AND = {
				GUA = {
					is_ai = yes
				}
				ELS = {
					is_ai = yes
				}
				COS = {
					is_ai = yes
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 100
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_laissez_faire
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_laissez_faire
	icon = GFX_goal_generic_consumer_goods
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_revive_the_national_bloc
	}
	mutually_exclusive = {
		focus = FRA_agricultural_protectionism
	}
	relative_position_id = FRA_revive_the_national_bloc
	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_tech_bonus = {
			name = FRA_laissez_faire
			category = industry
			uses = 3
			bonus = 1.5
		}
		hidden_effect = {
			country_event = {
				id = lar_fra_inefficient_economy.1
				days = 730
			}
		}
		custom_effect_tooltip = FRA_laissez_faire_tt
	}
}
### Entity: Idea
Component: FIJ_acd2
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_acd2 = {
	picture = generic_army_asia_1
	allowed = {
		original_tag = FIJ
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: FAK
Component: FAK_characters
Constructs: recruit_character
Source: game
File: history/countries/FAK - Fake.txt

Code:
# Leaders & Characters for FAK
recruit_character = FAK_lord_debug
### Entity: AI Strategy
Component: RAJ_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/RAJ_historical_strategy_plan.txt

Code:
RAJ_historical = {
	name = Indian historical plan
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Together for Victory
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = RAJ_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = RAJ_AI_RANDOM_DEMOCRATIC_HISTORICAL britain_enforced_our_loyalty
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		is_subject = no
	}
	ai_national_focuses = {
		RAJ_lessons_of_the_great_war RAJ_provincial_elections RAJ_great_indian_peninsula_railway RAJ_indianisation_of_army RAJ_an_indian_sandhurst RAJ_the_bangalore_torpedo RAJ_indian_national_congress RAJ_vickers_berthier_gun RAJ_royal_indian_artillery RAJ_industrial_expansion RAJ_expand_mazagon_dock RAJ_tata_steel RAJ_assam_oil RAJ_indian_institute_of_science RAJ_east_india_railways RAJ_integrate_princely_railways RAJ_clamp_down_on_corruption RAJ_royal_indian_navy RAJ_lions_of_the_great_war RAJ_cripps_mission RAJ_ishapore_arsenal RAJ_two_nation_theory RAJ_british_army_support RAJ_indian_gentlemen_officers RAJ_princely_state_donations RAJ_imperial_service_troops RAJ_raf_funding RAJ_navy_funding RAJ_army_motorization RAJ_british_pilot_training RAJ_expand_air_bases RAJ_found_scindia_shipyard RAJ_red_eagle_division RAJ_indian_gurkhas RAJ_revive_the_screw_guns RAJ_indian_armor RAJ_modernizing_army RAJ_quit_india_movement RAJ_screening_effort RAJ_cruiser_effort RAJ_air_support_effort RAJ_fighter_effort RAJ_submarine_effort RAJ_capital_ship_effort RAJ_chindits RAJ_jungle_training RAJ_modernizing_navy RAJ_strengthen_ties_with_british_investors RAJ_british_rail_investors RAJ_british_arms_investors RAJ_institute_of_fundamental_research RAJ_royal_indian_air_force RAJ_the_smiling_buddha
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_purge_the_kodoha_faction
Constructs: has_completed_focus, limit, has_country_flag, add_stability, completion_reward, add_political_power, has_game_rule, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_purge_the_kodoha_faction
	icon = GFX_focus_JAP_purge_the_kodoha_faction
	mutually_exclusive = {
		focus = JAP_the_unthinkable_option JAP_support_the_kodoha_faction JAP_strengthen_civilian_government JAP_revere_the_emperor_destroy_the_traitors JAP_okadas_military_purge_speech
	}
	x = 70
	y = 0
	relative_position_id = JAP_okadas_military_purge_speech
	offset = {
		x = -58
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_sea_purge_the_kodoha_faction
				has_dlc = No Compromise, No Surrender
			}
		}
	} {
		x = -26
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_sea_purge_the_kodoha_faction
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
			}
		}
	} {
		x = -33
		y = 0
		trigger = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	cost = 0
	ai_will_do = {
		factor = 4
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_the_unthinkable_option JAP_support_the_kodoha_faction JAP_strengthen_civilian_government JAP_revere_the_emperor_destroy_the_traitors JAP_okadas_military_purge_speech
			}
		}
	}
	available = {
		has_country_flag = JAP_aizawas_trial_over_flag
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_COMPLETED_BY_EVENT FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_sea_purge_the_kodoha_faction_tt generic_skip_one_line_tt
		add_stability = 0.1
		add_political_power = 50
		JAP_small_army_faction_gain = yes
		activate_mission = JAP_kwantung_army_impatience
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
			set_global_flag = {
				flag = JAP_marco_polo_remain
# ... (truncated)
### Entity: Idea
Component: AUS_payment_for_alaska
Source: game
File: common/ideas/austria.txt

Code:
AUS_payment_for_alaska = {
	picture = generic_foreign_capital
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.2
		consumer_goods_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: SOV_damage_relocated_military_factories_effect
Constructs: limit, is_fully_controlled_by
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_damage_relocated_military_factories_effect = {
	if = {
		limit = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		damage_building = {
			type = arms_factory
			damage = 0.9
		}
	}
	else = {
		damage_building = {
			type = arms_factory
			damage = 0.5
		}
	}
}
### Entity: Decision
Component: PRC_anti_japanese_expedition
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, political_power_gain, has_government, has_war_with, fire_only_once, complete_effect
Source: game
File: common/decisions/PRC.txt

Code:
PRC_anti_japanese_expedition = {
	PRC_anti_japanese_uprising = {
		icon = revolt
		visible = {
			has_government = communism
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = PRC_uprising_is_available
				any_country_with_original_tag_of = {
					target = {
						MAN MEN JAP
					}
					any_controlled_state = {
						PRC_is_infiltrated_by_ROOT = yes
					}
				}
			}
		}
		fire_only_once = yes
		days_remove = 30
		modifier = {
			political_power_gain = -0.5
		}
		cost = 10
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				PRC_ROOT_war_with_controller_of_anti_japan_infiltrated_state = yes
			} {
				factor = 0
				NOT = {
					has_war_with = JAP
				} {
					has_war_with = MEN
				} {
					has_war_with = MAN
				} {
					count_triggers = {
						amount = 2
						609 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						610 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						611 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						612 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						714 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						715 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						761 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
						1043 = {
							PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
						}
					}
				}
			} {
				factor = 25
				count_triggers = {
					amount = 2
					609 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					610 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					611 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					612 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					714 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					715 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					761 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
					1043 = {
						PRC_infiltration_uprising_PREV_will_spawn_troops_in_state = yes
					}
				}
			} {
				factor = 25
				count_triggers = {
					amount = 
# ... (truncated)
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L16
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L16 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^16 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L16
		value = 5000
	} {
		type = support
		id = L16
		value = 5000
	} {
		type = diplo_action_desire
		id = L16
		target = lend_lease
		value = 2000
	}
}
### Entity: Technology
Component: basic_heavy_armor_scheme
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_armor_bb_2 ship_armor_bc_2 ship_armor_cruiser_3
	}
	on_research_complete = {
		custom_effect_tooltip = heavy_armor_advice_tt
	}
	path = {
		leads_to_tech = improved_heavy_armor_scheme
		research_cost_coeff = 1
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 1.25
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = 0
			y = 5
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			OR = {
				tag = ENG JAP USA
			}
		}
	}
	categories = {
		naval_armor naval_equipment bb_tech bc_tech ship_modules_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: prc.75
Constructs: is_triggered_only, add_ideas, add_doctrine_cost_reduction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.75
	title = prc.75.t
	desc = prc.75.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = prc.75.a
		effect_tooltip = {
			add_ideas = PRC_kmt_military_knowledge
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
			country_event = {
				id = prc.75
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_contact_tribes
Constructs: prerequisite, limit, add_war_support, completion_reward, add_popularity, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_contact_tribes
	icon = GFX_goal_JOR_appease_tribes
	x = 1
	y = 1
	cost = 5
	available = {

	}
	prerequisite = {
		focus = AFG_contact_faqir
	}
	relative_position_id = AFG_contact_faqir
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.1
		country_event = {
			id = r56_afghanistan.31
			hours = 12
		}
		custom_effect_tooltip = r56_newline
		effect_tooltip = {
			add_war_support = 0.05
			custom_effect_tooltip = AFG_tribes_contacted_tt AFG_tribal_divs_tt
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.1
				tooltip_side = AFG_tribal_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: r56.news_event.40
Constructs: is_triggered_only, has_war_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.40
	title = r56.news_event.40.t
	desc = r56.news_event.40.desc
	picture = GFX_news_event_romania_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.40.a
		trigger = {
			NOT = {
				has_war_with = ROM
			}
		}
	} {
		name = r56.news_event.40.b
		trigger = {
			has_war_with = ROM
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_balbo_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_balbo_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.1
		tooltip_side = ITA_balbo_side
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_whampoa_military_academy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, every_army_leader, add_planning
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_whampoa_military_academy
	icon = GFX_focus_chi_whampoa_military_academy
	prerequisite = {
		focus = CHI_bureau_of_investigation_and_statistics
	}
	x = 2
	y = 2
	relative_position_id = CHI_military_affairs_commission
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = CHI_whampoa_military_academy
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_lower_class_education
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_lower_class_education
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = POL_leftist_economics
	}
	relative_position_id = POL_leftist_economics
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = {
			POL_lower_class_education_idea
		}
	}
}
### Entity: Unit Template
Component: ITA_REGIONS
Source: game
File: common/units/names_ships/ITA_ship_names.txt

Code:
ITA_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		ITA
	}
	type = ship
	prefix = RN 
	unique = {
		Sardegna Sicilia Lucania Abruzzi Lazio Marche Toscana Emilia Piemonte Venezia Tridentina Venezia Euganea Venezia Giulia Dalmatia
	}
}
### Entity: Scope Reference
Construct: print_operation_tokens
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## print_operation_tokens

Runs a scripted effect on selected scope
### Entity: National Focus
Tree: egy_focus
Component: EGY_continue_the_status_quo
Constructs: prerequisite, add_stability, completion_reward, is_historical_focus_on, add_autonomy_score
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_continue_the_status_quo
	icon = GFX_goal_EGY_monarchy
	relative_position_id = EGY_solidify_british_ties
	x = -2
	y = 1
	cost = 7.2
	mutually_exclusive = {
		focus = EGY_empower_govenor_general
	}
	prerequisite = {
		focus = EGY_solidify_british_ties
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 90
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_autonomy_score = {
			value = 50
			localization = EGY_continue_the_status_quo
		}
		add_stability = 0.05
	}
}