Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_overthrow_weak_king_old
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_overthrow_weak_king_old
	text = SOV_overthrow_weak_king
	icon = GFX_goal_BUL_divide_yugoslavia
	prerequisite = {
		focus = SOV_incite_a_greek_revolution_old
	}
	mutually_exclusive = {
		focus = SOV_facilitate_a_balkan_federation_old SOV_take_out_tito_old
	}
	x = -2
	y = 1
	relative_position_id = SOV_incite_a_greek_revolution_old
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available_if_capitulated = yes
	available = {
		YUG = {
			NOT = {
				has_government = communism
			}
		}
	}
	bypass = {
		YUG = {
			OR = {
				has_government = communism
				exists = no
			}
		}
	}
	completion_reward = {
		add_political_power = -50
		YUG = {
			add_ideas = SOV_civil_war_ignited
		} {
			start_civil_war = {
				ideology = communism
				size = 0.6
				capital = 106
				states = {
					106 878 803 802 881 108 891
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: GXC
Component: GXC_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GXC - Guangxi.txt

Code:
# Politics & Parties for GXC
set_stability = 0.5
set_war_support = 0.55
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_rebuild_the_ninghai_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_rebuild_the_ninghai_army
	icon = GFX_focus_CHI_meritocratic_principles
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = XSM_solidifying_control
	}
	relative_position_id = XSM_solidifying_control
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		add_ideas = XSM_new_ninghai_army_idea
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = GSM_ma_yuanxiang
		hidden_effect = {
			set_country_flag = XSM_rebuilt_the_ninghai_army_flag
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_STR_aircraft_production_strategies
Constructs: limit, has_country_flag, has_deployed_air_force_size, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_STR_aircraft_production_strategies = {
	if = {
		limit = {
			EAI_STR_aircraft_production = yes
		}
		if = {
			limit = {
				has_deployed_air_force_size = {
					size = < 5000
					type = strategic_bomber
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_STR_aircraft_production_strategy
					}
				}
				set_country_flag = EAI_STR_aircraft_production_strategy
			}
		}
		else_if = {
			limit = {
				has_deployed_air_force_size = {
					size = > 7500
					type = strategic_bomber
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_STR_aircraft_production_strategy
				}
				clr_country_flag = EAI_STR_aircraft_production_strategy
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = EAI_STR_aircraft_production_strategy
		}
		clr_country_flag = EAI_STR_aircraft_production_strategy
	}
}
### Entity: Character
Component: NIC_noel_esto_nino_miranda
Source: game
File: common/characters/NIC.txt

Code:
NIC_noel_esto_nino_miranda = {
	advisor = {
		slot = navy_chief
		idea_token = NIC_noel_esto_nino_miranda
		allowed = {
			original_tag = NIC
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Noel Esto Niño Miranda
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Operation
Component: targeted_sabotage_destroy_bridge
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_destroy_bridge = {
	name = targeted_sabotage_destroy_bridge
	desc = targeted_sabotage_destroy_bridge_desc
	outcome = targeted_sabotage_destroy_bridge_outcome
	picture = GFX_phase_targeted_sabotage_destroy_bridge
	icon = GFX_phase_targeted_sabotage_destroy_bridge_small
	equipment = {
		support_equipment = 500
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rebuild_the_nation_ww
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rebuild_the_nation_ww
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = GER_rally_the_nation
	}
	x = 1
	y = 1
	relative_position_id = GER_rally_the_nation
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_recover_from_the_civil_war_ns
			days = 365
		}
	}
}
### Entity: Country History
Country: ELS
Component: ELS_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/ELS - El Salvador.txt

Code:
# Politics & Parties for ELS
set_war_support = 0.1
set_politics = {
	ruling_party = fascism
	last_election = 1935.1.15
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	fascism = 100
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_reform_flotilla
Constructs: prerequisite, completion_reward, is_controlled_by, is_coastal, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_reform_flotilla
	icon = GFX_goal_generic_admirality
	cost = 10
	ai_will_do = {
		factor = 6
	}
	prerequisite = {
		focus = SWI_build_docks
	} {
		focus = SWI_naval_doc
	}
	available = {
		any_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	x = 47
	y = 1
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SWI_reform_flotilla
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = SWI_reform_flotilla
			bonus = 3
			uses = 1
			category = naval_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BOS_halim_malkoc
Constructs: has_idea
Source: game
File: common/characters/BOS.txt

Code:
BOS_halim_malkoc = {
	name = BOS_halim_malkoc
	portraits = {
		army = {
			small = GFX_idea_BOS_halim_malkoc
			large = gfx/leaders/BOS/r56_portrait_BOS_Halim_Malkoc.dds
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = BOS_halim_malkoc
		ledger = army
		cost = 150
		allowed = {
			original_tag = BOS
		}
		available = {
			NOT = {
				has_idea = BOS_halim_malkoc_high_command
			}
		}
		traits = {
			army_chief_morale_3
		}
		ai_will_do = {
			factor = 25
		}
	} {
		slot = high_command
		idea_token = BOS_halim_malkoc_high_command
		ledger = army
		cost = 100
		allowed = {
			original_tag = BOS
		}
		available = {
			NOT = {
				has_idea = BOS_halim_malkoc
			}
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Escodrion.html

Doc:
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17:30, 22 September 2015 User account Escodrion (Talk | contribs) was created

Retrieved from "http://www.hoi4wiki.com/Special:Log/Escodrion"
### Entity: Event
Component: siam.1
Constructs: is_triggered_only, limit, has_country_leader, add_country_leader_trait
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.1
	title = siam.1.t
	desc = siam.1.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = siam.1.a
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = SIA_phraya_phahon
				}
			}
			add_country_leader_trait = SIA_embroiled_in_political_scandal
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_cons_03a_neut
Constructs: has_completed_focus, has_government, has_country_leader, has_cosmetic_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_cons_03a_neut = {
	OR = {
		tag = AFG ALB ARG BHU CAM CAN CAT GEO GXC IRQ JOR KAR KOR MAL NEP NOA OMA PAK PER SAU SPR SPA SPB SPC SPD SWE TAH UDM VGE XSM YEM
		original_tag = AFG ALB ARG BHU CAM CAN CAT GEO GXC IRQ JOR KAR KOR LIT NEP NOA OMA PAK PER POL SPR SPA SPB SPC SPD SWE TAH UDM VGE XSM YEM
		AND = {
			OR = {
				tag = JAP
				original_tag = JAP
			}
			has_completed_focus = JAP_support_the_kodoha_faction
		} {
			OR = {
				tag = POR
				original_tag = POR
			}
			has_completed_focus = POR_the_return_of_duarte
		} {
			OR = {
				tag = LIT
				original_tag = LIT
			}
			NOT = {
				has_completed_focus = LIT_abolish_the_presidency
			}
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			NOT = {
				OR = {
					has_completed_focus = POL_assemble_the_regency_council
				}
				has_country_leader = {
					character = POL_edward_rydzsmigly
					ruling_only = yes
				}
			}
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			has_cosmetic_tag = POL_SANATION
			has_government = neutrality
		} {
			OR = {
				tag = SWI
				original_tag = SWI
			}
			has_completed_focus = SWI_gotthard_union
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_brotherhood_of_nations
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction_with, is_subject, has_offensive_war, set_faction_name
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_the_brotherhood_of_nations
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = NOR_nordic_joint_defense_focus
	}
	x = 0
	y = 1
	relative_position_id = NOR_nordic_joint_defense_focus
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = DEN SWE FIN
		is_subject = no
		has_offensive_war = no
		NOT = {
			has_war_with = EST IRE
		}
	}
	completion_reward = {
		set_faction_name = NOR_brotherhood_of_nations
		if = {
			limit = {
				EST = {
					is_subject = no
					NOT = {
						has_war_with = NOR
					}
					is_in_faction = no
				}
			}
			EST = {
				country_event = naw_norway.22
			}
		} {
			limit = {
				IRE = {
					is_subject = no
					NOT = {
						has_war_with = NOR
					}
					is_in_faction = no
				}
			}
			IRE = {
				country_event = naw_norway.22
			}
		}
		custom_effect_tooltip = NOR_the_brotherhood_of_nations_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_combined_chiefs_of_staff_representation
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_in_faction_with, has_capitulated, has_legitimacy
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_combined_chiefs_of_staff_representation
	available = {
		is_in_faction_with = ENG USA
		has_war = yes
		OR = {
			has_capitulated = no
			has_legitimacy = > 80
		}
	}
	prerequisite = {
		focus = HOL_request_allied_favors
	} {
		focus = HOL_american_west_indies_protectorate
	}
	icon = GFX_focus_generic_military_academy
	x = 1
	y = 1
	relative_position_id = HOL_request_allied_favors
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = HOL_combined_chiefs_of_staff_representation
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_nukes
Constructs: limit, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_electrical.txt

Code:
EAI_PR_STRATEGIES_nukes = {
	if = {
		limit = {
			EAI_nuclear_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_nukes
		}
		if = {
			limit = {
				tag = USA
			}
			add_to_temp_variable = {
				prio_cat = 500
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:atomic_research
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_underground_revolution
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, unlock_decision_category_tooltip, unlock_decision_tooltip
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_underground_revolution
	icon = GFX_focus_generic_limited_social_mobilization
	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_the_jewel_in_the_crown
			}
		}
	}
	mutually_exclusive = {
		focus = INS_the_jewel_in_the_crown
	}
	x = 0
	y = 0
	offset = {
		x = -74
		y = 0
		trigger = {
			has_completed_focus = INS_underground_revolution
		}
	}
	cost = 0
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		unlock_decision_category_tooltip = INS_revolution_planning_cat
		unlock_decision_tooltip = INS_revolution_planning_hq
		HOL = {
			country_event = {
				id = INS_revolution_events.8
				hours = 2
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_attract_investors
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_attract_investors
	icon = GFX_goal_industrial_investment
	prerequisite = {
		focus = SCO_research_grants
	}
	relative_position_id = SCO_research_grants
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_greater_commonwealth
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_greater_commonwealth
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = LIT_claim_greater_lithuania
	} {
		focus = LIT_claim_prussia
	} {
		focus = LIT_POL_union
	}
	relative_position_id = LIT_claim_prussia
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		controls_state = 96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194 137 5 763 67 66 68 63 834
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = LIT KSH UKR
					state = 96 95 94 207 206 204 241 93 199 201 198 202 203 259 193 225 221 226 197 192 242 243 224 205 223 222 220 240 194 137 5 763 67 66 68 63 834
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Event
Component: political.22
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_dlc
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.22
	title = political.22.t
	desc = political.22.d
	picture = GFX_report_event_worker_protests
	trigger = {
		communism = > 0.7
		num_of_controlled_states = > 1
		NOT = {
			has_government = communism
		} {
			AND = {
				original_tag = USA
				has_dlc = Man the Guns
			}
		} {
			AND = {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = By Blood Alone
				original_tag = SWI
			}
		} {
			AND = {
				has_dlc = Battle for the Bosporus
				OR = {
					original_tag = GRE TUR
				}
			}
		} {
			AND = {
				original_tag = SPR
				has_dlc = La Resistance
			}
		} {
			AND = {
				has_dlc = Arms Against Tyranny
				OR = {
					original_tag = SWE FIN
					AND = {
						original_tag = DEN
						is_subject = yes
					} {
						original_tag = NOR
						NOT = {
							has_country_flag = NOR_included_in_generic_political
						}
					}
				}
			}
		} {
			AND = {
				has_dlc = Trial of Allegiance
				OR = {
					original_tag = BRA ARG
				}
			}
		} {
			AND = {
				has_dlc = Gotterdammerung
				OR = {
					original_tag = AUS BEL
				}
			}
		} {
			AND = {
				has_dlc = Thunder at Our Gates
				OR = {
					original_tag = AST INS SIA
				}
			}
		}
		OR = {
			NOT = {
				tag = CHI
			}
			AND = {
				NOT = {
					country_exists = PRC
				}
				tag = CHI
			}
		}
		has_civil_war = no
		check_has_focus_tree_to_switch_to_communism = yes
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		hidden_effect = {
			remove_ideas = communist_revolutionaries
		}
	}
	option = {
		name = political.22.a
		ai_chance = {
			factor = 0
		}
		start_civil_war = {
			ideology = communism
			size = 0.5
		}
	} {
		name = political.22.b
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				has_government = democratic
			}
			start_civil_war = {
				ruling_party = communism
				ideology = democratic
				size = 0.5
				keep_political_leader = yes
			}
		} {
			limit = {
				has_government = fascism
			}
			start_civil_war = {
				ruling_party = communism
				ideology = fascism
				size = 0.5
				keep_political_leader = yes
			}
		} {
			limit = {
				has_government = neutrality
			}
			start_civil_war = {
				ruling_party = communism
				ideology = neutrality
		
# ... (truncated)
### Entity: Character
Component: HUN_popular_aviator
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_popular_aviator = {
	random = no
	sprite = 13
	stability_factor = 0.05
	experience_gain_air_factor = 0.1
	air_doctrine_cost_factor = -0.15
}
### Entity: Order of Battle
Component: 132nd Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 132nd Division
	location = 9843
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_zhao_dengyu
	}
}
### Entity: AI Strategy
Component: AUS_monarchist_annex_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_dlc, is_subject, is_ai
Source: game
File: common/ai_strategy_plans/AUS_alternate_strategy_plan.txt

Code:
AUS_monarchist_annex_plan = {
	name = Austrian Monarchist Plan - Annexation
	desc = 
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_MONARCHIST_ANNEX
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_MONARCHIST_ANNEX
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
		OR = {
			HUN = {
				has_completed_focus = wuw_HUN_invite_otto_to_the_throne
			} {
				AND = {
					is_ai = no
					has_completed_focus = wuw_HUN_end_the_regency
				}
			}
		}
	}
	ai_national_focuses = {
		AUS_repeal_the_may_constitution AUS_austria_against_fascism AUS_reinstate_the_imperial_council AUS_legacy_of_the_empire AUS_regulate_austrian_finance_sector AUS_economic_resuscitation AUS_devalue_the_schilling AUS_bring_back_the_habsburg_rule AUS_secret_rearmament AUS_militarization_effort AUS_rebellious_rearmament AUS_osterreichische_bundesheer AUS_repeal_the_habsburgergesetz AUS_establish_bohme_plan AUS_intensify_training_efforts AUS_bring_hungary_back_into_the_fold AUS_heeding_the_call_of_duty AUS_invest_in_erzberg_steel_mines AUS_courting_the_princess_of_industry AUS_strengthen_legitimistische_corps AUS_sturmscharen_support AUS_eiserne_legion AUS_strengthen_the_arms_industry AUS_the_czechoslovakian_lands AUS_steyr_arms_investment AUS_osterreichische_akademie AUS_reclaiming_yugoslavian_territories AUS_demand_romanian_lands AUS_integrate_northwest AUS_universitat_graz AUS_for_a_better_future AUS_reclaim_habsburg AUS_reforming_the_central_powers AUS_proclaim_austrian_empire AUS_beyond_our_old_lands
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_domestic_designs
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus, add_mio_funds
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_domestic_designs
	icon = GFX_goal_generic_air_fighter2
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_form_saab
	}
	relative_position_id = SWE_form_saab
	mutually_exclusive = {
		focus = SWE_foreign_designs
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 100
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SWE_domestic_designs
				bonus = 0.75
				uses = 2
				category = plane_modules_tech
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_domestic_designs
				bonus = 0.75
				uses = 1
				category = light_fighter
			}
		}
		mio:SWE_saab_organization = {
			add_mio_funds = 1000
		}
	}
}
### Entity: Scripted Trigger
Component: GER_inner_circle_is_ascension_cd_over
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_inner_circle_is_ascension_cd_over = {
	NOT = {
		has_country_flag = {
			flag = GER_inner_circle_cd_flag
			days = < 175
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_technological_exchange
Constructs: prerequisite, limit, random_country, has_government, has_war_with, completion_reward, cancel_if_invalid, has_country_leader
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_technological_exchange
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = JAP_non_aggression_pact_with_china
	} {
		focus = JAP_create_a_manchurian_imperial_air_force
	}
	x = 1
	y = 1
	relative_position_id = JAP_non_aggression_pact_with_china
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		has_war_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					id = 700
				}
			}
			remove_country_leader_trait = warrior_code
		}
		random_country = {
			limit = {
				original_tag = GER
				has_government = fascism
				is_faction_leader = yes
			}
			if = {
				limit = {
					not = {
						is_in_faction_with = ROOT
					}
				}
				country_event = generic.2
			} {
				limit = {
					OR = {
						has_dlc = Together for Victory Death or Dishonor Waking the Tiger
					}
				}
				add_to_tech_sharing_group = JAP_technological_exchange
				ROOT = {
					add_to_tech_sharing_group = JAP_technological_exchange
				}
			}
		}
	}
}