Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: r56_SIK_SOV_is_player_friend
Constructs: has_completed_focus, has_government, is_in_faction, has_opinion, is_ai
Source: game
File: common/ai_strategy/r56_SIK.txt

Code:
r56_SIK_SOV_is_player_friend = {
	allowed = {
		original_tag = SIK
	}
	enable = {
		date = > 1937.1.1
		ROOT = {
			exists = yes
			is_in_faction = no
			has_opinion = {
				target = SOV
				value = > 50
			}
		}
		SOV = {
			exists = yes
			is_ai = no
			has_completed_focus = SOV_the_gobi_gambit
			has_government = ROOT
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = SOV
		value = 999
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_mobilize_the_defenders_of_siam
Constructs: prerequisite, completion_reward, add_manpower, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_mobilize_the_defenders_of_siam
	icon = GFX_focus_generic_home_defense
	x = 0
	y = 1
	relative_position_id = SIA_a_more_moderate_option
	prerequisite = {
		focus = SIA_a_more_moderate_option
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 120000
		add_doctrine_cost_reduction = {
			name = SIA_mobilize_the_defenders_of_siam
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: KHM_mahmut_muhiti
Source: game
File: common/characters/KHM.txt

Code:
KHM_mahmut_muhiti = {
	name = KHM_mahmut_muhiti
	portraits = {
		army = {
			small = gfx/interface/ideas/khm/r56_idea_KHM_advisor_mahmut_muhiti.dds
			large = gfx/leaders/KHM/r56_KHM_Mahmut_Muhiti.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = KHM_mahmut_muhiti
		ledger = army
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_cavalry_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	} {
		slot = political_advisor
		idea_token = KHM_mahmut_muhiti
		allowed = {
			original_tag = KHM
		}
		traits = {
			popular_figurehead
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trait_cautious
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 3
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: Unit Template
Component: PAK
Source: game
File: common/units/names/00_names.txt

Code:
PAK = {
	submarine = {
		prefix = PNS
		generic = {
			Submarine
		}
		unique = {
			Hashmat Hurmat Khalid Saad Hamza Ghazi Hangor Shushuk Mangro
		}
	}
	destroyer = {
		prefix = PNS
		generic = {
			Destroyer
		}
		unique = {
			Shamsher Tippu Sultan Tariq Jhelum Tughril Taimur Badr Zarrar Karrar Larkana Rajshahi Jalalat Shujaat Jurrat Quwwat Azmat Dehshat Munsif Muhafiz Mujahid Nazim Shahjahan Khaibar Dacca Zulfikar
		}
	}
	light_cruiser = {
		prefix = PNS
		generic = {
			Light Cruiser
		}
		unique = {
			Babur Jahangir Humayun Sher Shah Suri Akbar Shah Jahan Aurangzeb Bahadur Shah Furrukhsiyar Rafi Ul-Darjat Muhammad Ibrahim Saif
		}
	}
	heavy_cruiser = {
		prefix = PNS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Babur Jahangir Humayun Sher Shah Suri Akbar Shah Jahan Aurangzeb Bahadur Shah Furrukhsiyar Rafi Ul-Darjat Muhammad Ibrahim Saif
		}
	}
	battle_cruiser = {
		prefix = PNS
		generic = {
			Battlecruiser
		}
		unique = {
			Punjab Mughal Kashmir Afghania Sindh Baluchistan
		}
	}
	battleship = {
		prefix = PNS
		generic = {
			Battleship
		}
		unique = {
			Punjab Mughal Kashmir Afghania Sindh Baluchistan
		}
	}
	carrier = {
		prefix = PNS
		generic = {
			Carrier
		}
		unique = {
			Punjab Mughal Kashmir Afghania Sindh Baluchistan
		}
	}
}
### Entity: Character
Component: TRA_communist_guy
Constructs: has_government
Source: game
File: common/characters/TRA.txt

Code:
TRA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TRA_communist_guy
		allowed = {
			original_tag = TRA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Event
Component: siam.40
Constructs: is_triggered_only, has_completed_focus, limit, fire_only_once, complete_national_focus
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.40
	title = siam.40.t
	desc = siam.40.desc
	picture = GFX_report_event_generic_ruins
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.40.a
		if = {
			limit = {
				has_completed_focus = SIA_reluctant_submission
			}
			uncomplete_national_focus = {
				focus = SIA_reluctant_submission
				uncomplete_children = yes
				refund_political_power = yes
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = SIA_standing_our_ground
				}
			}
			complete_national_focus = SIA_standing_our_ground
		}
	}
}
### Entity: Character
Component: MEN_yonimitsu_kasahara
Source: game
File: common/characters/MEN.txt

Code:
MEN_yonimitsu_kasahara = {
	advisor = {
		slot = high_command
		idea_token = MEN_yonimitsu_kasahara
		ledger = army
		allowed = {
			original_tag = MEN
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MEN_yonimitsu_kasahara
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_take_the_lead_in_africa
Constructs: prerequisite, has_war, add_ideas, add_war_support, completion_reward, is_in_faction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_take_the_lead_in_africa
	icon = GFX_goal_infantry_offensive
	relative_position_id = EGY_commonwealth_research_cooperation
	x = -1
	y = 4
	cost = 10
	available = {
		is_in_faction = yes
		has_war = yes
	}
	prerequisite = {
		focus = EGY_study_british_armor
	} {
		focus = EGY_supply_the_empire
	}
	mutually_exclusive = {
		focus = EGY_prepare_homeland_defense
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		add_ideas = EGY_take_the_lead_in_africa_bonus
	}
}
### Entity: Event
Component: AST_diplomatic_events.29
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.29
	title = AST_diplomatic_events.29.t
	desc = AST_diplomatic_events.29.desc
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.29.a
		add_timed_idea = {
			idea = AST_british_military_construction_aid_idea
			days = 90
		}
	}
}
### Entity: Decision
Component: CZE_skoda_focus_category
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, fire_only_once, remove_effect, set_global_flag, has_dlc
Source: game
File: common/decisions/CZE.txt

Code:
CZE_skoda_focus_category = {
	CZE_build_skoda_office_middle_east = {
		icon = GFX_decision_generic_construction
		visible = {
			has_completed_focus = CZE_expand_skoda_offices
		}
		remove_effect = {
			set_global_flag = CZE_skoda_unlock_middle_east
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				unlock_decision_tooltip = CZE_select_continent_middle_east
			}
			else = {
				custom_effect_tooltip = CZE_ai_nations_more_likely_to_buy_weapons_tt
			}
		}
		days_remove = 120
		modifier = {
			civilian_factory_use = 2
		}
		fire_only_once = yes
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 1
		}
		custom_cost_text = decision_cost_civ_factory_2
	}
	CZE_select_continent_middle_east = {
		priority = 2
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		visible = {
			has_global_flag = CZE_skoda_unlock_middle_east
		}
		remove_effect = {
			set_global_flag = CZE_skoda_selected_middle_east
			clr_global_flag = CZE_skoda_selected_asia CZE_skoda_selected_north_america CZE_skoda_selected_south_america
			clr_country_flag = CZE_little_entente_group_selected
			clear_variable = global.CZE_selling_country
		}
	}
	CZE_build_skoda_office_north_america = {
		icon = GFX_decision_generic_construction
		visible = {
			has_completed_focus = CZE_expand_skoda_offices
		}
		remove_effect = {
			set_global_flag = CZE_skoda_unlock_north_america
			if = {
				limit = {
					NOT = {
						has_dlc = Arms Against Tyranny
					}
				}
				unlock_decision_tooltip = CZE_select_continent_north_america
			}
			else = {
				custom_effect_tooltip = CZE_ai_nations_more_likely_to_buy_weapons_tt
			}
		}
		days_remove = 120
		modifier = {
			civilian_factory_use = 2
		}
		fire_only_once = yes
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 1
		}
		custom_cost_text = decision_cost_civ_factory_2
	}
	CZE_select_continent_north_america = {
		priority = 2
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		visible = {
			has_global_flag = CZE_skoda_unlock_north_america
		}
		remove_effect = {
			set_global_flag = CZE_skoda_selected_north_america
			clr_global_flag = CZE_skoda_selected_asia CZE_skoda_selected_middle_east CZE_skoda_selected_south_america
			clr_country_flag = CZE_little_entente_group_selected
			clear_variable = global.CZE_selling_country
		
# ... (truncated)
### Entity: Idea
Component: VEN_oil_8
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_8 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.2
		local_resources_factor = 0.05
		production_speed_buildings_factor = -0.1
		min_export = 0.15
		trade_opinion_factor = 0.1
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: Event
Component: bftb_turkey.137
Constructs: is_triggered_only, has_government, set_global_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.137
	title = bftb_turkey.137.t
	desc = bftb_turkey.137.desc
	picture = GFX_report_event_tur_menderes_opposition
	is_triggered_only = yes
	option = {
		name = bftb_turkey.137.a
		trigger = {
			has_government = democratic
		}
		TUR = {
			leave_faction = yes
			country_event = {
				id = bftb_turkey.141
				hours = 8
			}
		}
	} {
		name = bftb_turkey.137.b
		trigger = {
			AND = {
				has_government = communism
				NOT = {
					tag = SOV
				}
			}
		}
		TUR = {
			leave_faction = yes
			country_event = {
				id = bftb_turkey.141
				hours = 8
			}
		}
	} {
		name = bftb_turkey.137.c
		trigger = {
			AND = {
				has_government = communism
				tag = SOV
			}
		}
		custom_effect_tooltip = TUR_keeping_turkey_under_observation
		hidden_effect = {
			set_global_flag = TUR_soviets_keeping_eye_on_turkey
		}
	} {
		name = bftb_turkey.137.d
		trigger = {
			has_government = fascism
		}
		custom_effect_tooltip = TUR_keeping_turkey_under_observation
		hidden_effect = {
			set_global_flag = TUR_fascist_faction_leader_keeping_eye_on_turkey
		}
	} {
		name = bftb_turkey.137.e
		trigger = {
			has_government = neutrality
		}
		TUR = {
			leave_faction = yes
			country_event = {
				id = bftb_turkey.141
				hours = 8
			}
		}
	}
}
### Entity: Idea
Component: heinkel
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
heinkel = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_aeronautical_research_institute
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_subject
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_join_allies
	icon = GFX_allies
	x = 1
	y = 1
	relative_position_id = INS_limited_autonomy
	prerequisite = {
		focus = INS_limited_autonomy
	}
	mutually_exclusive = {
		focus = INS_maphilindo
	}
	cost = 10
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 0.5
			OR = {
				ENG = {
					has_capitulated = yes
				}
				FRA = {
					has_capitulated = yes
				}
			}
		} {
			factor = 0
			AND = {
				ENG = {
					has_capitulated = yes
				}
				FRA = {
					has_capitulated = yes
				}
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_torpedoes_focus
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_torpedoes_focus
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = ETH_japanese_navy_focus
	}
	x = 10
	y = 6
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			ahead_reduction = 1
			uses = 1
			category = dd_tech
		}
		navy_experience = 25
		add_ideas = ETH_the_long_lance
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_mountaineer_role
Constructs: has_country_flag, has_army_experience
Source: game
File: common/ai_templates/EAI_mountaineer_role.txt

Code:
EAI_mountaineer_role = {
	role = mountaineer
	upgrade_prio = {
		base = 0
		modifier = {
			add = 1000
			has_army_experience = > 100
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_18_A_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 111
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mountaineers = 9
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_18_B_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 121
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mountaineers = 7
				artillery_brigade = 1
				anti_air_brigade = 1
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
			}
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_18_C_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 131
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mountaineers = 6
				artillery_brigade = 2
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_25_A_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 211
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mountaineers = 11
				artillery_brigade = 1
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
				anti_air = 1
			}
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_25_B_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 221
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinforce_prio = 1
		target_template = {
			regiments = {
				mountaineers = 9
				artillery_brigade = 2
				anti_air_brigade = 1
			}
			support = {
				engineer = 1
				artillery = 1
				anti_tank = 1
				logistics_company = 1
			}
		}
	}
	GENERIC_MOUNTAINEER_TEMPLATE_25_C_REGULAR = {
		enable = {
			has_country_flag = {
				flag = EAI_MOUNTAINEER_TEMPLATE
				value = 231
			}
		}
		upgrade_prio = {
			base = 10
		}
		reinf
# ... (truncated)
### Entity: Character
Component: SKK_palden_namgyal
Constructs: has_government
Source: game
File: common/characters/SKK.txt

Code:
SKK_palden_namgyal = {
	name = Palden Namgyal
	portraits = {
		army = {
			large = gfx/leaders/SKK/r56_portrait_SKK_Palden_Namgyal.dds
			small = GFX_idea_asia_generic_land_2
		}
	}
	corps_commander = {
		traits = {
			politically_connected homeland_connoisseur
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: IRE_aircraft_baldonnel_workshops_organization
Constructs: has_completed_focus, limit, owns_state, is_core_of, has_cosmetic_tag, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/IRE_organization.txt

Code:
IRE_aircraft_baldonnel_workshops_organization = {
	name = Aircraft Baldonnel Workshops
	include = generic_multi_role_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		OR = {
			tag = BRI WLS SCO IRE NIR
		}
	}
	available = {
		owner = {
			OR = {
				tag = IRE NIR
				has_completed_focus = CEL_develop_ireland
			}
			if = {
				limit = {
					OR = {
						original_tag = BRI WLS NIR SCO
					}
				}
				owns_state = 113
				113 = {
					is_core_of = PREV
				}
			}
		}
	}
	visible = {
		FROM = {
			OR = {
				tag = IRE NIR
				has_completed_focus = CEL_develop_ireland
				has_cosmetic_tag = CEL_UNIFIED
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_aircraft_designer
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_ground_attack = 0.02
			naval_strike_attack = 0.02
			air_attack = 0.02
			air_defence = 0.02
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ruler_of_the_inca
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, create_wargoal, annex_everything
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_ruler_of_the_inca
	icon = GFX_focus_CHL_ruler_of_the_inca
	relative_position_id = CHL_a_new_empire_of_brazil
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_a_new_empire_of_brazil
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			PRU = {
				exists = yes
			}
			ECU = {
				exists = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = PRU ECU
	completion_reward = {
		IF = {
			limit = {
				PRU = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PRU
			}
		} {
			limit = {
				ECU = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = ECU
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_swap_to_political_advisors
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_idea, swap_ideas
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_swap_to_political_advisors
	icon = GFX_SOV_swap_to_political_advisors_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_reorganization
	} {
		focus = SOV_lessons_of_war
	}
	x = 3
	y = 1
	relative_position_id = SOV_military_reorganization
	cost = 10
	mutually_exclusive = {
		focus = SOV_keep_commissars_organization SOV_adjoined_battle_priests
	}
	available = {

	}
	bypass = {
		has_completed_focus = SOV_depoliticize_the_military
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_politicized_military
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military
				add_idea = SOV_politicized_military_swap
			}
		}
		else_if = {
			limit = {
				has_idea = SOV_politicized_military_humanism
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military_humanism
				add_idea = SOV_politicized_military_swap_humanism
			}
		} {
			limit = {
				OR = {
					has_government = neutrality fascism
				}
			}
			add_ideas = SOV_politicized_military_swap
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SOV_politicized_military
					add_idea = SOV_politicized_military_swap
				}
			}
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_align_with_the_guion_rojo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_align_with_the_guion_rojo
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_PAR_align_with_the_guion_rojo
	x = 2
	y = 0
	relative_position_id = PAR_ban_the_liberal_party
	prerequisite = {
		focus = PAR_suspend_elections
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_PAR_guion_rojo
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_unthinkable_offensive
Constructs: prerequisite, add_ideas, completion_reward, is_coastal
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_unthinkable_offensive
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = BHU_large_navy BHU_flexible_navy
	} {
		focus = BHU_technological_progress
	}
	relative_position_id = BHU_large_navy
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_ideas = idea_BHU_unthinkable_offensive
	}
}
### Entity: Event
Component: tfv_south_africa.70
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.70
	title = tfv_south_africa.70.t
	desc = tfv_south_africa.70.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		UGA = {
			if = {
				limit = {
					SAF = {
						controls_state = 548
					}
				}
				transfer_state = 548
			}
		}
		SAF = {
			puppet = UGA
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		UGA = {
			if = {
				limit = {
					SAF = {
						controls_state = 548
					}
				}
				transfer_state = 548
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = UGA
		}
	}
}
### Entity: State History
Component: 685
Constructs: add_core_of
Source: game
File: history/states/685-Panama Canal.txt

Code:
state = {
	id = 685
	name = STATE_685
	manpower = 39467
	state_category = enclave
	history = {
		owner = USA
		victory_points = {
			7617 5
		}
		buildings = {
			infrastructure = 2
			air_base = 6
			7617 = {
				naval_base = 3
			}
		}
		add_core_of = PAN
	}
	provinces = {
		7617
	}
	local_supplies = 0.0
}