Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_appear_where_you_are_not_expected
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_appear_where_you_are_not_expected
	icon = GFX_focus_RAJ_circuvment_demobilization_restrictions
	prerequisite = {
		focus = CHI_prepare_the_war_zones
	}
	x = -1
	y = 1
	relative_position_id = CHI_prepare_the_war_zones
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_declare_war_zone_tt
		set_variable = {
			CHI_declared_war_zone_recon_factor_while_entrenched = 0.25
			tooltip = recon_factor_while_entrenched_tt
		}
	}
}
### Entity: Scripted Effect
Component: SAF_german_coup_inf_GER_equipment_200
Constructs: add_equipment_to_stockpile, limit, is_ai, send_equipment, has_equipment, add_manpower
Source: game
File: common/scripted_effects/SAF_german_coup_effects.txt

Code:
SAF_german_coup_inf_GER_equipment_200 = {
	if = {
		limit = {
			is_ai = yes
		}
		effect_tooltip = {
			send_equipment = {
				target = SAF
				type = infantry_equipment_1
				amount = 200
			} {
				target = SAF
				type = artillery_equipment_1
				amount = 10
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
			add_manpower = -1000
			SAF = {
				add_manpower = 1000
			}
		}
		hidden_effect = {
			add_manpower = -1000
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = -200
			} {
				type = artillery_equipment_1
				amount = -10
				producer = GER
			}
			SAF = {
				add_manpower = 1000
				add_equipment_to_stockpile = {
					type = infantry_equipment_1
					amount = 200
					producer = GER
				} {
					type = artillery_equipment_1
					amount = 10
					producer = GER
				}
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
		}
		else = {
			send_equipment = {
				target = SAF
				type = infantry_equipment_1
				amount = 200
			} {
				target = SAF
				type = artillery_equipment_1
				amount = 10
			}
			if = {
				limit = {
					has_equipment = {
						support_equipment_1 = > 19
					}
				}
				send_equipment = {
					target = SAF
					type = support_equipment_1
					amount = 20
				}
			}
			add_manpower = -1000
			SAF = {
				add_manpower = 1000
			}
		}
	}
}
### Entity: Unit Template
Component: TUR_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/HUN_operative_codenames.txt

Code:
TUR_OPERATIVE_CODENAME_HISTORICAL = {
	name = HUN_OPERATIVE_CODENAME
	for_countries = {
		HUN
	}
	type = codename
	fallback_name = Kémkedés %d
	unique = {
		Sas Kerékpár Gulyás Párduc Sakál Cica Parfüm Oregano Dzseki Kék Ón Légnyomásmérő Sütővas Kaktusz Kandalló Baba
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #2
Constructs: division_template
Source: game
File: history/units/r56_chile_minor_uprising.txt

Code:
division = {
	name = Nacistas Militia #2
	location = 650
	division_template = Nacistas
	start_equipment_factor = 1
}
### Entity: Event
Component: ger.renegotiate_versailles.1
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = ger.renegotiate_versailles.1
	title = ger.renegotiate_versailles.1.t
	desc = ger.renegotiate_versailles.1.d
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
		}
		name = ger.renegotiate_versailles.1.a
		diplomatic_relation = {
			country = FROM
			relation = guarantee
			active = yes
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ger_abided_by_versailles
		}
		effect_tooltip = {
			FROM = {
				add_ideas = GER_treaty_of_versailles
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = ger.renegotiate_versailles.2
					hours = 6
				}
			}
		}
	} {
		name = ger.renegotiate_versailles.1.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = ger.renegotiate_versailles.3
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_legacy_of_martinelli
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_legacy_of_martinelli
	icon = GFX_goal_generic_construction_tools
	prerequisite = {
		focus = BRA_R56_expand_the_private_industry
	}
	relative_position_id = BRA_R56_expand_the_private_industry
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_1
			add_idea = bra_eficiencia_2
		}
	}
}
### Entity: Idea
Component: CHI_chinese_unity_4
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_unity_4 = {
	picture = chi_chinese_unity
	name = CHI_chinese_unity_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.2
	}
}
### Entity: Idea
Component: kawanishi_aircraft_company
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
kawanishi_aircraft_company = {
	picture = JAP_kawanishi
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	cost = 150
	modifier = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
}
### Entity: Character
Component: IRQ_max_von_oppenheim
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_max_von_oppenheim = {
	name = IRQ_max_von_oppenheim
	portraits = {
		civilian = {
			small = GFX_portrait_IRQ_max_von_oppenheim_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_max_von_oppenheim
		traits = {
			IRQ_pan_arabist_german
		}
		available = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_high_increase_democratic_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_high_increase_democratic_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.25
		tooltip_side = ITA_democratic_side
	}
}
### Entity: Idea
Component: GER_naval_aviation_patrol_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_naval_aviation_patrol_idea = {
	picture = SWE_marauder_bombers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		naval_strike_targetting_factor = 0.25
		air_nav_efficiency = 0.25
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.15
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			naval_strike_attack = 0.15
			instant = yes
		}
	}
}
### Entity: Name List
Component: LBV
Source: game
File: common/names/00_names.txt

Code:
LBV = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Robur Gino Giri
	}
}
### Entity: Event
Component: austria.114
Constructs: is_triggered_only, add_stability, add_popularity, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.114
	title = austria.114.t
	desc = austria.114.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = austria.114.a
	} {
		name = austria.114.b
		add_popularity = {
			ideology = AUS
			popularity = -0.1
		}
		add_stability = -0.05
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_civil_wars = no
			end_wars = no
		}
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Order of Battle
Component: Home Command
Source: game
File: history/units/ENG_1936_naval_mtg.txt

Code:
fleet = {
	name = Home Command
	naval_base = 11064
	task_force = {
		name = Home Fleet
		location = 11064
		ship = {
			name = HMS Furious
			definition = carrier
			start_experience_factor = 0.25
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Courageous Class
				}
			}
		} {
			name = HMS Nelson
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_2 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Rodney
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_2 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Royal Oak
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Royal Sovereign
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Ramillies
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Hood
			pride_of_the_fleet = yes
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Admiral Class
				}
			}
		} {
			name = HMS Repulse
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Renown
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Norfolk
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Calcutta
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owne
# ... (truncated)
### Entity: Decision
Component: BUL_dominance_in_the_seas
Constructs: has_completed_focus, has_war, limit, add_war_support, is_major, add_stability, fire_only_once, is_subject_of
Source: game
File: common/decisions/BUL.txt

Code:
BUL_dominance_in_the_seas = {
	BUL_dominance_in_the_black_sea_mission = {
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 0
			modifier = {
				add = 0.01
				is_major = yes
				OR = {
					has_war = no
					alliance_strength_ratio = > 1
				}
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				any_state = {
					BUL_state_is_in_the_black_sea = yes
					controller = {
						NOT = {
							OR = {
								tag = ROOT
								is_subject_of = ROOT
								is_in_faction_with = ROOT
							}
						}
					}
				}
			}
		}
		activation = {
			has_completed_focus = BUL_dominance_in_the_black_sea
		}
		visible = {
			has_completed_focus = BUL_dominance_in_the_black_sea
		}
		highlight_states = {
			highlight_states_trigger = {
				BUL_state_is_in_the_black_sea = yes
				controller = {
					NOT = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
		days_mission_timeout = 730
		fire_only_once = yes
		is_good = no
		timeout_effect = {
			set_country_flag = BUL_black_sea_mission_failure_flag
			add_stability = -0.1
			add_war_support = -0.1
			every_state = {
				limit = {
					has_state_flag = BUL_dominance_in_the_seas_claim_flag
				}
				remove_claim_by = ROOT
				clr_state_flag = BUL_dominance_in_the_seas_claim_flag
			}
			BUL_add_weakened_prussia_of_the_balkans_ns = yes
			mark_focus_tree_layout_dirty = yes
		}
		complete_effect = {
			set_country_flag = BUL_black_sea_mission_success_flag
			add_stability = 0.1
			add_war_support = 0.1
			if = {
				limit = {
					has_idea = BUL_supremacy_on_the_bosporus
				}
				modify_timed_idea = {
					idea = BUL_supremacy_on_the_bosporus
					days = 180
				}
			}
			BUL_add_improved_prussia_of_the_balkans_ns = yes
			mark_focus_tree_layout_dirty = yes
		}
	}
	BUL_dominance_in_the_aegean_sea_mission = {
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 0
			modifier = {
				add = 0.01
				is_major = yes
				OR = {
					has_war = no
					alliance_strength_ratio = > 1
				}
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				any_state = {
					BUL_state_is_in_the_aegean_sea = yes
					controller = {
						NOT = {
							OR = {
								tag = ROOT
								is_subject_of = ROOT
								is_in_faction_with = ROOT
							}
						}
					}
				}
			}
		}
		activation = {
			ha
# ... (truncated)
### Entity: National Focus
Tree: cub_focus
Component: CUB_victory_for_garcia_menocal
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_victory_for_garcia_menocal
	icon = GFX_goal_cuba_victory_for_garcia_menocal
	cost = 10
	prerequisite = {
		focus = CUB_results_of_the_presidential_election
	}
	mutually_exclusive = {
		focus = CUB_victory_for_gomez
	}
	relative_position_id = CUB_results_of_the_presidential_election
	x = 10
	y = 1
	available = {
		has_country_flag = garcia_menocal_inaugurated_flag
	}
	bypass = {
		has_country_flag = garcia_menocal_inaugurated_flag
	}
	completion_reward = {
		custom_effect_tooltip = CUB_president_inaugurated_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_uranium_mining
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_uranium_mining
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = AST_expand_the_northern_railway
	} {
		focus = AST_australian_arms_production
	}
	x = 1
	y = 5
	relative_position_id = AST_standard_gauge_railway
	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_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = AST_uranium_mining
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.15
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = AST_uranium_mining
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.05_south
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.05_south
	title = BBA_italy_missiolinis.05_south.t
	desc = BBA_italy_missiolinis.05_south.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.05_south.a
		ai_chance = {
			base = 10
		}
		ITA_missiolini_progress_in_ethiopia_success_effect = yes
	}
}
### Entity: Character
Component: MRT_awt
Source: game
File: common/characters/MRT.txt

Code:
MRT_awt = {
	advisor = {
		slot = theorist
		idea_token = MRT_awt
		ledger = air
		allowed = {
			original_tag = MRT
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: AFG_gold_mining
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_gold_mining = {
	picture = generic_exploit_mines
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Cruisers
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Cruisers
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = GEN_Battleship GEN_Carrier
	}
	x = 1
	y = 1
	relative_position_id = GEN_Battleship
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = ca_tech
		} {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Doctrine
Component: flying_batteries
Constructs: xp_cost, has_dlc, has_tech, add_tech_bonus
Source: game
File: common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt

Code:
flying_batteries = {
	track = combat_support
	name = SUBDOCTRINE_FLYING_BATTERIES
	description = SUBDOCTRINE_FLYING_BATTERIES_DESC
	icon = GFX_doctrine_flying_batteries_medium
	xp_cost = 100
	xp_type = army
	available = {

	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_tech = rocket_artillery
			}
		}
	}
	effect = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = rocketry
			name = SUBDOCTRINE_FLYING_BATTERIES
		}
	}
	category_line_artillery = {
		soft_attack = 0.1
	}
	rewards = {
		deployment_drills = {
			mot_rocket_artillery_brigade = {
				max_organisation = 10
			}
			motorized_rocket_brigade = {
				max_organisation = 10
			}
			mot_artillery_brigade = {
				max_organisation = 10
			}
			mot_fire_support = {
				max_organisation = 10
				soft_attack = 0.1
			}
		}
		counter_battery_tasks = {
			recon = {
				battalion_mult = {
					category = category_line_artillery
					soft_attack = 0.05
					defense = 0.1
				}
				recon = 0.25
			}
			mot_recon = {
				battalion_mult = {
					category = category_line_artillery
					soft_attack = 0.05
					defense = 0.1
				}
				recon = 0.25
			}
		}
		ballistics_corrections = {
			armored_signal = {
				battalion_mult = {
					category = category_line_artillery
					supply_consumption = -0.01
					add = yes
				} {
					category = category_line_artillery
					initiative = 0.02
				}
			}
		}
		mobile_barrages = {
			category_line_artillery = {
				default_morale = 0.05
				breakthrough = 0.05
			}
		}
		wide_dispersal_positions = {
			mot_rocket_artillery_brigade = {
				max_organisation = 10
			}
			motorized_rocket_brigade = {
				max_organisation = 10
			}
			mot_artillery_brigade = {
				max_organisation = 10
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_constitutional_referendumm
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_constitutional_referendumm
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = EST_election_boycotts
	}
	relative_position_id = EST_election_boycotts
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_country_flag = EST_mae_flag
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = EST_mae_tt
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_lease_british_planes_old
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_lease_british_planes_old
	text = SOV_lease_british_planes
	icon = GFX_goal_fighters_uk
	prerequisite = {
		focus = SOV_purchase_allied_weaponry_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_purchase_allied_weaponry_old
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_war_with = GER
			}
		}
	}
	available = {
		ENG = {
			exists = yes
			NOT = {
				has_war_with = SOV
			}
		}
	}
	available_if_capitulated = yes
	cancel_if_invalid = no
	continue_if_invalid = yes
	bypass = {

	}
	completion_reward = {
		ENG = {
			country_event = lar_arms_purchases.1
		}
		custom_effect_tooltip = if_they_accept_tt
		unlock_decision_tooltip = SOV_order_fighters_in_ENG SOV_order_bombers_in_ENG
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_panislamism
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, set_rule, create_faction_from_template
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_panislamism
	icon = GFX_goal_PAL_panislamism
	prerequisite = {
		focus = PAL_grand_jihad
	}
	x = 0
	y = 1
	relative_position_id = PAL_grand_jihad
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		} {
			can_join_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_AFG_united_islamic_world_faction
			name = al_khilafah_al_islamiyyah_faction
		}
	}
}
### Entity: Character
Component: ENG_louis_mountbatten
Constructs: has_completed_focus
Source: game
File: common/characters/ENG.txt

Code:
ENG_louis_mountbatten = {
	name = ENG_louis_mountbatten
	portraits = {
		army = {
			small = GFX_idea_louis_mountbatten
		}
	}
	advisor = {
		slot = high_command
		idea_token = louis_mountbatten
		ledger = army
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			navy_amphibious_assault_3
		}
		cost = 200
		ai_will_do = {
			base = 1.0
		}
	}
}