Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_japan_popup_events.28
Constructs: is_triggered_only, ai_chance, limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier, set_state_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.28
	title = SEA_japan_popup_events.28.t
	desc = SEA_japan_popup_events.28.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = SEA_japan_popup_events.28.a
		ai_chance = {
			base = 50
		}
		trigger = {
			536 = {
				NOT = {
					has_dynamic_modifier = {
						modifier = JAP_state_infiltrated_by_the_jcp
					}
				}
			}
		}
		IF = {
			limit = {
				536 = {
					NOT = {
						has_dynamic_modifier = {
							modifier = JAP_state_infiltrated_by_the_jcp
						}
					}
				}
			}
			536 = {
				IF = {
					limit = {
						has_dynamic_modifier = {
							modifier = JAP_state_under_army_control
						}
					}
					remove_dynamic_modifier = {
						modifier = JAP_state_under_army_control
					}
				} {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = JAP_state_under_rebel_control
							}
						}
					}
					add_dynamic_modifier = {
						modifier = JAP_state_under_rebel_control
					}
				}
				add_dynamic_modifier = {
					modifier = JAP_state_infiltrated_by_the_jcp
				}
				set_state_flag = JAP_communists_chose_this_state_as_headquarters_flag
			}
		}
	} {
		name = SEA_japan_popup_events.28.b
		ai_chance = {
			base = 30
		}
		trigger = {
			530 = {
				NOT = {
					has_dynamic_modifier = {
						modifier = JAP_state_infiltrated_by_the_jcp
					}
				}
			}
		}
		IF = {
			limit = {
				530 = {
					NOT = {
						has_dynamic_modifier = {
							modifier = JAP_state_infiltrated_by_the_jcp
						}
					}
				}
			}
			530 = {
				IF = {
					limit = {
						has_dynamic_modifier = {
							modifier = JAP_state_under_army_control
						}
					}
					remove_dynamic_modifier = {
						modifier = JAP_state_under_army_control
					}
				} {
					limit = {
						NOT = {
							has_dynamic_modifier = {
								modifier = JAP_state_under_rebel_control
							}
						}
					}
					add_dynamic_modifier = {
						modifier = JAP_state_under_rebel_control
					}
				}
				add_dynamic_modifier = {
					modifier = JAP_state_infiltrated_by_the_jcp
				}
				set_state_flag = JAP_communists_chose_this_state_as_headquarters_flag
			}
		}
	} {
		name = SEA_japan_popup_events.28.c
		ai_chance = {
			base = 20
		}
		trigger = {
			1018 = {
				NOT = {
					has_dynamic_modifier = {
						modifier = JAP_state_infiltrated_by_the_jcp
					}
				}
			}
		}
		IF = {
			l
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_trinec_ironworks
Constructs: prerequisite, limit, completion_reward, has_tech, has_full_control_of_state, cancel_if_invalid, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_trinec_ironworks
	icon = GFX_focus_CZE_trinec_ironwork
	prerequisite = {
		focus = CZE_bolster_domestic_construction CZE_joint_stock_schemes
	}
	relative_position_id = CZE_bolster_domestic_construction
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = construction2
		has_full_control_of_state = 72
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				72
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		show_ideas_tooltip = CZE_trinec_ironworks
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: Armenian_question_category
Constructs: owns_state, has_war_with, is_major, is_subject, is_on_continent
Source: game
File: common/decisions/categories/ARM_decision_categories.txt

Code:
Armenian_question_category = {
	allowed = {
		NOT = {
			original_tag = TUR SOV
		}
	}
	visible = {
		any_country = {
			owns_state = 230
			has_war_with = ROOT
			NOT = {
				original_tag = ARM
			}
		}
		is_major = yes
		is_subject = no
		OR = {
			capital_scope = {
				is_on_continent = europe
			}
			original_tag = CAN USA SAF AST NZL PER LEB KUR
		}
	}
	icon = generic_independence
	picture = GFX_decision_cat_Armenian_question_category
}
### Entity: Order of Battle
Component: Banda Indigena Irregolare
Constructs: division_template, is_locked, force_allow_recruiting
Source: game
File: history/units/AOI_1936.txt

Code:
division_template = {
	name = Banda Indigena Irregolare
	division_names_group = ITA_COL_02
	override_model = ITA_irregular_infantry_alt_1_entity
	is_locked = yes
	template_counter = 66
	force_allow_recruiting = yes
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: National Focus
Component: armor_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = armor_effort
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = mechanization_effort
	}
	x = 0
	y = 2
	relative_position_id = mechanization_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 2
			category = armor
		}
	}
}
### Entity: Scripted Effect
Component: ITA_set_RSI_overlord_effect
Constructs: set_country_flag, set_variable
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_RSI_overlord_effect = {
	set_country_flag = ITA_rsi_overlord_flag
	ROOT = {
		set_variable = {
			ITA_rsi_overlord = PREV
		}
	}
}
### Entity: Modifier Reference
Component: NORDIC_communist_alliance_leader_dmod
Constructs: research_speed_factor, remove_trigger, communism_drift
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_communist_alliance_leader_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NORDIC_northern_union
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	communism_drift = 0.025
	weekly_manpower = 350
	dig_in_speed_factor = -0.15
	production_factory_max_efficiency_factor = NORDIC_communist_alliance_leader_dmod_max_eff
	max_planning_factor = NORDIC_communist_alliance_leader_dmod_max_planning
	research_speed_factor = NORDIC_communist_alliance_leader_dmod_research
	production_lack_of_resource_penalty_factor = NORDIC_communist_alliance_leader_dmod_resource_penalty
}
### Entity: Event
Component: france.34
Constructs: is_triggered_only, is_in_faction_with, is_subject_of
Source: game
File: events/France.txt

Code:
news_event = {
	id = france.34
	title = france.34.title
	desc = france.34.desc
	picture = GFX_news_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		name = france.34.a
		trigger = {
			OR = {
				tag = ENG FRA
				is_in_faction_with = ENG
				is_subject_of = ENG
			}
		}
	} {
		name = france.34.b
		trigger = {
			NOT = {
				OR = {
					tag = ENG FRA
					is_in_faction_with = ENG
					is_subject_of = ENG
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_Civilian_Two
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Civilian_Two
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = SUD_Civilian_One
	}
	text = GEN_improve_civilian_industry_capacity
	x = 0
	y = 1
	relative_position_id = SUD_Civilian_One
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		has_tech = construction2
		num_of_controlled_states = > 0
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = SUD_Civilian_Two_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = SUD_Civilian_Two_1
		}
		if = {
			limit = {
				original_tag = HUN
			}
			unlock_decision_category_tooltip = HUN_gyor_program_decision_category
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_tactical_flexibility
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_tactical_flexibility = {
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/KPA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = KOR
		}
		requested_factories = 1
		progress = 0.79
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = KOR
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = KOR
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = KOR
		}
		requested_factories = 1
		progress = 0.79
		efficiency = 100
	}
}
### Entity: Modifier Reference
Component: CZE_enemy_intelligence_collaborators
Constructs: remove_trigger, has_capitulated, is_controlled_by
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_enemy_intelligence_collaborators = {
	enable = {
		always = yes
	}
	icon = GFX_MODIFIER_STRAT_BOMBING_VISIBILITY
	remove_trigger = {
		CZE = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					any_core_state = {
						is_controlled_by = PREV
					}
				}
			}
		}
	}
	local_intel_to_enemies = 0.25
	enemy_intel_network_gain_factor_over_occupied_tag = 0.25
	enemy_operative_detection_chance_factor_over_occupied_tag = -0.25
	state_repair_speed_infrastructure_factor = -0.25
	state_repair_speed_supply_node_factor = -0.25
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_48
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_48 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 48
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_rocket_research
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_rocket_research
	icon = GFX_goal_generic_rocket_artillery
	prerequisite = {
		focus = PAL_artillery_developments
	}
	x = -1
	y = 1
	cost = 5
	relative_position_id = PAL_artillery_developments
	completion_reward = {
		add_tech_bonus = {
			name = PAL_rocket_research
			bonus = 0.25
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_rocket_idea
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_new_cannon_developments
Constructs: prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_new_cannon_developments
	icon = GFX_victor
	prerequisite = {
		focus = TUR_continue_importing_western_designs
	}
	x = -1
	y = 1
	relative_position_id = TUR_continue_importing_western_designs
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_doctrine_cost_reduction = {
				name = TUR_new_cannon_developments
				cost_reduction = 0.4
				uses = 2
				category = air_doctrine
			}
			add_tech_bonus = {
				name = TUR_new_cannon_developments
				bonus = 1.0
				uses = 1
				technology = aa_hmg aa_cannon_1 aa_cannon_2 aa_cannon_3
			}
			else = {
				air_experience = 50
				add_tech_bonus = {
					name = TUR_new_cannon_developments
					bonus = 1
					uses = 1
					category = light_fighter
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: MEX_left_wing_paramilitaries
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/mexico.txt

Code:
MEX_left_wing_paramilitaries = {
	picture = MEX_revolutionary_army
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = communism neutrality
		}
	}
	modifier = {
		military_leader_cost_factor = 0.5
		max_command_power = 20
		communism_drift = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Military Industrial Organization
Component: INS_nakajima_organization
Constructs: has_completed_focus, has_war_with, has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_nakajima_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_INS_nakajima
	allowed = {
		tag = INS
		has_dlc = Arms Against Tyranny
	}
	available = {
		owner = {
			has_completed_focus = INS_invite_foreign_investors
			NOT = {
				has_war_with = JAP
			}
		}
	}
	visible = {

	}
}
### Entity: Idea
Component: hitachi_arms_department
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
hitachi_arms_department = {
	picture = JAP_hitachi_arms
	available = {

	}
	ai_will_do = {
		base = 1
	}
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		assault_gun_manufacturer
	}
}
### Entity: Scripted Effect
Component: EAI_calculate_reserve_mp_ratio
Constructs: limit, has_country_flag, set_temp_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_calculate_reserve_mp_ratio = {
	set_temp_variable = {
		reserve_mp_ratio = manpower_k
	}
	if = {
		limit = {
			check_variable = {
				deployed_army_manpower_k = > 0
			}
		}
		divide_temp_variable = {
			reserve_mp_ratio = deployed_army_manpower_k
		}
	} {
		limit = {
			has_country_flag = EAI_equipment_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | EQUIPMENT: EAI_reserve_mp_ratio = [?EAI_reserve_mp_ratio|%0]
	}
	else = {
		set_temp_variable = {
			reserve_mp_ratio = 1
		}
	}
	set_variable = {
		EAI_reserve_mp_ratio = reserve_mp_ratio
	}
}
### Entity: Character
Component: POL_tank_manufacturer_2
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_tank_manufacturer_2 = {
	random = no
	equipment_bonus = {
		armor = {
			maximum_speed = 0.05
			armor_value = 0.05
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SPA_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.8
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.8
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_buy_canal
Constructs: prerequisite, has_war, completion_reward, has_opinion, has_equipment
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_buy_canal
	icon = GFX_focus_ARG_crackdown_on_corruption
	available = {
		ROOT = {
			controls_state = 316
		}
		USA = {
			has_opinion = {
				target = ROOT
				value = > 59
			}
			controls_state = 685
		}
		has_equipment = {
			convoy = > 100
		}
	}
	prerequisite = {
		focus = HON_take_costa_rica
	}
	relative_position_id = HON_take_costa_rica
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			strength_ratio = {
				tag = USA
				ratio = > 0.5
			}
		} {
			factor = 0.1
			has_war = yes
		}
	}
	x = -2
	y = 1
	cost = 5
	completion_reward = {
		USA = {
			country_event = {
				id = hon.19
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: himalaya_tibet.9
Constructs: is_triggered_only, fire_only_once, unlock_decision_tooltip
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.9
	title = himalaya_tibet.9.t
	desc = himalaya_tibet.9.desc
	picture = GFX_report_event_potala
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.9.a
		unlock_decision_tooltip = TIB_search_dalai_lama TIB_request_permission_to_search
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_study_foreign_built_ships
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_study_foreign_built_ships
	icon = GFX_focus_ger_accept_british_naval_dominance
	prerequisite = {
		focus = POL_develop_polish_ship_building POL_clamp_down_on_danzig
	}
	x = 1
	y = 1
	cost = 10
	relative_position_id = POL_develop_polish_ship_building
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_study_foreign_built_ships
			bonus = 0.75
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: Event
Component: south_american_news.1
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.1
	title = south_american_news.1.t
	desc = south_american_news.1.d
	picture = GFX_news_event_034
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.1.a
		trigger = {
			NOT = {
				OR = {
					TAG = PRU ECU
				}
			}
		}
	} {
		name = south_american_news.1.b
		trigger = {
			TAG = PRU
		}
	} {
		name = south_american_news.1.c
		trigger = {
			TAG = ECU
		}
	}
}
### Entity: Character
Component: BRD_aa2
Source: game
File: common/characters/BRD.txt

Code:
BRD_aa2 = {
	advisor = {
		slot = high_command
		idea_token = BRD_aa2
		ledger = army
		allowed = {
			original_tag = BRD
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: State History
Component: 1066
Constructs: add_core_of
Source: game
File: history/states/1066 - Mekong Delta.txt

Code:
state = {
	id = 1066
	name = STATE_1066
	resources = {
		rubber = 33
	}
	manpower = 3245000
	buildings_max_level_factor = 1.0
	state_category = town
	history = {
		owner = FRA
		add_core_of = VIN
		victory_points = {
			4401 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
			4401 = {
				naval_base = 4
			}
		}
	}
	provinces = {
		1396 1423 4223 4284 4341 4401 7238 7303 7331 7347 10261 12133 12232
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_reduce_unneccessary_expenditure
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_reduce_unneccessary_expenditure
	icon = GFX_focus_generic_reduce_unneccessary_expenditure
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_national_fiscal_policy
	}
	relative_position_id = PHI_national_fiscal_policy
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt generic_skip_one_line_tt PHI_focus_time_reduced_T1_tt
		add_to_variable = {
			PHI_the_great_depression_political_power_gain = 0.15
			tooltip = political_power_gain_tt
		} {
			PHI_the_great_depression_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
		hidden_effect = {
			PHI_central_focuses_done_T1 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_isaias_angarita
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_isaias_angarita
	icon = GFX_goal_isaias_angarita
	x = -4
	y = 1
	relative_position_id = VEN_1935_elections
	cost = 5
	available = {
		has_country_flag = VEN_angarita
	}
	prerequisite = {
		focus = VEN_1935_elections
	}
	mutually_exclusive = {
		focus = VEN_eleazar_contreras VEN_marcos_jimenez VEN_new_republic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.21
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_appropriate_the_means_of_production
Constructs: prerequisite, completion_reward, has_global_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_appropriate_the_means_of_production
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_regional_defense_council_of_aragon
	}
	icon = GFX_focus_generic_support_the_left_right
	x = -1
	y = 1
	relative_position_id = SPR_regional_defense_council_of_aragon
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = SPR_anarchist_society_1
			add_idea = SPR_anarchist_society_2
		}
	}
}