Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: egy_focus
Component: EGY_reestablish_the_ottoman_alliance
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reestablish_the_ottoman_alliance
	icon = GFX_focus_TUR_pivot_to_the_past
	relative_position_id = EGY_intervene_in_the_turkish_civil_war
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		TUR = {
			if = {
				limit = {
					has_global_flag = tur_bftb_focus_tree
				}
				has_completed_focus = TUR_pivot_to_the_past
			}
			else = {
				has_completed_focus = TUR_overthrow_inonus_government
			}
		}
	}
	prerequisite = {
		focus = EGY_intervene_in_the_turkish_civil_war
	}
	bypass = {
		has_war_with = TUR
		TUR = {
			exists = no
			NOT = {
				has_government = neutrality
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		TUR = {
			add_opinion_modifier = {
				target = EGY
				modifier = huge_increase
			}
		}
		if = {
			limit = {
				TUR = {
					OR = {
						has_completed_focus = TUR_pivot_to_the_past TUR_overthrow_inonus_government
					}
					is_faction_leader = yes
				}
			}
			TUR = {
				country_event = generic.2
			}
		}
		else = {
			effect_tooltip = {
				TUR = {
					country_event = generic.2
				}
			}
		}
		add_ai_strategy = {
			type = alliance
			id = TUR
			value = 200
		}
	}
}
### Entity: Character
Component: GXC_huo_duyi
Source: game
File: common/characters/GXC.txt

Code:
GXC_huo_duyi = {
	name = GXC_huo_duyi
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = GXC_huo_duyi
		allowed = {
			original_tag = GXC
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: FIN
Component: FIN_army
Constructs: set_oob
Source: game
File: history/countries/FIN - Finland.txt

Code:
# OOB & Army Setup for FIN
set_oob = FIN_1936
### Entity: National Focus
Tree: nor_focus
Component: NOR_bring_back_quisling
Constructs: prerequisite, completion_reward, remove_country_leader_trait, add_country_leader_trait, set_portraits
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_bring_back_quisling
	icon = GFX_focus_NOR_bring_back_quisling
	prerequisite = {
		focus = NOR_norwegian_reichsprotectorate
	}
	mutually_exclusive = {
		focus = NOR_jonas_lie_coup
	}
	x = 1
	y = 1
	relative_position_id = NOR_norwegian_reichsprotectorate
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		promote_character = {
			character = NOR_vidkun_quisling
			ideology = fascism_ideology
		}
		NOR_vidkun_quisling = {
			remove_country_leader_trait = NOR_fascist_lackey
			add_country_leader_trait = NOR_fascist_dilettante
			set_portraits = {
				army = {
					large = GFX_portrait_NOR_vidkun_quisling_2
				}
				civilian = {
					large = GFX_portrait_NOR_vidkun_quisling_2
				}
			}
		}
	}
}
### Entity: Character
Component: CHL_gustavo_ross_santa_maria
Constructs: has_completed_focus, has_government, has_dlc, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_gustavo_ross_santa_maria = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_gustavo_ross_santa_maria
			allowed = {
				original_tag = CHL
			}
			traits = {
				JUNO_minister_of_finance
			}
			available = {
				OR = {
					has_government = democratic neutrality
				}
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				} {
					has_country_leader = {
						ruling_only = yes
						character = CHL_gustavo_ross_santa_maria
					}
				}
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism fascism
					}
				}
			}
		}
		name = CHL_gustavo_ross_santa_maria
		portraits = {
			civilian = {
				large = GFX_portrait_CHL_gustavo_ross_santa_maria
				small = GFX_portrait_CHL_gustavo_ross_santa_maria_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_gustavo_ross_santa_maria
			allowed = {
				original_tag = CHL
			}
			traits = {
				armaments_organizer
			}
		}
		name = CHL_gustavo_ross_santa_maria
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_1
			}
		}
	}
}
### Entity: Event
Component: turkey.141
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.141
	title = turkey.141.t
	desc = turkey.141.d
	picture = GFX_report_event_tur_sultan_in_istanbul
	is_triggered_only = yes
	option = {
		name = turkey.141.a
		add_to_faction = TUR
		TUR = {
			country_event = {
				id = turkey.142
				days = 1
			}
		}
		ai_chance = {
			base = 50
		}
	} {
		name = turkey.141.b
		TUR = {
			country_event = {
				id = turkey.143
				days = 1
			}
		}
		ai_chance = {
			base = 20
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_develop_domestic_aircraft_industry
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_develop_domestic_aircraft_industry
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = PHI_expand_airbases
	}
	relative_position_id = PHI_expand_airbases
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					has_completed_focus = PHI_align_with_japan
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				every_military_industrial_organization = {
					limit = {
						is_military_industrial_organization = JAP_mitsubishi_organization
					}
					add_mio_size = 1
				}
			}
			else_if = {
				limit = {
					OR = {
						has_completed_focus = PHI_align_with_the_usa PHI_declare_military_emergency
					}
				}
				every_military_industrial_organization = {
					limit = {
						OR = {
							is_military_industrial_organization = USA_north_american_aviation_organization USA_lockheed_organization
						}
					}
					add_mio_size = 1
				}
			}
			else = {
				effect_tooltip = {
					custom_effect_tooltip = PHI_if_align_with_japan_tt generic_skip_one_line_tt PHI_if_align_with_the_usa_tt
					every_military_industrial_organization = {
						limit = {
							is_military_industrial_organization = JAP_mitsubishi_organization
						}
						add_mio_size = 1
					} {
						limit = {
							OR = {
								is_military_industrial_organization = USA_north_american_aviation_organization USA_lockheed_organization
							}
						}
						add_mio_size = 1
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: expert_code_cracker
Source: game
File: common/country_leader/00_traits.txt

Code:
expert_code_cracker = {
	random = no
	sprite = 15
	decryption_power = 10
}
### Entity: National Focus
Component: manchukuo_focus
Constructs: shared_focus, division_template, prerequisite, limit, add_ideas, remove_ideas, every_country, has_war_with
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus_tree = {
	id = manchukuo_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = MAN
			has_dlc = Waking the Tiger
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1600
	}
	focus = {
		id = MAN_pacify_the_countryside
		icon = GFX_goal_generic_major_war
		x = 6
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		completion_reward = {
			unlock_decision_category_tooltip = MAN_banditry_category
			set_variable = {
				MAN_maintain_control_timer = 180
			}
			custom_effect_tooltip = MAN_pacify_the_countryside_effect_tooltip
		}
	} {
		id = MAN_army_modernization
		icon = GFX_focus_JAP_strenghten_manchukuo_imperial_army
		prerequisite = {
			focus = MAN_pacify_the_countryside
		}
		x = -2
		y = 1
		relative_position_id = MAN_pacify_the_countryside
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 30
		}
	} {
		id = MAN_mukden_military_academy
		icon = GFX_goal_generic_position_armies
		prerequisite = {
			focus = MAN_army_modernization
		}
		x = 0
		y = 1
		relative_position_id = MAN_army_modernization
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			add_ideas = MAN_mukden_military_academy
		}
	} {
		id = MAN_invite_japanese_settlers
		icon = GFX_goal_generic_construct_civilian
		prerequisite = {
			focus = MAN_pacify_the_countryside
		}
		x = 0
		y = 1
		relative_position_id = MAN_pacify_the_countryside
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {
			NOT = {
				has_idea = MAN_banditry
			} {
				has_war_with = JAP
			}
		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		complete_tooltip = {
			every_state = {
				limit = {
					has_state_flag = MAN_invite_japanese_settlers_2IC
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		completion_reward 
# ... (truncated)
### Entity: Event
Component: r56_usa.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, remove_ideas, add_war_support, has_country_flag
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.8
	title = r56_usa.8.t
	desc = r56_usa.8.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1956.1.1 < 1957.1.1
		has_country_leader = {
			name = Adlai Stevenson
			ruling_only = yes
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = r56_usa.8.a
		ai_chance = {
			base = 50
			modifier = {
				OR = {
					has_game_rule = {
						rule = USA_ai_behavior
						option = FASCIST
					}
					has_country_flag = USA_AI_RANDOM_FASCIST
				}
				factor = 0
			}
		}
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = r56_usa.8.b
		ai_chance = {
			base = 50
		}
		remove_ideas = new_deal
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		add_political_power = 120
		add_war_support = 0.1
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Richard Nixon
			picture = gfx/leaders/Europe/portrait_europe_generic_3.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				r56_trait_opposed_to_communism
			}
		}
		country_event = usa.31
	}
}
### Entity: Trigger Reference
Construct: core_compliance
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## core_compliance

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Compares the core (average of all occupied states) compliance value of occupied_country_tag that is occuppied by the country in current scope.
Example: 
core_compliance = { 
 occupied_country_tag = ITA 
 value > 35 
}
```
### Entity: Character
Component: VOL_acr
Source: game
File: common/characters/VOL.txt

Code:
VOL_acr = {
	advisor = {
		slot = air_chief
		idea_token = VOL_acr
		allowed = {
			original_tag = VOL
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_arms_exports_3
Constructs: has_completed_focus, prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_arms_exports_3
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CZE_arms_exports_2
	}
	x = 0
	y = 2
	relative_position_id = CZE_arms_exports_1
	cost = 10
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 2
			has_completed_focus = CZE_go_right
		} {
			factor = 2
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_export_focus2
			add_idea = CZE_export_focus3
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_skoda_works_german_organization
Constructs: has_completed_focus, limit, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_skoda_works_german_organization = {
	include = generic_tank_refurbishment_plant_organization
	icon = GFX_idea_CZE_skoda_artillery
	allowed = {
		original_tag = GER
	}
	available = {
		FROM = {
			OR = {
				controls_state = 9
				any_subject_country = {
					controls_state = 9
				}
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			FROM = {
				has_completed_focus = GER_integrate_czech_manufacturers
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_experienced_manufacturer_skoda_works_german
		name = GER_mio_trait_experienced_manufacturer
		icon = GFX_generic_mio_trait_icon_reliability
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		equipment_bonus = {
			reliability = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_crack_down_on_corruption
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_crack_down_on_corruption
	icon = GFX_focus_ARG_crackdown_on_corruption
	prerequisite = {
		focus = ARG_defense_and_democracy ARG_work_with_the_nationalists
	}
	x = 2
	y = 1
	relative_position_id = ARG_defense_and_democracy
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = ARG_political_corruption_modifier
		}
		add_dynamic_modifier = {
			modifier = ARG_corruption_crackdown_modifier
		}
	}
}
### Entity: Character
Component: PRC_socialist_journalist
Constructs: communism_drift, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_socialist_journalist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.05
	compliance_gain = 0.02
	power_balance_weekly = 0.015
}
### Entity: State History
Component: 30
Constructs: add_core_of
Source: game
File: history/states/30-Loire.txt

Code:
state = {
	id = 30
	name = STATE_30
	manpower = 1388400
	state_category = city
	history = {
		owner = FRA
		victory_points = {
			11465 5
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			dockyard = 1
			air_base = 2
		}
		add_core_of = FRA
	}
	provinces = {
		503 527 3495 3509 3523 9478 9867 11463 11465 11613 11616
	}
	local_supplies = 0.0
}
### Entity: Event
Component: mtg_news.47
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.47
	title = mtg_news.47.t
	desc = mtg_news.47.desc
	picture = GFX_news_event_hol_polderen
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.47.a
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.47.b
		trigger = {
			NOT = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_multi_role_aircraft_organization
Constructs: equipment_bonus, production_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_multi_role_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane transport_plane_equipment
	}
	research_categories = {
		mio_cat_all_light_aircraft_and_modules mio_cat_all_medium_aircraft_and_modules
	}
	tree_header_text = {
		text = mio_header_light_aircraft
		x = 3
	} {
		text = mio_header_medium_aircraft
		x = 6
	}
	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
		}
	}
	trait = {
		token = generic_mio_trait_armored_cockpit
		name = generic_mio_trait_armored_cockpit
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 3
			y = 0
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_defence = 0.05
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_escort_designs
		name = generic_mio_trait_escort_designs
		icon = GFX_generic_mio_trait_icon_naval_range
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_armored_cockpit
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_range = 0.05
		}
	} {
		token = generic_mio_trait_light_airframe
		name = generic_mio_trait_light_airframe
		icon = GFX_generic_mio_department_icon_plane_light_line_efficiency
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_armored_cockpit
		all_parents = {
			generic_mio_trait_armored_cockpit generic_mio_trait_escort_designs
		}
		mutually_exclusive = {
			generic_mio_trait_medium_airframe
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = generic_mio_trait_medium_airframe
		name = generic_mio_trait_medium_airframe
		icon = GFX_generic_mio_department_icon_plane_medium_line_efficiency
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_escort_designs
		all_parents = {
			generic_mio
# ... (truncated)
### Entity: Idea
Component: tot_economic_mobilisation
Constructs: has_completed_focus, has_war, limit, has_war_support, has_dlc, has_idea, has_defensive_war, has_active_mission
Source: game
File: common/ideas/_economic.txt

Code:
tot_economic_mobilisation = {
	visible = {
		if = {
			limit = {
				original_tag = GER
			}
			NOT = {
				has_completed_focus = GER_totaler_krieg
			}
		} {
			limit = {
				original_tag = JAP
			}
			NOT = {
				has_completed_focus = JAP_sea_national_defense_state JAP_prepare_for_the_final_war
			}
		}
	}
	available = {
		has_war = yes
		has_war_support = > 0.8
		any_enemy_country = {
			ic_ratio = {
				tag = ROOT
				ratio = > 0.5
			}
		}
		IF = {
			limit = {
				original_tag = HUN
				has_dlc = Death or Dishonor
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = HUN_treaty_of_triannon_aat
				}
			}
			ELSE = {
				NOT = {
					has_idea = HUN_treaty_of_triannon
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = HUN
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
						}
					}
				}
			}
			ELSE = {
				custom_trigger_tooltip = {
					tooltip = wuw_HUN_not_has_trianon_for_laws_tt
					NOT = {
						OR = {
							has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_completed_focus = USA_limited_intervention
				has_defensive_war = no
			}
			has_war_support = > 0.9
			congress_high_support_trigger = yes
		} {
			limit = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			NOT = {
				OR = {
					has_active_mission = TUR_etatism_crisis_1 TUR_etatism_crisis_2 TUR_etatism_crisis_3
				}
			}
		} {
			limit = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
			custom_trigger_tooltip = {
				tooltip = CZE_bop_no_industrialists_tt
				NOT = {
					OR = {
						has_idea = CZE_industrialists_veto CZE_industrialists_veto_2
					}
				}
			}
		}
	}
	on_add = {
		if = {
			limit = {
				tag = USA
				has_completed_focus = USA_limited_intervention
				has_defensive_war = no
			}
			USA_congress_lar
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_nordic_security
Constructs: prerequisite, completion_reward, is_in_faction, has_army_manpower, add_to_variable, set_country_flag, add_to_faction_tt
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_nordic_security
	icon = GFX_focus_SWE_the_nordic_defense_council
	prerequisite = {
		focus = DEN_military_cooperation_program DEN_joint_military_drills
	}
	relative_position_id = DEN_strength_in_numbers
	x = 0
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		OR = {
			is_in_faction = yes
		}
		has_army_manpower = {
			size = > 99999
		}
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0.6
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		DEN_bop_low_increase_effect = yes
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_attack_against_minor = 0.1
			tooltip = army_attack_against_minor_factor_tt
		}
		set_country_flag = DEN_invite_the_nordics_flag
		custom_effect_tooltip = DEN_invite_nordic_countries_tt if_they_accept_tt add_to_faction_tt if_they_refuse_tt DEN_invade_nordic_countries_tt
	}
}