Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_seek_support_from_guarantors
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_government, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seek_support_from_guarantors
	icon = GFX_focus_AUS_seek_support_from_guarantors
	prerequisite = {
		focus = AUS_a_new_constitution
	} {
		focus = AUS_rebuild_democratic_systems
	}
	mutually_exclusive = {
		focus = AUS_the_danubian_federation AUS_legacy_of_the_empire
	}
	x = -1
	y = 2
	relative_position_id = AUS_a_new_constitution
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_the_danubian_federation
			} {
				has_completed_focus = AUS_reinstate_the_imperial_council
			} {
				has_completed_focus = AUS_totalitarian_safety
			} {
				has_completed_focus = AUS_austromarxism_focus
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_approach_democratic_guarantors_tt generic_skip_one_line_tt generic_skip_one_line_tt AUS_seek_support_from_guarantors_tt
		IF = {
			limit = {
				FRA = {
					exists = yes
					has_government = democratic
				}
			}
			FRA = {
				country_event = {
					id = AUS_political_events.20
					days = 1
				}
			}
		} {
			limit = {
				USA = {
					exists = yes
					has_government = democratic
				}
			}
			USA = {
				country_event = {
					id = AUS_political_events.20
					days = 1
				}
			}
		} {
			limit = {
				ENG = {
					exists = yes
					has_government = democratic
				}
			}
			ENG = {
				country_event = {
					id = AUS_political_events.20
					days = 1
				}
			}
		}
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				AUS = {
					add_equipment_subsidy = {
						cic = 1000
						equipment_type = infantry_equipment
						seller_tags = {
							FRA
						}
					}
				} {
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 500
						producer = ENG
					}
				} {
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 500
						producer = USA
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
			}
			ELSE = {
				AUS = {
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 500
						producer = FRA
			
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/OCC_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 6766
	division_template = Division d'Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Event
Component: JUNO_brazil_events.142
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.142
	title = JUNO_brazil_events.142.t
	desc = JUNO_brazil_events.142.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.142.a
		ai_chance = {
			base = 1
		}
		clr_country_flag = BRA_jaguar_diplomacy_in_progress
	}
}
### Entity: Event
Component: SEA_warlords.25
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.25
	title = SEA_warlords.25.t
	desc = SEA_warlords.25.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = SEA_warlords.25.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_naval_bombers
Constructs: has_tech, has_deployed_air_force_size
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_naval_bombers = {
	allowed = {
		tag = JAP
	}
	enable = {
		has_tech = improved_small_airframe
		EAI_NAV_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 400
			type = naval_bomber
		}
		num_of_military_factories = > 50
	}
	abort = {
		NOT = {
			AND = {
				EAI_NAV_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 800
					type = naval_bomber
				}
				num_of_military_factories = > 45
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = naval_bomber
		value = 4
	}
}
### Entity: Modding Documentation
Construct: province_controllers
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### province_controllers
* description: get array of all province controllers. Example: province_controllers^4135
### Entity: Event
Component: WW_hungary.45
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, add_core_of, every_state, is_controlled_by, is_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.45
	title = WW_hungary.45.t
	desc = WW_hungary.45.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.45.a
		ai_chance = {
			factor = 100
		}
		802 = {
			add_core_of = ALB
		}
		970 = {
			add_core_of = ALB
		}
		every_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
				is_core_of = ALB
			}
			transfer_state_to = ALB
		}
		ALB = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = ALB_wiedist_principality
			set_party_name = {
				ideology = neutrality
				long_name = ALB_house_of_wied_party_long
				name = ALB_house_of_wied_party
			}
			promote_character = ALB_wilhelm_of_wied
		}
		puppet = ALB
		hidden_effect = {
			set_country_flag = HUN_created_wiedist_monarchy
		}
	}
}
### Entity: Event
Component: SEA_PRC_misc_events.10
Constructs: fire_only_once, has_dlc, add_tech_bonus, random_days
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_misc_events.10
	title = SEA_PRC_misc_events.10.t
	desc = SEA_PRC_misc_events.10.desc
	picture = GFX_report_event_PRC_norma_bethune_arrives
	trigger = {
		original_tag = PRC
		date = > 1937.9.13
		has_dlc = No Compromise, No Surrender
	}
	mean_time_to_happen = {
		days = 4
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_misc_events.10.a
		add_tech_bonus = {
			name = SEA_PRC_misc_events.10.t
			bonus = 0.25
			uses = 1
			category = hospital_tech
		}
		hidden_effect = {
			country_event = {
				id = SEA_PRC_misc_events.11
				months = 24
				random_days = 25
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rely_on_artillery_firepower
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_rely_on_artillery_firepower
	icon = GFX_goal_generic_army_artillery2
	cost = 10
	x = -1
	y = 1
	prerequisite = {
		focus = PER_continue_sending_cadets_abroad PER_invite_foreign_officers
	}
	mutually_exclusive = {
		focus = PER_adopt_german_doctrines PER_continue_using_western_doctrines PER_adopt_guerilla_tactics PER_adopt_soviet_tactics
	}
	available = {
		has_doctrine = superior_firepower
	}
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_continue_sending_cadets_abroad
}
### Entity: National Focus
Tree: por_focus
Component: POR_finish_the_santa_luzia_dam
Constructs: prerequisite, add_ideas, completion_reward, has_tech, set_province_name, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_finish_the_santa_luzia_dam
	prerequisite = {
		focus = POR_modernize_the_national_rail_network
	}
	icon = GFX_focus_generic_hydroelectric_energy
	cost = 15
	ai_will_do = {
		base = 15
	}
	x = 0
	y = 1
	relative_position_id = POR_modernize_the_national_rail_network
	available = {
		has_tech = construction4
		181 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completion_reward = {
		hidden_effect = {
			set_province_name = {
				id = 11885
				name = POR_cabril_dam
			}
		}
		add_ideas = POR_hydroelectric_power
		custom_effect_tooltip = CHL_skip_one_line_tt
		181 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 11885
				}
			}
			custom_effect_tooltip = {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_heavy_fighter_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_heavy_fighter_effort
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = HUN_indigenous_designs
	}
	mutually_exclusive = {
		focus = HUN_light_fighter_effort
	}
	x = -3
	y = 1
	relative_position_id = HUN_indigenous_designs
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_heavy_fighter_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = cat_heavy_fighter
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_German_Rocketry
Constructs: prerequisite, add_ideas, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_German_Rocketry
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = LIT_Aircraft_German
	}
	x = 0
	y = 1
	relative_position_id = LIT_Aircraft_German
	cost = 10
	available_if_capitulated = yes
	available = {
		GER = {
			has_tech = experimental_rockets
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 0.5
			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 = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: MEN_nalan_kang_an
Source: game
File: common/characters/MEN.txt

Code:
MEN_nalan_kang_an = {
	advisor = {
		slot = political_advisor
		idea_token = MEN_nalan_kang_an
		allowed = {
			original_tag = MEN
		}
		traits = {
			fortification_engineer
		}
	}
	name = MEN_nalan_kang_an
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_cross_the_suez
Constructs: prerequisite, limit, completion_reward, is_subject, add_state_claim, every_other_country, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_cross_the_suez
	icon = GFX_focus_generic_the_suez
	prerequisite = {
		focus = TUR_claim_greater_syria
	}
	x = -1
	y = 1
	cost = 8
	relative_position_id = TUR_claim_greater_syria
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		add_state_claim = 453 995 911
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 453 995 911
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_medium_tank_flamethrower_support
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_medium_tank.txt

Code:
EAI_medium_tank_flamethrower_support = {
	category = land
	roles = {
		land_medium_tank_flamethrower
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_medium_flamethrower_support_design_focus = yes
		}
	}
	MEDIUM_FLAME_TANK = {
		enable = {
			has_tech = basic_medium_tank_chassis
		}
		priority = {
			base = 500
		}
		target_variant = {
			type = medium_tank_flame_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						advanced_flamethrower flamethrower
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = expanded_fuel_tank
				special_type_slot_2 = expanded_fuel_tank
				special_type_slot_3 = expanded_fuel_tank
				special_type_slot_4 = expanded_fuel_tank
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = 4
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
}
### Entity: AI Strategy
Component: SOV_amphibious_tanks
Constructs: has_war
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_amphibious_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = tank_auto_cannon
				turret_type_slot = tank_light_turret_type
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_auto_cannon tank_light_turret_type tank_torsion_bar_suspension tank_riveted_armor tank_diesel_engine
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_infantry_tanks
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_funds
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_infantry_tanks
	icon = GFX_focus_generic_combined_arms
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_defensive_focus FRA_aggressive_focus
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_defensive_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:FRA_renault_organization = {
				add_mio_funds = 2000
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = FRA_hotchkiss
		}
	}
}
### Entity: Idea
Component: compania_espanola_petroleos
Constructs: has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
compania_espanola_petroleos = {
	allowed = {
		original_tag = SPR
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
}
### Entity: Character
Component: SWI_adolf_brunner
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_adolf_brunner = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_adolf_brunner
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
			has_completed_focus = SWI_gotthard_union
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_militaristic_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = no
			}
		}
	}
	name = SWI_adolf_brunner
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Idea
Component: ITA_servizio_informazione_militare_banda_carita
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_servizio_informazione_militare_banda_carita = {
	name = ITA_servizio_informazione_militare_ns
	removal_cost = -1
	picture = generic_spy_intel
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		operative_slot = 2
		enemy_operative_detection_chance_factor = 0.1
		root_out_resistance_effectiveness_factor = 0.1
		enemy_operative_intel_extraction_rate = 0.05
	}
}
### Entity: Country History
Country: RKN
Component: RKN_technology
Constructs: set_technology
Source: game
File: history/countries/RKN - Reichskommisariat Niederlande.txt

Code:
# Starting Technologies for RKN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Event
Component: siam.2
Constructs: fire_only_once, has_country_leader
Source: game
File: events/TAOG_Siam.txt

Code:
news_event = {
	id = siam.2
	title = siam.2.t
	desc = siam.2.desc
	picture = GFX_news_event_04
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	trigger = {
		original_tag = SIA
		has_country_leader = {
			character = SIA_plaek_phibunsongkhram
		}
	}
	option = {
		name = siam.2.a
	}
}
### Entity: Event
Component: austria.38
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.38
	title = austria.38.t
	desc = austria.38.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_parliament
	option = {
		name = austria.38.a
		add_opinion_modifier = {
			target = CZE
			modifier = refused_alliance
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_free_russian_people_old
Constructs: prerequisite, limit, completion_reward, is_in_faction, set_rule, create_faction_from_template, has_global_flag, is_subject
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_free_russian_people_old
	text = SOV_the_free_russian_people
	icon = GFX_goal_generic_democratic_army
	prerequisite = {
		focus = SOV_create_a_national_directory_old
	} {
		focus = SOV_purge_religous_beurocracy_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_purge_religous_beurocracy_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction = yes
		}
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		create_faction_from_template = {
			template = faction_template_allies
			name = free_russian_peoples_faction
		}
		if = {
			limit = {
				has_global_flag = sov_yes_pact
				FIN = {
					exists = yes
					is_in_faction = no
					is_subject = no
				}
			}
			SOV = {
				remove_state_claim = 146 147 722
			}
		} {
			limit = {
				FIN = {
					exists = yes
					is_in_faction = no
					is_subject = no
				}
			}
			FIN = {
				country_event = {
					id = r56.soviet.38
				}
			}
		}
	}
}
### Entity: Character
Component: TIB_jamphel_yeshe_gyaltsen
Source: game
File: common/characters/TIB.txt

Code:
TIB_jamphel_yeshe_gyaltsen = {
	name = TIB_jamphel_yeshe_gyaltsen
	portraits = {
		civilian = {
			large = GFX_portrait_Jamphel_Yeshe_Gyaltsen
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			TIB_tulku_trait
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: chile.17
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.17
	title = The Beginnings of an International Alliance
	desc = This is the beginning of great things.
	picture = GFX_report_event_eleazar_lopez_speech
	is_triggered_only = yes
	option = {
		name = Our alliance grows stronger!
		add_to_faction = FROM
	}
}
### Entity: Scripted Effect
Component: PRU_increase_navy_10_percent
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_increase_navy_10_percent = {
	add_power_balance_value = {
		id = PRU_army_navy_bop
		value = -0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_policy_of_collective_security
Constructs: prerequisite, limit, completion_reward, add_political_power, has_civil_war, has_dlc, is_faction_leader, add_faction_initiative
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_policy_of_collective_security
	icon = GFX_SOV_policy_of_collective_security_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_comintern
	}
	x = -1
	y = 1
	relative_position_id = SOV_the_comintern
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_policy_of_individual_security
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 35
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
				is_faction_leader = yes
			}
			add_faction_initiative = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = SOV_maksim_litvinov
	}
}
### Entity: Order of Battle
Component: 3 Senshadan
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 3 Senshadan
	location = 3944
	division_template = Senshadan
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_expand_the_intelligence_services
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_expand_the_intelligence_services
	icon = GFX_goal_generic_spy_connection
	text = POR_expand_the_intelligence_services
	cost = 5
	prerequisite = {
		focus = ARG_communist_secret_police
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		has_intelligence_agency = yes
		agency_upgrade_number = > 4
	}
	relative_position_id = ARG_communist_secret_police
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = GER_abwehr_contacts
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_yellow_dossier
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_yellow_dossier
	icon = GFX_focus_SIA_the_yellow_dossier
	x = 3
	y = 1
	relative_position_id = SIA_rebuild_the_war_torn_economy
	prerequisite = {
		focus = SIA_rebuild_the_war_torn_economy
	}
	mutually_exclusive = {
		focus = SIA_a_more_moderate_option
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = idea_SIA_the_yellow_dossier
	}
}