Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: rt56.rom_general_election.5
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, remove_ideas, has_government, every_country
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.5
	title = rt56.rom_general_election.5.t
	desc = rt56.rom_general_election.5.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.5.a
		ai_chance = {
			base = 2
		}
		if = {
			limit = {
				has_country_flag = ROM_sided_with_communists
			}
			ROM = {
				set_rule = {
					can_join_factions = no
					can_create_factions = no
				}
				start_civil_war = {
					ruling_party = communism
					ideology = democratic
					size = 0.6
					navy_ratio = 1
					air_ratio = 0.7
					capital = 46
					states = {
						46 955 77 76 84 83 82 81
					}
				}
				activate_mission = ROM_soviet_intervention
			} {
				every_unit_leader = {
					limit = {
						OR = {
							has_id = 5626 5627 5628 5629 5630 5631 5632 5633 5634 5635
						}
					}
					set_nationality = event_target:democratic_romania_civil_war
				}
				set_country_flag = ROM_romanian_civil_war_started
			}
			random_other_country = {
				limit = {
					original_tag = ROM
					has_government = democratic
				}
				save_event_target_as = democratic_romania_civil_war
				every_unit_leader = {
					set_nationality = ROM
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
					long_name = Partidul National Taranesc
					name = PNT
				}
				promote_character = {
					character = ROM_iuliu_maniu
					ideology = liberalism
				}
			} {
				limit = {
					original_tag = ROM
					has_government = democratic
				}
				set_rule = {
					can_join_factions = no
					can_create_factions = no
				}
				set_country_flag = ROM_annoying_coalition ROM_sided_with_coalition ROM_romanian_civil_war_started
				ROM_civil_war_dynamic_modifiers_rcw = yes
				uncomplete_national_focus = {
					focus = ROM_contacts_in_moscow
					uncomplete_children = yes
					refund_political_power = no
				}
				unlock_national_focus = ROM_form_a_coalition ROM_seek_western_support ROM_request_balkan_aid ROM_secure_the_home_front ROM_the_romanian_civil_war
				complete_national_focus = ROM_concessions_to_the_right ROM_recruit_the_iron_guard
				delete_unit_template_and_units = {
					division_template = Soviet Volunteers
					disband = yes
				}
				if = {
					limit = {
						has_idea = internationalism
					}
					remove_ideas = internationalism
				}
			}
			hidden_effect = {
				division_template 
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_dream_arabia
Constructs: prerequisite, limit, completion_reward, is_ally_with, create_wargoal, annex_everything, swap_ideas, remove_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_dream_arabia
	icon = GFX_goal_PAL_dreams_of_arabia
	x = -1
	y = 1
	relative_position_id = PAL_organize_raids_lebanon
	cost = 5
	prerequisite = {
		focus = PAL_organize_raids_lebanon
	} {
		focus = PAL_crackdown_on_military_nitham
	} {
		focus = PAL_organize_raids_jordan
	} {
		focus = PAL_purchase_egyptian_tanks
	}
	completion_reward = {
		if = {
			limit = {
				ISR = {
					exists = yes
				}
				NOT = {
					is_ally_with = ISR
				}
			}
			create_wargoal = {
				target = ISR
				type = annex_everything
			}
		}
		swap_ideas = {
			remove_idea = PAL_fawzi_leadership_idea3
			add_idea = PAL_fawzi_leadership_idea5
		}
	}
}
### Entity: AI Strategy
Component: SOV_fifth_column_democracy
Constructs: has_government, has_country_flag, has_game_rule, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SOV_old_alternate_strategy_plan.txt

Code:
SOV_fifth_column_democracy = {
	name = SOV Russian Democracy
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SOV_ai_behavior
				option = EXILES_DEMOCRATIC
			}
			has_country_flag = SOV_AI_RANDOM_RUSSIAN_DEMOCRACY
		}
		has_global_flag = sov_old_focus_tree
	}
	abort = {
		is_subject = yes
		NOT = {
			has_government = democratic
		}
	}
	ai_national_focuses = {
		SOV_form_a_fifth_column_old SOV_finish_the_five_year_plan_old SOV_counter_coup_old SOV_power_struggle_old SOV_peoples_virtue SOV_amnesty_for_political_opponents SOV_siberian_railnetworks SOV_improve_western_railnetworks SOV_Improve_TransSiberian_Railway SOV_third_five_year_plan_old SOV_Social_Welfare_old SOV_Education_Initiative SOV_Mass_Immunizations_old SOV_progress_cult_old SOV_cultural_autonomy_old SOV_form_solider_committees SOV_agrarian_socialism SOV_create_a_national_directory SOV_purge_religous_beurocracy SOV_the_free_russian_people SOV_polish_autonomy SOV_baltic_freedom
	}
	focus_factors = {
		SOV_great_purge = 0
		SOV_trotskyite_victory = 0
	}
	ideas = {
		SOV_pavel_milyukov = 500
		SOV_andrey_vlasov = 999
		SOV_anatoly_rogozhin = 800
		SOV_konstantin_nechaev = 800
		SOV_aleksandr_kerensky = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: LAT_event.6
Constructs: is_triggered_only, create_country_leader, limit, has_country_leader, add_country_leader_trait
Source: game
File: events/LAT_events.txt

Code:
country_event = {
	id = LAT_event.6
	title = LAT_event.6.t
	desc = LAT_event.6.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = LAT_event.6.a
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					name = Pauls Kalniņš
				}
			}
			add_country_leader_trait = political_dancer
		}
	} {
		name = LAT_event.6.b
		create_country_leader = {
			name = Margers Skujenieks
			desc = 
			picture = r56_portrait_LAT_Margers_Skujenieks.dds
			expire = 1965.1.1
			ideology = socialism
			traits = {
				economist
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_new_convoy_raiding
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_new_convoy_raiding = {
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_mongolian_peoples_army
Constructs: has_completed_focus, division_template, prerequisite, limit, remove_ideas, completion_reward, has_active_mission, add_days_mission_timeout
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_mongolian_peoples_army
	icon = GFX_goal_generic_revolutionary_guards
	x = 1
	y = 1
	relative_position_id = MON_ensure_soldier_loyalty
	cost = 10
	prerequisite = {
		focus = MON_reform_the_high_command
	} {
		focus = MON_ensure_soldier_loyalty
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 120
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = MON_strong_leader_genden
				}
			}
			remove_ideas = MON_politized_army_denounced_idea
		}
		army_experience = 20
		custom_effect_tooltip = MON_raise_two_artillery_divisions_tt
		hidden_effect = {
			division_template = {
				name = Artillyeriin Deglem
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					} {
						x = 2
						y = 0
					}
					artillery_brigade = {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			330 = {
				create_unit = {
					division = name = "1. Artillyeriin Deglem" division_template = "Artillyeriin Deglem" start_experience_factor = 0.5 start_equipment_factor = 1.0
					owner = MON
				} {
					division = name = "2. Artillyeriin Deglem" division_template = "Artillyeriin Deglem" start_experience_factor = 0.5 start_equipment_factor = 1.0
					owner = MON
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
}
### Entity: State History
Component: 618
Constructs: add_core_of
Source: game
File: history/states/618-China 15.txt

Code:
state = {
	id = 618
	name = STATE_618
	manpower = 670800
	state_category = pastoral
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			4823 2
		}
	}
	provinces = {
		1708 1783 1844 4714 4788 4823 4849 7693 7737 7866 10674 10691 12590 12737
	}
	local_supplies = 0.0
}
### Entity: Event
Component: AST_diplomatic_events.67
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.67
	title = AST_diplomatic_events.67.t
	desc = AST_diplomatic_events.67.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.67.a
		add_political_power = -25
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_FIB_navy_production_strategies
Constructs: limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_FIB_navy_production_strategies = {
	if = {
		limit = {
			EAI_CV_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_CV_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_CV_navy_production_strategy
		}
	} {
		limit = {
			EAI_BB_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_BB_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_BB_navy_production_strategy
		}
	} {
		limit = {
			EAI_BC_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_BC_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_BC_navy_production_strategy
		}
	} {
		limit = {
			EAI_CA_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_CA_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_CA_navy_production_strategy
		}
	} {
		limit = {
			EAI_CL_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_CL_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_CL_navy_production_strategy
		}
	} {
		limit = {
			EAI_DD_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_DD_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_DD_navy_production_strategy
		}
	} {
		limit = {
			EAI_SS_navy_production = yes
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = EAI_FIB_SS_navy_production_strategy
				}
			}
			set_country_flag = EAI_FIB_SS_navy_production_strategy
		}
	}
	else = {
		clr_country_flag = EAI_FIB_CV_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_BB_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_BC_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_CA_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_CL_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_DD_navy_production_strategy
	} {
		clr_country_flag = EAI_FIB_SS_navy_production_strategy
	}
}
### Entity: Modifier Reference
Construct: license_subject_master_purchase_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_subject_master_purchase_cost

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_taiyuan_arsenal
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_taiyuan_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CHI_sea_mining_commission
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_mining_commission
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 615
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		CHI_hyper_inflation_level_up = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		615 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Naval_Bomber_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Naval_Bomber_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			EAI_major_country = yes
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			EAI_major_country = yes
		}
	}
}
### Entity: Character
Component: AUS_viktor_kienbock
Constructs: has_government
Source: game
File: common/characters/AUS.txt

Code:
AUS_viktor_kienbock = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_viktor_kienbock
		allowed = {
			original_tag = AUS
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
		}
		traits = {
			AUS_financier_of_fascism
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				has_government = fascism
			}
		}
	}
	name = AUS_viktor_kienbock
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_viktor_kienbock_small
		}
	}
}
### Entity: State History
Component: 1012
Constructs: add_core_of
Source: game
File: history/states/1012-Qataghan.txt

Code:
state = {
	id = 1012
	name = STATE_1005
	manpower = 925226
	state_category = rural
	provinces = {
		7519 10781 10826 12314 12653
	}
	history = {
		owner = AFG
		add_core_of = AFG
		victory_points = {
			10781 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Military Industrial Organization
Component: mio_policy_navy_space_efficient_design
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_navy_policies.txt

Code:
mio_policy_navy_space_efficient_design = {
	icon = GFX_mio_policy_space_efficient_design
	allowed = {
		OR = {
			has_mio_equipment_type = capital_ship screen_ship ship_hull_submarine carrier mio_cat_eq_all_carrier mio_cat_eq_all_cruiser mio_cat_eq_all_destroyer mio_cat_eq_all_battleship
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		ship_hull_carrier = {
			carrier_size = 1
		}
		same_as_mio = {
			naval_range = 0.25
		}
	}
}
### Entity: AI Strategy
Component: suppression_generic
Constructs: has_completed_focus, has_war, is_justifying_wargoal_against
Source: game
File: common/ai_templates/generic.txt

Code:
suppression_generic = {
	role = suppression
	blocked_for = {
		SIA
	}
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 10
			has_war = yes
		} {
			factor = 50
			tag = GER
			OR = {
				AND = {
					has_completed_focus = GER_anschluss
					NOT = {
						ai_has_role_template = garrison
					}
				} {
					any_country = {
						is_justifying_wargoal_against = ROOT
					}
					NOT = {
						ai_has_role_template = garrison
					}
				}
			}
		}
	}
	suppression_generic = {
		reinforce_prio = 0
		custom_icon = 13
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				military_police = 1
			}
			regiments = {
				cavalry = 9
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_paratroop.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_paratroop.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_dalmatia_failure_effect
Constructs: add_war_support, add_political_power, add_popularity
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_dalmatia_failure_effect = {
	add_political_power = -25
	add_war_support = -0.03
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: Order of Battle
Component: Regimiento Escolta Presidencial N.1 Granaderos
Constructs: division_template
Source: game
File: history/units/CHL_TOA_1939.txt

Code:
division = {
	name = Regimiento Escolta Presidencial N.1 Granaderos
	location = 650
	division_template = Regimiento Escolta Presidencial
	start_experience_factor = 0.1
	start_equipment_factor = 1.0
}
### Entity: State History
Component: 855
Constructs: set_province_controller, add_core_of
Source: game
File: history/states/855-Hamah.txt

Code:
state = {
	id = 855
	name = Hamah
	history = {
		1935.10.25 = {
			controller = SYR
			OSY = {
				set_province_controller = 1072
			}
		}
		owner = SYR
		victory_points = {
			1056 2
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = SYR OSY
	}
	provinces = {
		1056 1072
	}
	manpower = 179000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: CHI_christian_defiance
Constructs: has_completed_focus, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
CHI_christian_defiance = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_lokot_autonomy
	remove_trigger = {
		controller = {
			NOT = {
				has_completed_focus = CHI_the_three_principles_of_the_nation
			}
		}
	}
	local_factories = -0.03
	state_resources_factor = -0.03
	state_production_speed_buildings_factor = -0.05
}
### Entity: Order of Battle
Component: LAT_destroyer_contract_mtg.txt
Source: game
File: history/units/LAT_destroyer_contract_mtg.txt

Code:
units = {
	navy = {
		name = Demineru Floti
		base = 9340
		location = 9340
		ship = {
			name = Ciltvaira
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = LAT
					version_name = Everasma Class
				}
			}
		} {
			name = Everasma
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = LAT
					version_name = Everasma Class
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: NOR_apply_resistance_to_fascists
Constructs: limit, every_state, is_core_of, force_enable_resistance
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_apply_resistance_to_fascists = {
	if = {
		limit = {
			NOR_fascist_norway_exists = yes
		}
		every_state = {
			limit = {
				is_core_of = NOR
			}
			force_enable_resistance = FNO
			start_resistance = FNO
		}
	}
}
### Entity: Idea
Component: PAL_fawzi_leadership_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fawzi_leadership_idea = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		breakthrough_factor = 0.05
		army_org_factor = -0.05
	}
}
### Entity: Idea
Component: CHI_the_hanoi_route_hidden
Constructs: has_dlc, has_dynamic_modifier, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_the_hanoi_route_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		NOT = {
			any_enemy_country = {
				OR = {
					controls_state = 325 671
				}
			}
		}
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		support_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_promote_hungarianism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_promote_hungarianism
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = wuw_HUN_act_of_defense wuw_HUN_wherever_the_cross_points
	}
	x = 2
	y = 1
	relative_position_id = wuw_HUN_act_of_defense
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_elect_a_fascist_king
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = HUN_promoted_hungarianism
		IF = {
			limit = {
				has_completed_focus = wuw_HUN_outlaw_the_party_of_national_will
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_party_name = {
				ideology = fascism
				long_name = HUN_arrow_cross_party_long
				name = HUN_arrow_cross_party
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_second_brothers_war
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject, has_game_rule, create_wargoal, annex_everything
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_second_brothers_war
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = AUS_heritage_of_an_empire AUS_for_a_better_future
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = AUS_heritage_of_an_empire
	will_lead_to_war_with = GER
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		GER = {
			exists = no
		}
	}
	offset = {
		x = 10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_repeal_the_may_constitution
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold
		}
	} {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_demand_hungarian_submission
		}
	}
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = GER
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_unlocks_reichstag_raid
	}
}