Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mon_focus
Component: MON_new_comintern_beacon
Constructs: prerequisite, has_war, limit, has_government, every_country, completion_reward, is_subject_of, is_subject
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_new_comintern_beacon
	icon = GFX_fifth_column
	x = -2
	y = 1
	relative_position_id = MON_improve_transportation_network
	cost = 10
	prerequisite = {
		focus = MON_improve_transportation_network MON_fruits_of_revolution
	}
	available = {
		has_government = communism
		OR = {
			is_subject_of = SOV
			is_subject = no
		}
		num_of_factories = > 150
		SOV = {
			exists = yes
			is_faction_leader = yes
			is_in_faction_with = ROOT
			has_war = yes
			surrender_progress = > 0.4
		}
		has_war_together_with = SOV
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				is_subject_of = SOV
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
				}
			}
		}
		custom_effect_tooltip = MON_comintern_reformation
		hidden_effect = {
			if = {
				limit = {
					SOV = {
						is_faction_leader = yes
						is_in_faction_with = ROOT
					}
				}
				create_faction_from_template = faction_template_comintern
				custom_effect_tooltip = MON_comintern_reformation
				hidden_effect = {
					if = {
						limit = {
							SOV = {
								is_faction_leader = yes
								is_ai = no
							}
						}
						every_country = {
							limit = {
								OR = {
									tag = ROOT
									is_in_faction_with = ROOT
								}
							}
							SOV = {
								add_to_faction = PREV
							}
						}
						hidden_effect = {
							save_event_target_as = alliance_applicant
							SOV = {
								save_event_target_as = alliance_inviter
							} {
								set_country_flag = alliance_inviter@ROOT
							}
							set_country_flag = alliance_applicant@ROOT
							news_event = {
								id = mongol_soviet_puppet.16
								hours = 12
							}
						}
					} {
						limit = {
							SOV = {
								is_faction_leader = yes
								is_ai = yes
							}
						}
						every_country = {
							limit = {
								OR = {
									original_tag = SOV
									is_in_faction_with = SOV
								}
							}
							ROOT = {
								add_to_faction = PREV
							}
						}
						hidden_effect = {
							set_country_flag = alliance_inviter@ROOT
							save_event_target_as = alliance_inviter
							SOV = {
								save_event_target_as = alliance_applicant
							} {
								set_country_flag = alliance_applicant@ROOT
							}
							news_event = {
								id = mongol_soviet_puppet.16
								hours = 12
							}
						}
					}
				}
			}
# ... (truncated)
### Entity: Event
Component: wuw_GER_news.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Germany.txt

Code:
news_event = {
	id = wuw_GER_news.1
	title = wuw_GER_news.1.t
	desc = wuw_GER_news.1.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = wuw_GER_news.1.a
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	} {
		name = wuw_GER_news.1.b
		ai_chance = {
			base = 100
		}
		trigger = {
			tag = FROM
		}
	}
}
### Entity: Idea
Component: idea_RAJ_central_comittee_authority_no_lar
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_central_comittee_authority_no_lar = {
	name = idea_RAJ_central_comittee_authority
	allowed = {
		original_tag = RAJ
	}
	picture = generic_communist_army
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.25
		communism_drift = 0.03
		resistance_target = -0.08
	}
}
### Entity: National Focus
Component: liberty_ethos
Constructs: prerequisite, add_ideas, has_government, is_major, completion_reward, is_historical_focus_on, is_in_array, is_subject_of
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = liberty_ethos
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = political_effort
	}
	mutually_exclusive = {
		focus = collectivist_ethos
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	x = 1
	y = 1
	relative_position_id = political_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 95
		modifier = {
			factor = 0.05
			is_historical_focus_on = yes
			original_tag = SIA
		} {
			factor = 0.05
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		} {
			factor = 0.1
			any_neighbor_country = {
				is_major = yes
				OR = {
					has_government = communism fascism
				}
			}
			NOT = {
				any_neighbor_country = {
					is_major = yes
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
	}
}
### Entity: Faction
Component: faction_goal_the_greater_game
Constructs: has_completed_focus, limit, has_government, complete_effect, add_faction_power_projection, every_state, add_dynamic_modifier
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_the_greater_game = {
	name = faction_goal_the_greater_game_name
	description = faction_goal_the_greater_game_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = CHI
			has_government = fascism
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_the_greater_game
		}
	}
	ratio_progress = {
		total_amount_collection = collection:the_greater_game_states
		completed_amount_collection = {
			input = collection:the_greater_game_states
			operators = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			name = COLLECTION_FACTION_CONTROLS_GREATER_GAME
		}
	}
	auto_complete = yes
	complete_effect = {
		add_faction_power_projection = 50
		every_state = {
			limit = {
				CHI_greater_game_states = yes
			}
			add_dynamic_modifier = {
				modifier = NORDIC_efficient_resource_extraction
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: HUN_levente_associations
Constructs: conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_levente_associations = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_wuw_HUN_levente_associations
	modifier = {
		conscription_factor = 0.1
		drift_defence_factor = 0.15
	}
}
### Entity: State History
Component: 945
Constructs: add_core_of
Source: game
File: history/states/945 - Cerro Largo.txt

Code:
state = {
	id = 945
	name = STATE_945
	manpower = 500230
	state_category = town
	resources = {
		steel = 2
	}
	history = {
		owner = URG
		add_core_of = URG
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			dockyard = 1
		}
		victory_points = {
			1641 1
		}
	}
	provinces = {
		1641 1654 10347 12481
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_reestablish_the_republic
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_reestablish_the_republic
	icon = GFX_goal_ARM_flag
	prerequisite = {
		focus = ARM_utilize_the_diaspora ARM_ensure_church_support
	}
	mutually_exclusive = {
		focus = ARM_the_triumph_over_communism
	}
	relative_position_id = ARM_ensure_church_support
	x = -7
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		OR = {
			is_subject = no
			has_government = democratic
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				last_election = 1936.1.1
				election_frequency = 48
			}
		}
		swap_ideas = {
			remove_idea = ARM_fading_national_identity
			add_idea = ARM_fading_national_identity_democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_propaganda_efforts
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, add_faction_influence_ratio, has_faction_template
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_propaganda_efforts
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = PRC_on_guerilla_warfare PRC_secure_the_peoples_support
	}
	x = 1
	y = 1
	relative_position_id = PRC_on_guerilla_warfare
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
	}
	bypass = {
		is_in_faction = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_faction_influence_ratio = 0.05
		if = {
			limit = {
				has_faction_template = faction_template_chinese_united_front
			}
			custom_effect_tooltip = PRC_propaganda_efforts_1_tt
		}
		else = {
			custom_effect_tooltip = PRC_propaganda_efforts_2_tt
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_land_reform
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_land_reform
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = PER_industrial_aid
	}
	x = -2
	y = 1
	relative_position_id = PER_industrial_aid
	cost = 5
	available = {

	}
	bypass = {

	}
	search_filters = {

	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.64
Constructs: is_triggered_only, add_state_core
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.64
	title = wtt_germany.64.t
	desc = wtt_germany.63.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = wtt_germany.64.a
		effect_tooltip = {
			GER = {
				add_state_core = 8 28
			}
		}
	}
}
### Entity: Technology
Component: strategic_airlifter
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		transport_plane_equipment_3
	}
	research_cost = 2
	start_year = 1945
	folder = {
		name = air_techs_folder
		position = {
			x = 1
			y = 12
		}
	}
	categories = {
		air_equipment transport_planes_cat
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Idea
Component: ETH_the_heroes_of_adwa_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_the_heroes_of_adwa_idea = {
	picture = ETH_the_heroes_of_adwa
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
	}
	modifier = {
		war_support_factor = 0.1
	}
}
### Entity: Idea
Component: SPR_the_left_front
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_the_left_front = {
	name = SPR_the_left_front
	picture = generic_morale_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.015
		training_time_factor = -0.15
	}
}
### Entity: Event
Component: congo_independence_struggle.18
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_war_with, complete_national_focus, is_owned_and_controlled_by, give_resource_rights
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.18
	title = congo_independence_struggle.18.t
	desc = congo_independence_struggle.18.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.18.a
		ai_chance = {
			base = 100
		}
		complete_national_focus = CONGO_republic_of_congo
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				ROOT = {
					has_completed_focus = COG_make_use_of_the_british_proposal
				}
				ENG = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			IF = {
				limit = {
					538 = {
						is_owned_and_controlled_by = ROOT
					}
				}
				give_resource_rights = {
					receiver = ENG
					state = 538
				}
			} {
				limit = {
					890 = {
						is_owned_and_controlled_by = ROOT
					}
				}
				give_resource_rights = {
					receiver = ENG
					state = 890
				}
			}
		} {
			limit = {
				ROOT = {
					has_completed_focus = CONGO_soviet_interest
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		}
		hidden_effect = {
			news_event = {
				id = ww_congo.17
				hours = 0
			}
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_usiminas
Constructs: prerequisite, completion_reward, has_tech, add_resource
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_usiminas
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = BRA_R56_support_the_itabira_mines
	}
	relative_position_id = BRA_R56_support_the_itabira_mines
	x = 1
	y = 1
	cost = 5
	available = {
		has_tech = excavation1
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 5
			state = 496
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_develop_heraeus_facilities
Constructs: prerequisite, limit, completion_reward, add_research_slot, random_core_state, is_fully_controlled_by, add_resource, add_tech_bonus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_develop_heraeus_facilities
	icon = GFX_focus_research
	prerequisite = {
		focus = GER_kdf_wagen_factories
	}
	x = 0
	y = 2
	relative_position_id = GER_kdf_wagen_factories
	cost = 10
	available = {
		industrial_complex = > 49
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				56
			}
			add_resource = {
				type = tungsten
				amount = 2
			} {
				type = chromium
				amount = 2
			}
		}
		add_tech_bonus = {
			name = GER_develop_heraeus_facilities
			bonus = 1
			uses = 1
			category = electronics
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_form_a_royal_guard
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_form_a_royal_guard
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = KAL_rally_behind_the_khan KAL_the_court_of_joinville_le_pont
	}
	x = 2
	y = 1
	relative_position_id = KAL_rally_behind_the_khan
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 8000
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = HUN_horthyist_royal_guard
		division_template = {
			name = Royal Guard
			priority = 2
			role = mobile
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				237
			}
			create_unit = {
				division = name = "1. Royal Guard" division_template = "Royal Guard" start_experience_factor = 1.0
				owner = ROOT
			}
		}
	}
}
### Entity: Idea
Component: CZE_elektra
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_elektra = {
	picture = generic_industrial_concern_1
	allowed = {
		OR = {
			original_tag = CZE SLO
			tag = RKH
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			NOT = {
				has_completed_focus = CZE_bring_kramer_and_lobel_under_state_control
			}
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = CRO_aviation_effort
	}
	mutually_exclusive = {
		focus = CRO_fighter_focus CRO_airplanes_licenses
	}
	relative_position_id = CRO_aviation_effort
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = basic_large_airframe improved_large_airframe advanced_large_airframe
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: JAP_IMB_01
Source: game
File: common/units/names_divisions/JAP_names_divisions.txt

Code:
JAP_IMB_01 = {
	name = Mixed Brigade
	for_countries = {
		JAP
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Dokuritsu Konsei Ryodan
	ordered = {
		1 = {
			%d Dokuritsu Konsei Ryodan
		}
		11 = {
			%d Dokuritsu Konsei Ryodan
		}
		201 = {
			Karafuto Dokuritsu Konsei Ryodan
		}
		202 = {
			Konoe Dokuritsu Konsei Ryodan
		}
		12 = {
			%d Dokuritsu Konsei Ryodan
		}
		15 = {
			%d Dokuritsu Konsei Ryodan
		}
		18 = {
			%d Dokuritsu Konsei Ryodan
		}
		203 = {
			2 Konoe Dokuritsu Konsei Ryodan
		}
		5 = {
			%d Dokuritsu Konsei Ryodan
		}
		3 = {
			%d Dokuritsu Konsei Ryodan
		}
		6 = {
			%d Dokuritsu Konsei Ryodan
		}
		7 = {
			%d Dokuritsu Konsei Ryodan
		}
		8 = {
			%d Dokuritsu Konsei Ryodan
		}
		9 = {
			%d Dokuritsu Konsei Ryodan
		}
		10 = {
			%d Dokuritsu Konsei Ryodan
		}
		204 = {
			Taiwan Dokuritsu Konsei Ryodan
		}
		13 = {
			%d Dokuritsu Konsei Ryodan
		}
		17 = {
			%d Dokuritsu Konsei Ryodan
		}
		19 = {
			%d Dokuritsu Konsei Ryodan
		}
		21 = {
			%d Dokuritsu Konsei Ryodan
		}
		22 = {
			%d Dokuritsu Konsei Ryodan
		}
		14 = {
			%d Dokuritsu Konsei Ryodan
		}
		16 = {
			%d Dokuritsu Konsei Ryodan
		}
		20 = {
			%d Dokuritsu Konsei Ryodan
		}
		65 = {
			%d Dokuritsu Konsei Ryodan
		}
		4 = {
			%d Dokuritsu Konsei Ryodan
		}
		29 = {
			%d Dokuritsu Konsei Ryodan
		}
		30 = {
			%d Dokuritsu Konsei Ryodan
		}
		32 = {
			%d Dokuritsu Konsei Ryodan
		}
		2 = {
			%d Dokuritsu Konsei Ryodan
		}
		24 = {
			%d Dokuritsu Konsei Ryodan
		}
		25 = {
			%d Dokuritsu Konsei Ryodan
		}
		26 = {
			%d Dokuritsu Konsei Ryodan
		}
		27 = {
			%d Dokuritsu Konsei Ryodan
		}
		28 = {
			%d Dokuritsu Konsei Ryodan
		}
		34 = {
			%d Dokuritsu Konsei Ryodan
		}
		31 = {
			%d Dokuritsu Konsei Ryodan
		}
		33 = {
			%d Dokuritsu Konsei Ryodan
		}
		35 = {
			%d Dokuritsu Konsei Ryodan
		}
		36 = {
			%d Dokuritsu Konsei Ryodan
		}
		37 = {
			%d Dokuritsu Konsei Ryodan
		}
		38 = {
			%d Dokuritsu Konsei Ryodan
		}
		39 = {
			%d Dokuritsu Konsei Ryodan
		}
		40 = {
			%d Dokuritsu Konsei Ryodan
		}
		43 = {
			%d Dokuritsu Konsei Ryodan
		}
		46 = {
			%d Dokuritsu Konsei Ryodan
		}
		47 = {
			%d Dokuritsu Konsei Ryodan
		}
		48 = {
			%d Dokuritsu Konsei Ryodan
		}
		49 = {
			%d Dokuritsu Konsei Ryodan
		}
		50 = {
			%d Dokuritsu Konsei Ryodan
		}
		51 = {
			%d Dokuritsu Konsei Ryodan
		}
		52 = 
# ... (truncated)
### Entity: Event
Component: ARG_news_events.3
Constructs: is_triggered_only
Source: game
File: events/TOA_Argentina.txt

Code:
news_event = {
	id = ARG_news_events.3
	title = ARG_news_events.3.t
	desc = ARG_news_events.3.d
	picture = GFX_news_event_soviet_soldiers_ruins
	major = yes
	is_triggered_only = yes
	option = {
		name = ARG_news_events.3.a
	}
}
### Entity: Event
Component: lar_spain.46
Constructs: is_triggered_only, limit, set_cosmetic_tag, every_state, is_core_of, add_core_of, annex_country
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.46
	title = lar_spain.46.t
	desc = lar_spain.46.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = lar_spain.46.a
		set_cosmetic_tag = ESU_POR_unified
		every_state = {
			limit = {
				is_core_of = POR
			}
			add_core_of = ROOT
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Modifier Reference
Component: AFG_hostile_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_hostile_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = -0.8
	trade_cost_for_target_factor = 0.5
}
### Entity: National Focus
Tree: usa_focus
Component: USA_black_chamber
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_game_rule, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_black_chamber
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = USA_magic USA_office_of_strategic_services
	}
	available = {

	}
	x = 1
	y = 3
	relative_position_id = USA_war_propaganda
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = USA_black_chamber
				bonus = 1.0
				uses = 2
				category = encryption_tech decryption_tech
			}
		}
		else = {
			add_ideas = USA_black_chamber
		}
	}
}