Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: col_focus
Component: COL_secret_weapons
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, secret_bonus
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_secret_weapons
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = COL_extra_tech_slot_2
	}
	relative_position_id = COL_extra_tech_slot_2
	x = 0
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
	}
	completion_reward = {
		add_ideas = generic_secret_weapons_ns
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = secret_bonus
			bonus = 1
			uses = 1
			category = electronics nuclear rocketry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Event
Component: new_ger.117
Constructs: is_triggered_only, add_political_power, remove_state_claim, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.117
	title = new_ger.117.t
	desc = new_ger.117.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = new_ger.117.a
		add_political_power = 25
		effect_tooltip = {
			transfer_state = 39
			remove_state_claim = 850
		}
		clr_country_flag = GER_south_tyrol_active
	}
}
### Entity: Technology
Component: advanced_infantry_weapons2
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_light_infantry = {
		soft_attack = 0.05
	}
	category_cavalry = {
		soft_attack = 0.05
	}
	category_vehicle_infantry = {
		soft_attack = 0.1
	}
	research_cost = 1.5
	start_year = 1944
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1944
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1944.1.6
		} {
			factor = 2
			date = > 1945.1.1
		} {
			factor = 2
			date = > 1946.1.1
		}
	}
}
### Entity: AI Strategy
Component: HUN_arrow_cross
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/HUN_ww_alternate.txt

Code:
HUN_arrow_cross = {
	name = Hungarian Alternate plan to get the Arrow Cross party in power
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_ARROW_CROSS_MOVEMENT
			has_game_rule = {
				rule = HUN_ai_behavior
				option = ARROW_CROSS_MOVEMENT
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		wuw_HUN_continue_the_regency wuw_HUN_undermine_the_admiral wuw_HUN_empower_the_greenshirts wuw_HUN_integrate_the_volksbund wuw_HUN_reestablish_the_rongyos_garda wuw_HUN_economic_intervention wuw_HUN_secret_rearmament wuw_HUN_hold_war_games wuw_HUN_the_march_on_budapest wuw_HUN_government_of_national_unity wuw_HUN_institute_corporatism wuw_HUN_a_roman_catholic_state wuw_HUN_the_turul_association wuw_HUN_sway_the_count wuw_HUN_reintigrate_the_imperial_railroads wuw_HUN_promote_increased_urbanization wuw_HUN_incorporate_the_hungarian_life_movement wuw_HUN_wherever_the_cross_points wuw_HUN_promote_hungarianism wuw_HUN_strengthen_the_turani_vadaszok wuw_HUN_reaffirm_territorial_claims wuw_HUN_our_ancestral_lands wuw_HUN_demand_carpathian_ruthenia wuw_HUN_demand_southern_slovakia wuw_HUN_demand_transylvania wuw_HUN_demand_the_vojvodina wuw_HUN_demand_croatian_reintigration
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		wuw_HUN_demand_burgenland = 0
	}
}
### Entity: State History
Component: 7
Constructs: add_core_of
Source: game
File: history/states/7-Holland.txt

Code:
state = {
	id = 7
	name = STATE_7
	resources = {
		steel = 4.0
	}
	history = {
		owner = HOL
		add_core_of = HOL
		victory_points = {
			391 40
		} {
			3211 10
		} {
			9498 20
		}
		buildings = {
			infrastructure = 3
			arms_factory = 4
			industrial_complex = 3
			dockyard = 3
			air_base = 5
			3314 = {
				naval_base = 5
			}
			9498 = {
				naval_base = 10
			}
		}
	}
	provinces = {
		68 391 3211 3314 9498
	}
	manpower = 4123000
	buildings_max_level_factor = 1.0
	state_category = metropolis
	local_supplies = 0.0
}
### Entity: Event
Component: indonesia.46
Constructs: ai_chance, has_completed_focus, limit, has_country_flag, fire_only_once, has_start_date, set_country_flag, add_country_leader_role
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.46
	title = indonesia.46.t
	desc = {
		text = indonesia.46.d_1
		trigger = {
			INS = {
				NOT = {
					has_completed_focus = INS_PNI
				}
			}
		}
	} {
		text = indonesia.46.d_2
		trigger = {
			INS = {
				has_completed_focus = INS_PNI
			}
		}
	}
	picture = GFX_report_event_INS_sutomo
	fire_only_once = yes
	trigger = {
		original_tag = INS
		date = > 1938.3.31
		has_start_date = < 1936.01.02
		NOT = {
			has_country_flag = INS_sutomo_passed
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	immediate = {
		hidden_effect = {
			set_country_flag = INS_sutomo_passed
		}
	}
	option = {
		name = indonesia.46.a
		trigger = {
			NOT = {
				has_completed_focus = INS_PNI
			}
		}
		if = {
			limit = {
				has_completed_focus = INS_demand_volksraad_elections
				NOT = {
					has_completed_focus = INS_implement_the_sharia
				}
			}
			add_country_leader_role = {
				character = INS_husni_thamrin
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					expire = 1950.8.28.1
					traits = {
						cautious_japan devoted_corporatist
					}
				}
			}
			retire_character = INS_sutomo
		}
		else_if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = INS_demand_volksraad_elections
					}
					has_completed_focus = INS_implement_the_sharia
				}
			}
			add_country_leader_role = {
				character = INS_husni_thamrin
				promote_leader = yes
				country_leader = {
					ideology = ultranationalism
					expire = 1950.8.28.1
					traits = {
						cautious_japan devoted_corporatist
					}
				}
			}
		}
		ai_chance = {
			base = 30
		}
	} {
		name = indonesia.46.b
		trigger = {
			has_completed_focus = INS_PNI
		}
		add_country_leader_role = {
			character = INS_husni_thamrin
			promote_leader = yes
			country_leader = {
				ideology = ultranationalism
				expire = 1950.8.28.1
				traits = {
					cautious_japan devoted_corporatist
				}
			}
		}
		retire_character = INS_sutomo
	} {
		name = indonesia.46.c
		trigger = {
			has_completed_focus = INS_PNI
		}
		add_country_leader_role = {
			character = INS_wuryaningrat
			promote_leader = yes
			country_leader = {
				ideology = ultranationalism
				expire = 1950.8.28.1
				traits = {
					staunch_aristocrat
				}
			}
		}
		retire_character = INS_sutomo
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = INS_reinvigorate_the_pfi
				}
				
# ... (truncated)
### Entity: Event
Component: r56.ger.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.11
	title = r56.ger.11.t
	desc = r56.ger.11.d
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.11.a
	}
}
### Entity: Event
Component: bftb_greece.18
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_idea, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.18
	title = bftb_greece.18.t
	desc = bftb_greece.18.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.18.a
		ai_chance = {
			factor = 80
			modifier = {
				add = 20
				original_tag = GRE
				NOT = {
					has_idea = GRE_eee_in_government
				}
			} {
				add = 20
				original_tag = FRA
				FRA = {
					has_completed_focus = FRA_go_with_britain
				}
			}
		}
		custom_effect_tooltip = GRE_british_armenia_option_tt
		hidden_effect = {
			ROOT_voted_aye_in_megali_convention_effect = yes
			set_country_flag = GRE_deciding_on_armenia
		}
	} {
		name = bftb_greece.18.b
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0
				original_tag = ENG
			} {
				add = 30
				original_tag = FRA
				FRA = {
					has_completed_focus = FRA_strengthen_the_little_entente
				}
			} {
				add = 40
				original_tag = ITA
				ITA = {
					NOT = {
						has_government = fascism
					}
				}
			} {
				add = 60
				original_tag = GRE
				has_idea = GRE_eee_in_government
			}
		}
		hidden_effect = {
			ROOT_voted_nay_in_megali_convention_effect = yes
			set_country_flag = GRE_deciding_on_armenia
		}
	}
}
### Entity: Event
Component: IRQ_political_events.61
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_ideas, remove_ideas, has_government, has_country_flag
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.61
	title = IRQ_political_events.61.t
	desc = IRQ_political_events.61.desc
	picture = GFX_report_event_generic_troops_at_rivier_in_iraq
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.61.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			every_subject_country = {
				FROM = {
					puppet = PREV
				}
			}
		}
		FROM = {
			puppet = ROOT
		}
		hidden_effect = {
			every_owned_state = {
				transfer_state_to = ROOT
			}
		}
		add_ideas = IRQ_anglo_iraqi_treaty
		IF = {
			limit = {
				has_idea = IRQ_golden_square
			}
			remove_ideas = {
				IRQ_golden_square
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = IRQ_sharaf_bin_rajeh
			}
			remove_ideas = IRQ_sharaf_bin_rajeh
		} {
			limit = {
				has_idea = IRQ_naji_al_suwaidi
			}
			remove_ideas = IRQ_naji_al_suwaidi
			set_can_be_fired_in_advisor_role = {
				character = IRQ_naji_al_suwaidi
				value = yes
			}
		} {
			limit = {
				has_idea = IRQ_iraqi_al_futuwwa_idea
			}
			remove_ideas = IRQ_iraqi_al_futuwwa_idea
		} {
			limit = {
				has_idea = IRQ_iraqi_al_futuwwa_no_fascism_idea
			}
			remove_ideas = IRQ_iraqi_al_futuwwa_no_fascism_idea
		} {
			limit = {
				NOT = {
					has_idea = IRQ_faisal_ii
				}
				has_country_flag = IRQ_has_faisal_as_direct_ruler_flag
			}
			activate_advisor = IRQ_faisal_ii
		}
		ELSE_IF = {
			limit = {
				has_idea = IRQ_golden_square_strong
			}
			remove_ideas = {
				IRQ_golden_square_strong
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_government = communism
					has_idea = IRQ_abd_al_ilah_regent
				}
			}
			hidden_effect = {
				IF = {
					limit = {
						NOT = {
							has_country_flag = IRQ_has_abd_al_illah_regent_flag
						}
					}
					set_country_flag = IRQ_has_abd_al_illah_regent_flag
				}
			}
			activate_advisor = IRQ_abd_al_ilah_regent
		}
		every_character = {
			limit = {
				has_character_flag = IRQ_golden_square_char
			}
			retire = yes
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_empower_litvak_community
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_empower_litvak_community
	icon = GFX_goal_star_of_david
	relative_position_id = LIT_new_lithuania
	x = -4
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_new_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = LIT_empower_litvak_community_idea
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = LIT_nachmanas_dusanskis
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: GOE_RAJ_eic.3
Constructs: is_triggered_only, ai_chance, limit, add_ideas, owns_state, random_days, create_wargoal, annex_everything
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.3
	title = GOE_RAJ_eic.3.t
	desc = GOE_RAJ_eic.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_eic.3.a
		FROM = {
			country_event = {
				id = GOE_RAJ_eic.4
				days = 3
				random_days = 2
			}
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				has_stability = < 0.35
				add = 3
			}
		}
	} {
		name = GOE_RAJ_eic.3.b
		add_ideas = idea_RAJ_permit_opium_trade
		custom_effect_tooltip = RAJ_force_china_to_accept_opium_trade_tt
		if = {
			limit = {
				original_tag = CHI
			}
			FROM = {
				transfer_state = 743
				country_event = {
					id = GOE_RAJ_eic.5
					days = 3
					random_days = 2
				}
			}
		}
		else_if = {
			limit = {
				original_tag = GXC
			}
			FROM = {
				transfer_state = 591
				country_event = {
					id = GOE_RAJ_eic.5
					days = 3
					random_days = 2
				}
			}
		}
		else = {
			if = {
				limit = {
					controls_state = 743
					owns_state = 743
				}
				FROM = {
					transfer_state = 743
					country_event = {
						id = GOE_RAJ_eic.5
						days = 3
						random_days = 2
					}
				}
			}
		}
		ai_chance = {
			base = 5
			modifier = {
				original_tag = CHI
				NOT = {
					controls_state = 743
				}
				factor = 0
			} {
				original_tag = GXC
				NOT = {
					controls_state = 591
				}
				factor = 0
			} {
				original_tag = GER
				NOT = {
					controls_state = 743
				}
				factor = 0
			}
		}
	}
}
### Entity: Event
Component: KMT_event.103
Constructs: is_triggered_only, add_political_power, add_command_power, add_mastery, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.103
	title = KMT_event.103.t
	desc = KMT_event.103.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = KMT_event.103.a
		add_political_power = -15
		add_command_power = -25
		custom_effect_tooltip = generic_skip_one_line_tt KMT_trainting_buff_tt
		effect_tooltip = {
			add_mastery = {
				folder = land
				amount = 35
			} {
				folder = air
				amount = 20
			}
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = KMT_event.103.b
		set_country_flag = KMT_training_refused
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_naval_guns
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_naval_guns
	icon = GFX_focus_ARG_study_the_battle_of_the_river_plate
	prerequisite = {
		focus = PRC_naval_infrastructure_effort
	}
	x = 0
	y = 2
	relative_position_id = PRC_naval_infrastructure_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_naval_guns
			bonus = 0.25
			uses = 6
			category = ship_modules_tech
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_propaganda_poster_slot_available
Constructs: check_variable
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_propaganda_poster_slot_available = {
	custom_trigger_tooltip = {
		tooltip = SOV_propaganda_poster_slot_available_tt
		OR = {
			check_variable = {
				SOV_poster_left_icon_frame = SOV_propaganda_empty_slot_index
			} {
				SOV_poster_center_icon_frame = SOV_propaganda_empty_slot_index
			} {
				SOV_poster_right_icon_frame = SOV_propaganda_empty_slot_index
			}
		}
	}
}
### Entity: Event
Component: GOT_GER_fading_eagle.03
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, create_wargoal, puppet_wargoal_focus, remove_from_faction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GOT_GER_fading_eagle.03
	title = GOT_GER_fading_eagle.03.t
	desc = GOT_GER_fading_eagle.03.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = GOT_GER_fading_eagle.03.a
		ai_chance = {
			base = 5
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		remove_from_faction = FROM
	} {
		name = GOT_GER_fading_eagle.03.b
		ai_chance = {
			base = 95
		}
		add_political_power = 50
	}
}
### Entity: Idea
Component: QUE_expansionist_ideology
Source: game
File: common/ideas/quebec.txt

Code:
QUE_expansionist_ideology = {
	allowed_civil_war = {
		always = no
	}
	picture = MEX_politicised_army_2
	modifier = {
		non_core_manpower = 0.025
		justify_war_goal_time = -0.25
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.002
Constructs: is_triggered_only, ai_chance, has_country_leader, is_owned_by, is_controlled_by, set_capital, set_state_name, set_province_name
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.002
	title = NSB_soviet_civil_war_common.002.t
	desc = NSB_soviet_civil_war_common.002.desc
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.002.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				SOV_is_right_opposition = yes
			} {
				factor = 2
				has_country_leader = {
					character = SOV_lev_kamenev
				}
			}
		}
		trigger = {
			219 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
		}
		set_capital = {
			state = 219
		}
	} {
		name = NSB_soviet_civil_war_common.002.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 3
				has_country_leader = {
					character = SOV_grigory_zinovyev
				}
			}
		}
		trigger = {
			195 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			NOT = {
				SOV_is_exiles = yes
			}
		}
		set_capital = {
			state = 195
		}
	} {
		name = NSB_soviet_civil_war_common.002.c
		ai_chance = {
			base = 5
			modifier = {
				factor = 4
				has_country_leader = {
					character = SOV_lev_trotsky
				}
			}
		}
		trigger = {
			195 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			NOT = {
				SOV_is_exiles = yes
			}
		}
		195 = {
			set_state_name = SOV_petrograd
		}
		set_province_name = {
			id = 3151
			name = SOV_petrograd
		}
		set_capital = {
			state = 195
		}
	} {
		name = NSB_soviet_civil_war_common.002.d
		ai_chance = {
			base = 1
		}
		trigger = {
			var:SOV_civil_war_start_state = {
				is_owned_by = ROOT
			}
		}
		set_capital = {
			state = var:SOV_civil_war_start_state
		}
	} {
		name = NSB_soviet_civil_war_common.002.e
		ai_chance = {
			base = 2
		}
		trigger = {
			408 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			SOV_is_exiles = yes
		}
		set_capital = {
			state = 408
		}
	} {
		name = NSB_soviet_civil_war_common.002.f
		ai_chance = {
			base = 10
		}
		trigger = {
			195 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			SOV_is_exiles = yes
		}
		195 = {
			set_state_name = SOV_StPetersburg
		}
		set_province_name = {
			id = 3151
			name = SOV_StPetersburg
		}
		set_capital = {
			state = 195
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_rely_on_national_strength
Constructs: limit, add_ideas, has_country_flag, completion_reward, has_active_mission, add_country_leader_role
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_rely_on_national_strength
	icon = GFX_focus_generic_support_the_left_right
	x = 16
	y = 0
	relative_position_id = MON_hold_plenum_of_central_committee
	cost = 6
	ai_will_do = {
		factor = 30
	}
	available = {
		NOT = {
			has_active_mission = MON_external_policy_negotiations
		}
		has_country_flag = mon_1935_defence_soviet_yes_self_reliance
	}
	mutually_exclusive = {
		focus = MON_hold_plenum_of_central_committee MON_form_the_provisional_government MON_host_emergency_great_khural_assembly
	}
	completion_reward = {
		add_ideas = MON_rely_on_national_strength_idea
		if = {
			limit = {
				has_country_flag = mon_1935_defence_soviet_imprison_genden_or_empty_train
			}
			add_country_leader_role = {
				character = MON_gelegdorjiin_demid
				promote_leader = yes
				country_leader = {
					ideology = marxism
					expire = 1965.1.1
					traits = {
						army_connections silent_mule
					}
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: HUN_popular_liberal
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_popular_liberal = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.1
	democratic_drift = 0.05
}
### Entity: Character
Component: BOS_generic_air_chief
Source: game
File: common/characters/BOS.txt

Code:
BOS_generic_air_chief = {
	name = BOS_generic_air_chief
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = BOS_generic_air_chief
		allowed = {
			original_tag = BOS
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_war_for_oceania
Constructs: prerequisite, completion_reward, add_state_claim
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_war_for_oceania
	icon = GFX_focus_PHI_war_for_oceania
	prerequisite = {
		focus = PHI_assume_the_naval_burden PHI_develop_naval_infrastructure
	}
	relative_position_id = PHI_assume_the_naval_burden
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_state_claim = 284 723 635 636 726
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_lion_roars
Constructs: limit, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_lion_roars
	icon = GFX_focus_hol_united_netherlands
	x = 8
	y = 7
	mutually_exclusive = {
		focus = COG_kasa_vubus_first_cabinet COG_assemble_a_regency_council
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		is_subject = no
		communism = > 0.4
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			country_event = {
				id = ww_congo.32
				hours = 0
			}
			custom_effect_tooltip = COG_the_lion_roars_1_tt
		}
		ELSE = {
			country_event = {
				id = ww_congo.33
				hours = 0
			}
			custom_effect_tooltip = COG_the_lion_roars_2_tt
		}
	}
}