Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/bba_opinion_modifiers.txt

Code:
opinion_modifiers = {
	refused_sanctions_modifier = {
		value = 50
		months = 18
	}
	supporting_ethiopia_modifier_ITA = {
		value = -100
	}
	supporting_ethiopia_modifier_ETH = {
		value = 100
	}
	HOA_african_cooperation = {
		value = 75
	}
	ITA_supports_albanian_irredentism = {
		value = 50
	}
	ITA_ceded_destroyers = {
		value = 35
	}
	ITA_granted_us_independence = {
		value = 50
		years = 3
	}
	ITA_refused_to_grant_us_independence = {
		value = -50
		years = 3
	}
	ITA_latin_initiatives = {
		value = 75
		months = 64
	}
	ITA_military_cooperation_acceptance = {
		value = 20
		years = 1
	}
	ITA_military_cooperation_rejection = {
		value = -10
		years = 1
	}
	ITA_recognized_the_empire = {
		value = 10
	}
	ITA_dismissed_the_empire = {
		value = -10
		years = 1
	}
	ITA_recognized_our_claims = {
		value = 60
		years = 3
	}
	ITA_sold_stuff_to_us = {
		value = 100
		years = 4
	}
	ITA_complied_to_church_demands = {
		value = 50
		years = 3
	}
	ITA_supported_the_new_government = {
		value = 20
		years = 3
	}
	ITA_united_anarchist_confederations = {
		value = 50
	}
	ETH_supported_independence = {
		value = 75
	}
	ETH_false_flag_border_incident = {
		value = -100
	}
	ETH_refused_mediation = {
		value = -50
	}
	ETH_closer_cooperation = {
		value = 50
	}
	ETH_uncooperative_subject = {
		value = -50
		months = 12
	}
	ETH_SOV_trade = {
		trade = yes
		value = 50
	}
	ETH_seek_other_trade_partners = {
		trade = yes
		value = 50
	}
	SOV_helping_ETH = {
		value = -50
	}
	Org_Afr_defense_call_refused = {
		value = -50
	}
	Hosting_ETH = {
		value = -50
	}
	SWI_mild_breach_of_neutrality = {
		value = -10
		months = 6
	}
	SWI_considerable_breach_of_neutrality = {
		value = -20
		years = 1
	}
	SWI_grave_breach_of_neutrality = {
		value = -30
		years = 2
	}
	SWI_mild_appeasement = {
		value = 15
		months = 6
	}
	SWI_considerable_appeasement = {
		value = 25
		years = 1
	}
	SWI_extensive_appeasement = {
		value = 35
		years = 2
	}
	SWI_banned_countrys_ideology = {
		value = -30
		years = 2
	}
	SWI_banned_communism_good = {
		value = 30
		years = 2
	}
	SWI_trade_agreement = {
		value = 30
		years = 2
	}
	SWI_gold_trade = {
		value = 15
	}
	SWI_gold_seized_opinion_bad = {
		value = -100
		years = 3
	}
	SWI_broke_trade_agreement = {
		value = -40
		years = 3
	}
	SWI_diplomatic_visit = {
		value = 30
		years = 1
	}
	SWI_fascism_friendly_confederation_president = {
		value = 50
	}
	SWI_inv
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_reform_the_conscription
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, has_idea
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_reform_the_conscription
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = SUD_rearm_the_defence_force
	}
	x = 1
	y = 1
	relative_position_id = SUD_rearm_the_defence_force
	cost = 7.2
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		IF = {
			limit = {
				NOT = {
					has_idea = extensive_conscription
				} {
					has_idea = service_by_requirement
				} {
					has_idea = all_adults_serve
				} {
					has_idea = scraping_the_barrel
				}
			}
			add_ideas = extensive_conscription
		}
	}
}
### Entity: Effect Reference
Construct: add_collaboration
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_collaboration

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Adds the collaboration in a target country with our currently scoped country
GER = {
  add_collaboration = {
    target = POL
    value = 0.3
  }
}

```
### Entity: Idea
Component: BEL_rearmement_agreement
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_rearmement_agreement = {
	picture = generic_infantry_bonus
	allowed = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.2
		conscription = 0.005
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_track_war_trend_reset
Constructs: clear_array, clear_variable, clr_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_track_war_trend_reset = {
	clear_array = EAI_MILITARY_num_controlled_provinces_weekly
	clear_variable = EAI_MILITARY_trend_adjust_num_provinces
	clr_country_flag = EAI_MILITARY_trend_stagnant_war EAI_MILITARY_trend_winning_war EAI_MILITARY_trend_losing_war
}
### Entity: AI Strategy
Component: r56_I_would_like_to_but_USA_would_eat_you_guys
Constructs: has_government, is_major, is_historical_focus_on, is_faction_leader
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_I_would_like_to_but_USA_would_eat_you_guys = {
	allowed = {
		OR = {
			original_tag = JAP GER ITA HUN
		}
	}
	enable = {
		is_historical_focus_on = yes
		USA = {
			exists = yes
			is_major = yes
			has_government = democratic
		}
		ROOT = {
			exists = yes
			is_faction_leader = yes
			has_government = fascism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = CHL
		value = -25
	} {
		type = alliance
		id = CHL
		value = -75
	} {
		type = befriend
		id = VEN
		value = -25
	} {
		type = alliance
		id = VEN
		value = -75
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_queue_NIC
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_queue_NIC = {
	enable = {
		has_country_flag = EAI_BUILDING_construction_queue_NIC
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = -10000
	} {
		type = dockyard_to_military_factory_ratio
		value = 10000
	}
}
### Entity: Idea
Component: GRE_aete
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_aete = {
	picture = gre_aete
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_crack_down_on_foreign_monopolies
	}
	research_bonus = {
		electronics = 0.1
	}
	traits = {
		electronics_developer
	}
	modifier = {
		production_speed_radar_station_factor = 0.25
	}
}
### Entity: Idea
Component: ICE_kveldulfur
Constructs: research_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_kveldulfur = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = ICE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_america
Constructs: prerequisite, has_war, completion_reward, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_america
	icon = GFX_focus_mex_redeem_aztlan
	prerequisite = {
		focus = HON_proclaim_new_spain
	}
	x = 26
	y = 10
	will_lead_to_war_with = USA
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = USA
				ratio = > 1.2
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		USA = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		USA = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		add_state_claim = 375 374 377 376 378 379 380 382 366 686
		create_wargoal = {
			type = annex_everything
			target = USA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Component: ah_equipment_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ah_army_effort
	}
	x = -1
	y = 1
	relative_position_id = ah_army_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Country History
Country: VOL
Component: VOL_technology
Constructs: set_technology
Source: game
File: history/countries/VOL - Upper Volta.txt

Code:
# Starting Technologies for VOL
set_technology = {
	infantry_weapons = 1
}
### Entity: Modifier Reference
Construct: mechanized_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## mechanized_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Character
Component: FIN_prince_wolfgang_von_hesse
Source: game
File: common/characters/FIN.txt

Code:
FIN_prince_wolfgang_von_hesse = {
	name = FIN_prince_wolfgang_von_hesse
	portraits = {
		civilian = {
			large = GFX_portrait_FIN_prince_wolfgang_von_hesse
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_tags_pl_fem_les_des_aux_06b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_pl_fem_les_des_aux_06b = {
	AND = {
		has_government = democratic
		OR = {
			tag = CRC MLD PHI SOL
			original_tag = CRC MLD PHI SOL
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_new_fleet_in_being
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_new_fleet_in_being = {
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_join_allies
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = YUG_royal_wedding
	} {
		focus = YUG_coronation
	}
	mutually_exclusive = {
		focus = YUG_enforced_neutrality
	}
	x = 0
	y = 1
	relative_position_id = YUG_royal_wedding
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		hidden_trigger = {
			OR = {
				event_target:yugoslavia_wedding_partner = {
					NOT = {
						original_tag = YUG
					}
					is_in_faction = yes
				}
				AND = {
					hidden_trigger = {
						event_target:yugoslavia_wedding_partner = {
							original_tag = YUG
						}
					}
					any_other_country = {
						NOT = {
							has_war_with = ROOT
						}
						is_faction_leader = yes
						is_major = yes
						has_government = democratic
					}
					NOT = {
						any_other_country = {
							is_in_faction_with = ENG
							has_war_with = YUG
						}
					}
				}
			}
		}
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = YUG_royal_alliance_tt
		hidden_effect = {
			if = {
				limit = {
					event_target:yugoslavia_wedding_partner = {
						NOT = {
							original_tag = YUG
						} {
							has_war_with = ROOT
						}
						is_in_faction = yes
					}
				}
				if = {
					limit = {
						event_target:yugoslavia_wedding_partner = {
							is_faction_leader = yes
						}
					}
					event_target:yugoslavia_wedding_partner = {
						country_event = generic.2
					}
				}
				else = {
					random_other_country = {
						limit = {
							is_in_faction_with = event_target:yugoslavia_wedding_partner
							is_faction_leader = yes
						}
						country_event = generic.2
					}
				}
			}
			else = {
				if = {
					limit = {
						ENG = {
							is_faction_leader = yes
							has_government = democratic
							not = {
								has_war_with = ROOT
							}
						}
					}
					ENG = {
						country_event = generic.2
					}
				} {
					limit = {
						has_idea = YUG_idea_croatian_opposition
					}
					country_event = DOD_yugoslavia.10
				}
				else = {
					get_best_alliance_match_democratic_effect = yes
					var:best_leader = {
						country_event = generic.2
					}
				}
			}
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.6
	title = BBA_switzerland_trade.6.t
	desc = BBA_switzerland_trade.6.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.5.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Decision
Component: POL_sanacja_falanga_decisions
Constructs: has_government, fire_only_once, fascism_drift, complete_effect, remove_effect, has_stability
Source: game
File: common/decisions/POL.txt

Code:
POL_sanacja_falanga_decisions = {
	POL_nationwide_fascist_displays = {
		icon = decision_generic_nationalism
		available = {

		}
		visible = {
			NOT = {
				has_government = fascism
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 70
		modifier = {
			fascism_drift = 0.1
			stability_weekly = -0.02
		}
		complete_effect = {

		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
				has_stability = < 0.3
			}
		}
	}
	POL_appoint_nationalist_ministers = {
		icon = decision_generic_nationalism
		available = {

		}
		visible = {
			NOT = {
				has_government = fascism
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 70
		modifier = {
			fascism_drift = 0.1
			political_power_factor = -0.5
		}
		complete_effect = {

		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 5
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_explore_helmand_uranium_deposits
Constructs: prerequisite, limit, completion_reward, has_tech, is_historical_focus_on, is_in_faction_with, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_explore_helmand_uranium_deposits
	icon = GFX_goal_generic_nuclear_energy
	x = 1
	y = 1
	cost = 10
	available = {
		date = > 1941.1.1
		num_of_civilian_factories = > 12
		has_tech = excavation3
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		} {
			is_historical_focus_on = no
			factor = 3
		} {
			OR = {
				is_in_faction_with = SOV ENG GER USA
			}
			factor = 5
		} {
			has_tech = atomic_research
			factor = 10
		}
	}
	prerequisite = {
		focus = AFG_intensify_copper_mining AFG_rejuvenate_the_gold_mines
	}
	relative_position_id = AFG_rejuvenate_the_gold_mines
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
			add_tech_bonus = {
				name = AFG_explore_helmand_uranium_deposits
				bonus = 0.5
				uses = 1
				category = nuclear
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BOS_nccr
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = BOS
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: BAD
Component: BAD_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/BAD - Baden.txt

Code:
# Politics & Parties for BAD
add_ideas = {
	general_staff limited_conscription
}
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	fascism = 10
	communism = 10
	neutrality = 60
}
### Entity: Event
Component: INS_communist_events.7
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.7
	title = INS_communist_events.7.t
	desc = INS_communist_events.7.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = INS_communist_events.7.a
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_naval_radar
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_naval_radar
	icon = GFX_goal_generic_radar
	x = 0
	y = 1
	prerequisite = {
		focus = USA_bureau_of_aeronautics
	}
	relative_position_id = USA_bureau_of_aeronautics
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		} {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = USA_naval_radar
			uses = 1
			bonus = 1.0
			category = radar_tech
		}
	}
}
### Entity: Effect Reference
Construct: random_allied_country
Constructs: limit, random_allied_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_allied_country

* Supported Scopes: COUNTRY
* Supported Targets: none

Executes children effects on a random Allied Country different from the one in scope that fulfills the `limit` trigger.
`tooltip` can be used to override tooltip title (supports [bindable localization](script_concept_documentation.md#bindable-localization)).
### Entity: Scripted Effect
Component: EAI_RESEARCH_armor_research_factor
Constructs: set_temp_variable, research_factor, industry_factor, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_armor_research_factor = {
	@ARMOR_INDUSTRY_DIVISOR = 100
	@ARMOR_INDUSTRY_WEIGHT = 0.7
	@ARMOR_RESEARCH_SLOT_DIVISOR = 5
	@ARMOR_RESEARCH_SLOT_WEIGHT = 0.3
	set_temp_variable = {
		research_factor = 0
	} {
		industry_factor = num_of_military_factories
	} {
		research_slot_factor = amount_research_slots
	}
	divide_temp_variable = {
		industry_factor = @ARMOR_INDUSTRY_DIVISOR
	} {
		research_slot_factor = @ARMOR_RESEARCH_SLOT_DIVISOR
	}
	clamp_temp_variable = {
		var = industry_factor
		max = 1
	} {
		var = research_slot_factor
		max = 1
	} {
		var = research_factor
		min = 0.01
		max = 1
	}
	multiply_temp_variable = {
		industry_factor = @ARMOR_INDUSTRY_WEIGHT
	} {
		research_slot_factor = @ARMOR_RESEARCH_SLOT_WEIGHT
	}
	add_to_temp_variable = {
		research_factor = industry_factor
	} {
		research_factor = research_slot_factor
	}
	set_variable = {
		EAI_RESEARCH_armor_research_factor = research_factor
	}
}
### Entity: Special Project
Component: sp_land_large_caliber_kinetic_energy_sabot
Constructs: limit, is_major, set_technology, is_neighbor_of, has_dlc, has_tech, breakthrough_cost, resource_cost
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_large_caliber_kinetic_energy_sabot = {
	specialization = specialization_land
	project_tags = sp_tag_artillery
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			ROOT = {
				is_major = no
			}
		} {
			factor = 100
			ROOT = {
				original_tag = GER
				any_enemy_country = {
					OR = {
						original_tag = CZE FRA
					}
					is_neighbor_of = ROOT
					any_controlled_state = {
						any_province_building_level = {
							province = {
								limit_to_border = yes
							}
							building = bunker
							level = > 4
						}
					}
				}
			}
		}
	}
	allowed = {
		has_dlc = Peace For Our Time
	}
	available = {
		FROM = {
			has_tech = interwar_antitank
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			steel = 2
			chromium = 4
			tungsten = 2
		}
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = tech_effect|sp_land_large_caliber_kinetic_energy_sabot_gd_tech {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_advance_sabot_shells
				}
				hidden_effect = {
					set_technology = {
						sp_land_large_caliber_kinetic_energy_sabot_gd_tech = 1
						popup = no
					}
				}
			}
			else = {
				custom_effect_tooltip = tech_effect|sp_land_large_caliber_kinetic_energy_sabot_no_gd_tech {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_advance_sabot_shells
				}
				hidden_effect = {
					set_technology = {
						sp_land_large_caliber_kinetic_energy_sabot_no_gd_tech = 1
						popup = no
					}
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_artillery_tech_1 sp_land_generic_reward_artillery_tech_2 sp_land_generic_reward_artillery_tech_3 sp_land_generic_reward_artillery_bonus_1 sp_land_generic_reward_artillery_bonus_2 sp_land_generic_reward_artillery_bonus_3 sp_land_generic_rew
# ... (truncated)
### Entity: National Focus
Tree: hon_focus
Component: HON_libperbol
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_army_manpower, has_guaranteed, is_ally_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_libperbol
	icon = GFX_goal_COL_war_with_andeas
	relative_position_id = HON_gran_colombia
	prerequisite = {
		focus = HON_gran_colombia
	}
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = PRU
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 350000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = PRU
					is_ally_with = PRU
				}
			}
		} {
			add = 15
			any_other_country = {
				NOT = {
					has_guaranteed = BOL
					is_ally_with = BOL
				}
			}
		}
	}
	will_lead_to_war_with = PRU BOL
	available = {
		has_army_manpower = {
			size = > 250000
		}
		r56_script_i_am_sane = yes
		PRU = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		PRU = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				PRU = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = PRU
				expire = 0
			}
		} {
			limit = {
				BOL = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = BOL
				expire = 0
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				PRU = {
					exists = yes
					has_government = communism
				}
			}
			PRU = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				BOL = {
					exists = yes
					has_government = communism
				}
			}
			BOL = {
				country_event = generic.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Country History
Country: KAT
Component: KAT_army
Source: game
File: history/countries/KAT - Katanga.txt

Code:
# OOB & Army Setup for KAT
oob = COG_1936
### Entity: Idea
Component: SPA_foreign_training_staff
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_foreign_training_staff = {
	picture = german_advisors
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		training_time_factor = -0.15
	}
}