Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_Autarky
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Autarky
	icon = GFX_goal_generic_price_controls
	prerequisite = {
		focus = SUD_Excavation
	}
	text = GEN_reform_the_taxes
	x = 0
	y = 1
	relative_position_id = SUD_Excavation
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = GEN_Autarky_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: SWI_make_centralized_president
Constructs: limit, has_government, every_character, has_advisor_role, set_can_be_fired_in_advisor_role, add_country_leader_role, set_country_flag, has_trait
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_make_centralized_president = {
	ROOT = {
		every_character = {
			limit = {
				has_advisor_role = political_advisor
			}
			set_can_be_fired_in_advisor_role = {
				slot = political_advisor
				value = yes
			}
		}
	}
	if = {
		limit = {
			ROOT = {
				has_government = democratic
			}
		}
		if = {
			limit = {
				SWI_councilor_is_democratic_liberalism = yes
			}
			add_country_leader_role = {
				country_leader = {
					ideology = liberalism
					expire = 1965.1.1.1
				}
				promote_leader = yes
			}
		}
		else_if = {
			limit = {
				SWI_councilor_is_democratic_conservatism = yes
			}
			add_country_leader_role = {
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
				}
				promote_leader = yes
			}
		} {
			limit = {
				SWI_councilor_is_democratic_socialism = yes
			}
			add_country_leader_role = {
				country_leader = {
					ideology = socialism
					expire = 1965.1.1.1
				}
				promote_leader = yes
			}
		}
		else = {
			add_country_leader_role = {
				country_leader = {
					ideology = conservatism
					expire = 1965.1.1.1
				}
				promote_leader = yes
			}
		}
		SWI_add_country_leader_trait_based_on_councilor_trait = yes
		ROOT = {
			set_country_flag = SWI_elected_centralized_president
		}
	}
	else_if = {
		limit = {
			ROOT = {
				has_government = fascism
			}
		}
		add_country_leader_role = {
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
		SWI_add_country_leader_trait_based_on_councilor_trait = yes
		ROOT = {
			set_country_flag = SWI_elected_centralized_president
		}
	} {
		limit = {
			ROOT = {
				has_government = neutrality
			}
		}
		if = {
			limit = {
				var:SWI.SWI_confederation_president = {
					has_trait = SWI_intelligence_officer
				}
			}
			ROOT = {
				add_country_leader_role = {
					character = var:SWI_confederation_president
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							SWI_intelligence_officer
						}
					}
					promote_leader = yes
				}
			}
		}
		else_if = {
			limit = {
				var:SWI.SWI_confederation_president = {
					has_trait = SWI_militaristic_nationalist
				}
			}
			ROOT = {
				add_country_leader_role = {
					character = var:SWI_confederation_president
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							SWI_mili
# ... (truncated)
### Entity: National Focus
Tree: ser_focus
Component: SER_recreate_yugoslavia
Constructs: prerequisite, limit, has_government, completion_reward, create_wargoal, annex_everything, add_state_core
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_recreate_yugoslavia
	icon = GFX_goal_BUL_divide_yugoslavia
	prerequisite = {
		focus = SER_form_peasant_councils
	}
	relative_position_id = SER_form_peasant_councils
	x = -3
	y = 1
	cost = 14.3
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 150
	}
	completion_reward = {
		if = {
			limit = {
				MAC = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MAC
				expire = 0
			}
		} {
			limit = {
				CRO = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CRO
				expire = 0
			}
		} {
			limit = {
				BOS = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = BOS
				expire = 0
			}
		} {
			limit = {
				SLV = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SLV
				expire = 0
			}
		}
		add_state_core = 102 956 853 109 959 952 103 958 104 804 961 962 106 802 950 803 852 736 163
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: DOD_romania.20
Constructs: is_triggered_only, ai_chance, give_guarantee, has_added_tension_amount
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.20
	title = DOD_romania.20.t
	desc = DOD_romania.20.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = DOD_romania.20.a
		ai_chance = {
			factor = 80
			modifier = {
				threat = > 0.25
				factor = 2
			}
		}
		give_guarantee = ROM
		ROM = {
			country_event = DOD_romania.21
		}
	} {
		name = DOD_romania.20.b
		ai_chance = {
			factor = 20
			modifier = {
				ROM = {
					has_added_tension_amount = > 0.01
				}
				factor = 1.5
			}
		}
		ROM = {
			country_event = DOD_romania.22
		}
	}
}
### Entity: Event
Component: news.139
Constructs: is_triggered_only, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.139
	title = news.139.t
	desc = news.139.d
	picture = GFX_news_event_polish_resistance_warsaw
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = liberation_of_warsaw
		}
		has_global_flag = fall_of_warsaw_ger
	}
	immediate = {
		set_global_flag = liberation_of_warsaw
	}
	option = {
		name = news.139.a
		trigger = {
			NOT = {
				TAG = SOV GER
			}
		}
	} {
		name = news.138.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Unit Template
Component: equipment_modules
Constructs: limit, has_dlc, xp_cost, add_stats, build_cost_ic, maximum_speed, allow_equipment_type, build_cost_resources
Source: game
File: common/units/equipment/modules/00_r56_tank_modules.txt

Code:
equipment_modules = {
	limit = {
		has_dlc = No Step Back
	}
	r56_tank_front_plate_fixed_superstructure_turret = {
		abbreviation = pfs
		category = tank_light_turret_type
		sfx = sfx_ui_sd_module_turret
		forbid_equipment_type_exact_match = armor
		forbid_equipment_type = {
			anti_air flame
		}
		allowed_module_categories = {
			main_armament_slot = {
				tank_medium_main_armament
			}
		}
		forbid_equipment_type_exact_match_for_category = {
			tank_heavy_main_armament = armor
			tank_super_heavy_main_armament = armor
			tank_secondary_turret = armor
		}
		xp_cost = 6
		add_stats = {
			reliability = 0.25
		}
		multiply_stats = {
			breakthrough = -0.25
			hardness = -0.1
			armor_value = -0.1
			hard_attack = -0.1
			defense = -0.1
			build_cost_ic = -0.05
			maximum_speed = 0.05
			fuel_consumption = -0.05
		}
	}
	r56_tank_platform_mount_turret = {
		abbreviation = pmt
		category = tank_light_turret_type
		sfx = sfx_ui_sd_module_turret
		forbid_equipment_type_exact_match = armor
		forbid_equipment_type = {
			flame
		}
		allowed_module_categories = {
			main_armament_slot = {
				tank_small_main_armament tank_medium_main_armament
			}
		}
		xp_cost = 6
		add_stats = {
			reliability = 0.25
		}
		multiply_stats = {
			breakthrough = -0.5
			hardness = -0.25
			hard_attack = -0.25
			armor_value = -0.25
			defense = -0.25
			build_cost_ic = -0.1
			maximum_speed = 0.1
			fuel_consumption = -0.1
		}
	}
	r56_tank_light_oscillating_turret = {
		abbreviation = lot
		category = tank_light_turret_type
		sfx = sfx_ui_sd_module_turret
		allowed_module_categories = {
			main_armament_slot = {
				tank_small_main_armament tank_medium_main_armament
			}
		}
		forbid_equipment_type = {
			anti_air
		}
		add_stats = {
			build_cost_ic = 0.75
			breakthrough = 10
		}
		xp_cost = 6
		dismantle_cost_ic = 0.5
		multiply_stats = {
			armor_value = -0.15
		}
	}
	r56_tank_light_tankette_superstructure_turret = {
		abbreviation = ltst
		category = tank_light_turret_type
		sfx = sfx_ui_sd_module_turret
		forbid_equipment_type = anti_air
		forbid_equipment_type_exact_match_for_category = {
			tank_medium_main_armament = armor
			tank_heavy_main_armament = armor
			tank_super_heavy_main_armament = armor
		}
		xp_cost = 6
		add_stats = {
			reliability = 0.1
			defense = 1
			build_cost_ic = 0.25
		}
		multiply_stats = {
			maximum_speed = 0.1
			fuel_consumption = -0.1
			armor_v
# ... (truncated)
### Entity: Idea
Component: JAP_health_care_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_health_care_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = trotskyite_plot_purged
	modifier = {
		consumer_goods_factor = 0.06
		stability_factor = 0.05
		weekly_manpower = 500
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_puppet_finland
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_puppet_finland
	icon = GFX_focus_generic_invade_finland
	prerequisite = {
		focus = GER_support_the_finns_ww
	} {
		focus = GER_establish_eastern_grand_duchies
	}
	dynamic = yes
	x = 0
	y = 1
	relative_position_id = GER_support_the_finns_ww
	cost = 10
	available = {
		is_subject = no
		FIN = {
			exists = yes
			is_subject = no
			has_war = no
			is_in_faction = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				has_government = neutrality
			}
			FIN = {
				country_event = {
					id = wuw_GER_realpolitik.10
					hours = 12
					random_hours = 24
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				puppet = FIN
				custom_effect_tooltip = generic_skip_one_line_tt
				FIN = {
					add_country_leader_role = {
						character = FIN_prince_wolfgang_von_hesse
						promote_leader = yes
						country_leader = {
							ideology = despotism
							expire = 1965.1.1.1
							traits = {

							}
						}
					}
					set_party_name = {
						ideology = neutrality
						long_name = FIN_neutrality_party_monarchist_long
						name = FIN_neutrality_party_monarchist
					}
					add_popularity = {
						ideology = neutrality
						popularity = 0.1
					}
					IF = {
						limit = {
							has_completed_focus = FIN_greater_finland
						}
						set_cosmetic_tag = FIN_greater_kingdom_of_finland
					}
					ELSE = {
						set_cosmetic_tag = FIN_kingdom_of_finland
					}
				}
				ROOT = {
					GER_lower_CGFF_small = yes
				}
			}
		}
		ELSE = {
			FIN = {
				country_event = {
					id = wuw_GER_realpolitik.13
					hours = 12
					random_hours = 24
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				add_political_power = 75
				puppet = FIN
				ROOT = {
					GER_lower_CGFF_small = yes
				}
			}
		}
	}
}
### Entity: Character
Component: TZN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/TZN.txt

Code:
TZN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TZN_fascist_guy
		allowed = {
			original_tag = TZN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_councilor_visible
Constructs: has_dlc, has_character_flag, has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_councilor_visible = {
	OR = {
		AND = {
			has_dlc = La Resistance
			NOT = {
				has_character_flag = SWI_former_confederation_president
			} {
				has_character_flag = SWI_ousted_councilor
			}
		} {
			NOT = {
				has_dlc = La Resistance
			} {
				has_trait = SWI_intelligence_officer
			} {
				has_character_flag = SWI_former_confederation_president
			} {
				has_character_flag = SWI_ousted_councilor
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_localized_quality_control_old
Constructs: prerequisite, add_ideas, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_localized_quality_control_old
	text = SOV_localized_quality_control
	icon = GFX_goal_sov_soviet_ind_upgrade
	prerequisite = {
		focus = SOV_recalibration_of_quotas
	} {
		focus = SOV_trotskyite_narrative_old
	}
	x = -2
	y = 5
	relative_position_id = SOV_trotskyite_victory
	offset = {
		x = 3
		y = 0
		trigger = {
			has_dlc = La Resistance
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 2
			category = infantry_weapons
		}
		add_ideas = SOV_quality_control
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_appeal_to_uk
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_ally_with
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_appeal_to_uk
	icon = GFX_focus_chi_british_cooperation
	relative_position_id = ISR_suez_crisis
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_suez_crisis
	}
	bypass = {
		OR = {
			ENG = {
				is_ally_with = EGY
			}
			has_completed_focus = ISR_a_resounding_victory
		}
	}
	available = {
		if = {
			limit = {
				has_completed_focus = ISR_operation_sinai
			}
			NOT = {
				has_completed_focus = ISR_operation_sinai
			}
		}
	}
	cost = 3
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
			producer = ENG
		}
	}
}
### Entity: Idea
Component: russo_mexican_tanks
Constructs: has_dlc, is_in_faction_with, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
russo_mexican_tanks = {
	picture = morozov_design_bureau
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		is_in_faction_with = SOV
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_MS_DD_navy_focus_1
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_MS_DD_navy_focus_1 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/mine_sweeper_OVERRIDE = global.EAI_ON
		}
		AND = {
			OR = {
				EAI_Mine_Sweeper_Focus_1_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/mine_sweeper EAI_FOCUS/NAVY/mine_sweeper_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_invite_greece
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_puppet
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_invite_greece
	icon = GFX_focus_generic_befriend_greece
	prerequisite = {
		focus = YUG_pan_balkan_workers_congress
	}
	x = 0
	y = 1
	relative_position_id = YUG_pan_balkan_workers_congress
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		GRE = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
			has_government = communism
		}
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		GRE = {
			OR = {
				exists = no
				is_puppet_of = ROOT
				is_in_faction = yes
				has_country_flag = banned_communism_flag
				AND = {
					NOT = {
						has_government = communism
					}
					hidden_trigger = {
						has_country_flag = had_yugo_civil_war_flag
					}
					has_civil_war = no
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	complete_tooltip = {

	}
	completion_reward = {
		GRE = {
			country_event = generic.5
		}
		if = {
			limit = {
				has_completed_focus = YUG_invite_hungary YUG_invite_romania
			}
			unlock_decision_tooltip = YUG_instigate_in_turkey
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_british_innovetions
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_british_innovetions
	icon = GFX_goal_generic_positive_trade_relations
	text = GRE_british_innovetions
	prerequisite = {
		focus = GRE_befriend_britain
	}
	x = 1
	y = 3
	relative_position_id = GRE_befriend_france
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = democratic
	}
	completion_reward = {
		navy_experience = 5
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_restore_the_colombia_empire
Constructs: division_template, create_country_leader, prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_restore_the_colombia_empire
	prerequisite = {
		focus = PRU_restore_the_empire
	}
	icon = GFX_goal_COL_bolivarian_brother
	relative_position_id = PRU_look_to_the_past
	x = -1
	y = 15
	cost = 10
	available = {
		OR = {
			AND = {
				COL = {
					exists = yes
					is_subject_of = ROOT
				}
			} {
				COL = {
					exists = no
				}
				307 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				489 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				304 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				486 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				306 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				493 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				1051 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				937 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				948 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				1073 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				488 = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_controlled_by = ROOT
						any_country = {
							is_subject_of = ROOT
							controls_state = PREV
						}
					} {
						state = 486 306 493 304 307 695 691 685 1051 489 937 948 1073 488
					}
				}
				add_core_of = COL
				transfer_state_to = COL
			}
		}
		IF = {
			limit = {
				NOT = {
					has_subject = COL
				}
			}
			puppet = COL
		}
		COL = {
			hidden_effect = {
				add_popularity = {
					ideology = neutrality
					popularity = 0.3
				}
			} {
				division_template = {
					name = Colombia Royal Army
					is_locked = no
					division_names_group = SPR_INF_01
					priority = 1
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
					}
					support = {
						recon = {
							x = 0
							y = 0
						}
					}
				}
			} {
				set_cosmetic_tag = COL_EMP
			} {
				set_party_name = {
					ideology = neutrality
					long_name = Partido Monarquico
					name = Partido Monarquico
				}
			}
	
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_nationalize_the_anglo_iraqi_oil_company
Constructs: limit, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, add_political_power, has_army_manpower, is_subject
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_nationalize_the_anglo_iraqi_oil_company
	icon = GFX_focus_IRQ_nationalize_the_anglo_iraqi_oil_company
	mutually_exclusive = {
		focus = IRQ_anglo_iraqi_oil_expansion
	}
	x = -2
	y = 3
	relative_position_id = IRQ_strengthen_mesopotamian_farming
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_army_manpower = {
			size = > 100000
		}
		NOT = {
			has_country_flag = IRQ_is_kurdistan
		} {
			ENG = {
				is_subject = yes
			} {
				exists = no
			}
			has_war_with = ENG
		}
	}
	bypass = {
		ENG = {
			NOT = {
				has_resources_rights = {
					state = 291
					resources = {
						oil
					}
				}
			} {
				has_resources_rights = {
					state = 676
					resources = {
						oil
					}
				}
			} {
				has_resources_rights = {
					state = 1010
					resources = {
						oil
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		IF = {
			limit = {
				ENG = {
					exists = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			ENG = {
				remove_resource_rights = 676 291 1010
				diplomatic_relation = {
					country = ROOT
					relation = guarantee
					active = no
				}
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 50
				} {
					type = conquer
					id = ROOT
					value = 50
				}
			} {
				add_opinion_modifier = {
					target = ROOT
					modifier = IRQ_nationalized_our_oil
				}
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = IRQ_iraq_petrolium_company
	}
}
### Entity: Idea
Component: heritage_of_accomplishment
Constructs: has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
heritage_of_accomplishment = {
	ledger = army
	available = {
		has_dlc = By Blood Alone
	}
	modifier = {
		grant_medal_cost_factor = -0.5
		field_officer_promotion_penalty = -1.0
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}