Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_womens_suffrage
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_womens_suffrage
	icon = GFX_focus_generic_treaty
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_invite_communist_ministers
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_invite_communist_ministers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			FRA_womens_suffrage
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Unit Template
Component: LIT_SS_HISTORICAL
Source: game
File: common/units/names_ships/LIT_ship_names.txt

Code:
LIT_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		LIT
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	fallback_name = Povandeninis %d
	unique = {
		Silute Taurage Jurbarkas Alytus Trakai Druskininkai
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_intervention_in_the_winter_war
Constructs: has_completed_focus, prerequisite, completion_reward, is_subject, has_war_support, add_to_war
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_intervention_in_the_winter_war
	icon = GFX_goal_generic_anti_communism
	prerequisite = {
		focus = SWE_the_finlands_sak_ar_var_recruitment_drive
	}
	relative_position_id = SWE_the_finlands_sak_ar_var_recruitment_drive
	x = 0
	y = 2
	cost = 5
	available = {
		is_subject = no
		has_war_support = > 0.8
		FIN = {
			has_defensive_War_with = SOV
		}
		NOT = {
			has_completed_focus = SWE_gunther_molotov_agreement
		}
	}
	completion_reward = {
		custom_effect_tooltip = SWE_warning_winter_war_tt
		add_to_war = {
			targeted_alliance = FIN
			enemy = SOV
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: CZE_dominik_cipera
Constructs: has_completed_focus, limit, has_government, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_dominik_cipera = {
	name = CZE_dominik_cipera
	portraits = {
		army = {
			small = GFX_idea_CZE_dominik_cipera
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_dominik_cipera
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				OR = {
					has_government = communism
					has_completed_focus = CZE_force_the_industrialists_hand
				}
			}
		}
		visible = {
			NOT = {
				OR = {
					has_government = communism
					has_completed_focus = CZE_force_the_industrialists_hand
				}
			}
		}
		cost = 150
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
				}
			}
		}
		traits = {
			CZE_corporatist_lackey
		}
	}
}
### Entity: Character
Component: MEX_heliodoro_charis
Source: game
File: common/characters/MEX.txt

Code:
MEX_heliodoro_charis = {
	name = MEX_heliodoro_charis
	portraits = {
		army = {
			large = GFX_portrait_MEX_heliodoro_charis
			small = GFX_portrait_MEX_heliodoro_charis_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 700
	}
}
### Entity: Idea
Component: idea_CHL_near_anarchic_society
Constructs: stability_factor, war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
idea_CHL_near_anarchic_society = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_near_anarchic_society
	modifier = {
		stability_factor = -0.25
		political_power_factor = -0.15
		war_support_factor = -0.1
		fascism_drift = 0.02
	}
}
### Entity: Country History
Country: POR
Component: POR_politics
Constructs: set_stability, set_politics, set_popularities
Source: game
File: history/countries/POR - Portugal.txt

Code:
# Politics & Parties for POR
set_politics = {
	ruling_party = neutrality
	last_election = 1933.3.5
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 10
	communism = 10
	neutrality = 60
	democratic = 20
}
set_stability = 0.75
### Entity: Scripted Effect
Component: calculate_folkhemmet_no_navy_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_no_navy_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_air_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 0
	}
	calculate_folkhemmet_none_option = yes
}
### Entity: Idea
Component: escort_effort_focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/usa.txt

Code:
escort_effort_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: GRE_petros_voulgaris
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_petros_voulgaris = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_petros_voulgaris
		portraits = {
			army = {
				small = GFX_idea_gre_petros_voulgaris
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = GRE_petros_voulgaris
			name = GRE_petros_voulgaris
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = GRE_republicans_friendly_or_loyal
					check_variable = {
						var = GRE_republican_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_petros_voulgaris
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = GRE_petros_voulgaris
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: CAN_patriation
Constructs: has_government, removal_cost, autonomy_gain
Source: game
File: common/ideas/canada.txt

Code:
CAN_patriation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	picture = can_patriation
	rule = {
		can_decline_call_to_war = yes
	}
	modifier = {
		autonomy_gain = 1
	}
}
### Entity: Event
Component: wtt_germany.2
Constructs: is_triggered_only, limit, add_popularity, add_manpower, load_oob
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.2
	title = wtt_germany.2.t
	desc = wtt_germany.2.d
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	option = {
		name = excellent
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_manpower = 40000
		if = {
			limit = {
				controls_state = 165
			}
			load_oob = SPR_German_Expatriates_Barcelona
		} {
			limit = {
				controls_state = 41
				NOT = {
					controls_state = 165
				}
			}
			load_oob = SPR_German_Expatriates_Madrid
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_sargans_gotthard_and_st_maurice
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_sargans_gotthard_and_st_maurice
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = SWI_citizen_supply_mandate
	}
	x = -1
	y = 1
	relative_position_id = SWI_citizen_supply_mandate
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		847 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border_country = GER
				}
			}
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		151 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border_country = GER
				}
			}
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Idea
Component: EAI_DD_9/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_THIS_is_ideologically_adjacent_with_PREV
Constructs: limit, has_government
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_THIS_is_ideologically_adjacent_with_PREV = {
	if = {
		limit = {
			PREV = {
				has_government = democratic
			}
		}
		EAI_democratic_nation = yes
	}
	else_if = {
		limit = {
			PREV = {
				has_government = communism
			}
		}
		EAI_communist_nation = yes
	} {
		limit = {
			PREV = {
				has_government = fascism
			}
		}
		EAI_fascist_nation = yes
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_new_economic_policy
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_new_economic_policy
	icon = GFX_focus_RAJ_trickle_down_economics
	prerequisite = {
		focus = RAJ_vertical_integration
	}
	x = 1
	y = 1
	relative_position_id = RAJ_vertical_integration
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = capital_investment_model
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: AI Strategy
Component: r56_SOV_treat_CHL_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_treat_CHL_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
			is_faction_leader = yes
		}
		CHL = {
			has_government = communism
			is_in_faction = no
		}
		country_exists = CHL
	}
	abort = {
		OR = {
			date = > 1950.1.1
			SOV = {
				has_war_with = USA
			}
			CHL = {
				OR = {
					AND = {
						has_war_together_with = SOV
						has_war_with = USA
					}
					has_completed_focus = CHL_comintern
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = CHL
		value = -100
	}
}
### Entity: Character
Component: INS_gustave_statius_muller
Constructs: has_completed_focus, limit, has_cosmetic_tag, is_subject_of
Source: game
File: common/characters/INS.txt

Code:
INS_gustave_statius_muller = {
	name = INS_gustave_statius_muller
	portraits = {
		army = {
			large = GFX_Portrait_PLACEHOLDER_large
			small = GFX_portrait_INS_gustave_muller_small
		}
	}
	advisor = {
		slot = high_command
		cost = 200
		idea_token = INS_gustave_statius_muller
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_dutch_army_chief_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				OR = {
					is_subject_of = HOL
					has_completed_focus = INSHOL_volksraad_compromises
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			TAOG_engineer
		}
	}
}
### Entity: Game Rule
Component: allow_access
Constructs: allow_access
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_access = {
	name = RULE_ALLOW_MILITARY_ACCESS
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_military_access_docking_rights
	default = {
		name = FREE
		text = RULE_OPTION_FREE
		desc = RULE_ALLOW_ACCESS_FREE_DESC
	}
	option = {
		name = SAME_IDEOLOGY
		text = RULE_OPTION_SAME_IDEOLOGY
		desc = RULE_ALLOW_ACCESS_SAME_IDEOLOGY_DESC
	} {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_ACCESS_BLOCKED_DESC
	}
}
### Entity: Event
Component: bftb_bulgarian_claims.5
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, every_state, has_state_flag, is_controlled_by, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgarian_claims.5
	title = bftb_bulgarian_claims.5.t
	desc = bftb_bulgarian_claims.5.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgarian_claims.5.a
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			BUL = {
				add_opinion_modifier = {
					target = GER
					modifier = BUL_honored_bulgarian_claims
				}
			}
			every_state = {
				limit = {
					has_state_flag = BUL_bulgarian_claim_warranted_flag
					OR = {
						is_controlled_by = GER
						controller = {
							is_in_faction_with = GER
						}
					}
				}
				BUL = {
					set_state_controller = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_armament_program
Constructs: prerequisite, completion_reward, has_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_armament_program
	icon = GFX_focus_CZE_military_research_institute
	prerequisite = {
		focus = CZE_ministry_of_defense
	}
	x = 4
	y = 0
	relative_position_id = CZE_R56_support_strategic_industries
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		NOT = {
			has_idea = civilian_economy partial_economic_mobilisation
		}
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = CZE_jan_netik
		upgrade_economy_law = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: CZE_submarine_focus3_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_submarine_focus3_idea = {
	picture = ub
	allowed = {

	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_submarine_attack_factor = 0.05
		naval_torpedo_hit_chance_factor = 0.05
		naval_torpedo_reveal_chance_factor = -0.05
		sub_retreat_speed = 0.05
	}
}
### Entity: Character
Component: PAR_juan_manuel_frutos
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_juan_manuel_frutos = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = PAR_juan_manuel_frutos
			allowed = {
				original_tag = PAR
			}
			traits = {
				patriotic_socialist
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = army_chief
			idea_token = PAR_juan_manuel_frutos
			allowed = {
				original_tag = PAR
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_2
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_expand_the_volunteer_program
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, set_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_expand_the_volunteer_program
	prerequisite = {
		focus = PRU_strengthen_the_national_industry
	}
	icon = GFX_goal_generic_into_fire
	x = -1
	y = 6
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = GEN_Brigades_I
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Name List
Component: GBA
Source: game
File: common/names/00_names.txt

Code:
GBA = {
	male = {
		names = {
			Ouman Gnigelo Akway Keat Tuach Umed Gatluk Omot Ojullu Umod Okello Agwa Buk Domaac Kwoth Nhial Nyaliep
		}
	}
	female = {
		names = {
			Buk Candit Nhial Nyabeel Nyapal
		}
	}
	surnames = {
		Okello Bithow Ubong Tut Koat Obup Ujulu Alemu
	}
	callsigns = {
		Anuak Nuer Mezhenger Anywaa Oromo Majang Gambela
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_sponsor_blueshirt_activity
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_sponsor_blueshirt_activity
	prerequisite = {
		focus = POR_crush_moderate_defiance
	}
	icon = GFX_goal_military_government
	cost = 8
	x = 0
	y = 1
	relative_position_id = POR_crush_moderate_defiance
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.08
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_harass_reactionary_corporatists_which_grants_tt generic_skip_one_line_tt unlocks_decision_crush_lingering_leftist_opposition_which_grants_tt generic_skip_one_line_tt
			add_political_power = 45
			add_stability = -0.02
			add_popularity = {
				ideology = fascism
				popularity = 0.04
			}
			if = {
				limit = {
					has_idea = POR_peace_with_the_salazaristas_idea
				}
				swap_ideas = {
					remove_idea = POR_peace_with_the_salazaristas_idea
					add_idea = POR_peace_with_the_salazaristas_idea2
				}
			}
			else_if = {
				limit = {
					has_idea = POR_crush_moderate_defiance_idea
				}
				swap_ideas = {
					remove_idea = POR_crush_moderate_defiance_idea
					add_idea = POR_crush_moderate_defiance_idea2
				}
			} {
				limit = {
					has_idea = POR_crush_moderate_defiance_idea2
				}
				swap_ideas = {
					remove_idea = POR_crush_moderate_defiance_idea2
					add_idea = POR_crush_moderate_defiance_idea3
				}
			}
			else = {
				swap_ideas = {
					remove_idea = POR_peace_with_the_salazaristas_idea2
					add_idea = POR_peace_with_the_salazaristas_idea3
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: TRA_fascist_guy
Constructs: has_government
Source: game
File: common/characters/TRA.txt

Code:
TRA_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TRA_fascist_guy
		allowed = {
			original_tag = TRA
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Event
Component: naw_norway.184
Constructs: is_triggered_only, limit, has_country_flag, add_to_faction, is_in_faction_with, clr_country_flag, is_subject_of, every_other_country
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.184
	title = naw_norway.184.t
	desc = naw_norway.184.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.184.a
		effect_tooltip = {
			ROOT = {
				add_to_faction = FROM
			}
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						is_in_faction_with = ROOT
						has_country_flag = NOR_faction_leader_decides_foreign_policy
					}
				}
				FROM = {
					clr_country_flag = NOR_faction_leader_decides_foreign_policy
				}
			} {
				limit = {
					any_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = FROM
						}
						has_country_flag = NOR_faction_leader_decides_foreign_policy
					}
				}
				every_other_country = {
					limit = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = FROM
						}
					}
					clr_country_flag = NOR_faction_leader_decides_foreign_policy
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_issue_bonds
Constructs: prerequisite, has_war, completion_reward, has_idea, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_issue_bonds
	icon = GFX_focus_SWI_issue_war_bonds
	relative_position_id = CHL_public_works
	x = -5
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_public_works CHL_dissolve_covensa
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = CHL_has_idea_near_anarchy
				OR = {
					has_idea = idea_CHL_near_anarchic_society idea_CHL_near_anarchic_society_2 idea_CHL_near_anarchic_society_3 idea_CHL_near_anarchic_society_4
				}
			}
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_chilean_economy_ns_intro
		add_to_variable = {
			CHL_economy_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			CHL_economy_stability_factor = 0.05
			tooltip = stability_factor_tt
		}
	}
}