Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: savecheck
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## savecheck

Makes a savegame (Test_01), loads the savegame, makes a new savegame (Test_02). Those savegames should look the same.
### Entity: Character
Component: AFG_nationalist_turncoat
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_nationalist_turncoat = {
	random = no
	sprite = 13
	neutrality_drift = -0.05
	political_power_factor = -0.1
	army_core_attack_factor = 0.05
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_challenge_zogs_rule
Constructs: prerequisite, completion_reward, add_political_power, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_challenge_zogs_rule
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = ALB_political_reforms
	}
	mutually_exclusive = {
		focus = ALB_strengthen_zogs_rule
	}
	x = 11
	y = 1
	cost = 5
	ai_will_do = {
		factor = 25
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: has_naval_treaty_trigger
Constructs: has_naval_treaty_trigger, has_idea
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_naval_treaty_trigger = {
	OR = {
		has_idea = MTG_naval_treaty_adherent MTG_naval_treaty_cheating MTG_naval_treaty_adherent_reduced MTG_naval_treaty_cheating_reduced
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.12
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.12
	title = BBA_italo_ethiopian_war_events.12.t
	desc = BBA_italo_ethiopian_war_events.12.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {

	}
	option = {
		name = BBA_italo_ethiopian_war_events.12.a
		trigger = {

		}
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Shared Focus
Component: CARIB_caribbean_unification
Constructs: shared_focus, has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_focus_tree
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_caribbean_unification
	icon = GFX_goal_generic_befriend_united_caribbean
	cost = 5
	allow_branch = {
		OR = {
			original_tag = DOM HAI CUB JAM PUE BAH TRI GDL CRC STK DMN BRB STL SVG GRA MAR MAA BAS MAA
		}
	}
	x = 58
	y = 0
	offset = {
		x = 6
		y = 12
		trigger = {
			has_focus_tree = cuban_focus
		}
	} {
		x = 20
		y = 0
		trigger = {
			has_focus_tree = venezuela_focus
		}
	} {
		x = 6
		y = 0
		trigger = {
			original_tag = CRC
		}
	}
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		if = {
			limit = {
				OR = {
					original_tag = VEN CRC
				}
			}
			NOT = {
				has_completed_focus = GCO_UNIFIED_gran_colombian_unification
			}
		}
		NOT = {
			has_idea = generic_recent_political_unification
		}
		custom_trigger_tooltip = {
			tooltip = is_caribbean_tt
			OR = {
				has_cosmetic_tag = CAB VEN_CARIBBEAN
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: convoy_producer_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
convoy_producer_0 = {
	random = no
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mongol.14
Constructs: is_triggered_only, create_country_leader, limit, add_stability, fire_only_once, add_manpower, has_country_leader, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.14
	title = mongol.14.t
	desc = mongol.14.d
	picture = GFX_report_event_MON_train_arrival_ulaanbaatar
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.14.a
		add_manpower = -1
		add_stability = -0.01
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						name = Fallen Government
					}
				}
			}
			create_country_leader = {
				name = Fallen Government
				picture = gfx/leaders/r56_generic/r56_generic_collective.dds
				expire = 1965.1.1
				ideology = marxism
				traits = {
					cabinet_crisis
				}
			}
		}
		set_country_flag = mon_1935_defence_soviet_imprison_genden_or_empty_train MON_political_paths_are_unlocked
		custom_effect_tooltip = MON_genden_or_pro_chinese_tt
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_recruit_ideologically_aligned_generals
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, create_corps_commander, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_recruit_ideologically_aligned_generals
	icon = GFX_focus_GER_proletarian_dictatorship
	prerequisite = {
		focus = CZE_rehabilitate_the_army
	}
	cost = 5
	relative_position_id = CZE_rehabilitate_the_army
	x = 0
	y = 1
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_recruit_communist_generic_general_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dynamic_modifier_party_popularity_stability_factor = 0.05
			tooltip = party_popularity_stability_factor_tt
		}
		show_unit_leaders_tooltip = CZE_richard_tesarzhik
		hidden_effect = {
			create_corps_commander = {
				traits = {
					JAP_communist_sympathizer politically_connected
				}
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
				skill = 2
			}
		}
		add_ideas = CZE_communist_officers_training
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: State History
Component: 818
Constructs: add_core_of
Source: game
File: history/states/818-Khovd.txt

Code:
state = {
	id = 818
	name = STATE_818
	provinces = {
		1774 4751 4777 7773 7808 7843 7870 10539 10563 10669 12520 12695
	}
	history = {
		owner = MON
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7843 1
		}
		add_core_of = MON
	}
	manpower = 149000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_temporary_state_guidance
Constructs: prerequisite, limit, completion_reward, is_ai, is_historical_focus_on, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_temporary_state_guidance
	icon = GFX_goal_generic_state_economy
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_emergency_powers_act
	}
	relative_position_id = IRE_emergency_powers_act
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				ROOT = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: idea_game_rule_extra_spy_1
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_game_rule_extra_spy_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_defend_the_land
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, create_faction_from_template, is_in_faction, has_country_leader
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_defend_the_land
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = ITA_union_in_the_party
	}
	mutually_exclusive = {
		focus = ITA_follow_the_soviet_union
	}
	x = 2
	y = 1
	relative_position_id = ITA_union_in_the_party
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_POR_popular_front_bloc
			name = ITA_united_socialist_front
			icon = GFX_faction_icon_generic_communist
		}
		custom_effect_tooltip = ITA_defend_the_land_invite_tt
		if = {
			limit = {
				any_other_country = {
					has_government = communism
					is_in_faction = no
					is_subject = no
					NOT = {
						has_country_leader = {
							character = SOV_iosif_stalin
							ruling_only = yes
						}
					}
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					has_government = communism
					is_in_faction = no
					is_subject = no
					NOT = {
						OR = {
							has_country_leader = {
								character = SOV_iosif_stalin
								ruling_only = yes
							}
							any_allied_country = {
								has_country_leader = {
									character = SOV_iosif_stalin
									ruling_only = yes
								}
							}
						}
					}
				}
				hidden_effect = {
					country_event = {
						id = generic.5
						hours = 4
						random_hours = 4
					}
				}
				custom_effect_tooltip = ITA_defend_the_land_faction_tt
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_swedish_defence_research_agency
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_swedish_defence_research_agency
	icon = GFX_focus_research2
	prerequisite = {
		focus = SWE_recycling
	}
	relative_position_id = SWE_recycling
	x = 0
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = SWE_the_swedish_defence_research_agency
			bonus = 0.5
			uses = 2
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_break_the_zamindars
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_break_the_zamindars
	icon = GFX_focus_SOV_the_last_purge
	prerequisite = {
		focus = RAJ_indian_socialism
	}
	x = -5
	y = 1
	relative_position_id = RAJ_indian_socialism
	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 FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_zamindars_broken
			days = 180
		}
		custom_effect_tooltip = idea_RAJ_break_the_zamindars_tt newline_tt RAJ_five_year_plan_modify_tt newline_tt
		add_to_variable = {
			RAJ_fyp_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			RAJ_fyp_compliance_growth = 0.05
			tooltip = compliance_growth_tt
		}
		add_political_power = 60
	}
}
### Entity: AI Strategy
Component: HOL_alternate_fascist_plan_taog
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_TAOG_alternate_strategy_plan.txt

Code:
HOL_alternate_fascist_plan_taog = {
	name = Netherlands Fascist plan TAOG
	desc = Netherlands will become fascist and build up on the continent rather than their colonies. (TAOG)
	allowed = {
		original_tag = HOL
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_completed_focus = HOL_cave_to_the_germans
			has_country_flag = HOL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_expand_the_artillerieinrichtingen HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_ground_pounder
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_ground_pounder
	icon = GFX_focus_SWE_marauder_bombers
	prerequisite = {
		focus = RAJ_trainer_planes
	}
	x = 2
	y = 1
	relative_position_id = RAJ_trainer_planes
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = idea_RAJ_indian_air_force_modify_tt
		set_variable = {
			var = RAJ_indian_air_air_cas_present_factor
			value = 0.1
			tooltip = air_cas_present_factor_tt
		} {
			var = RAJ_indian_air_air_cas_efficiency
			value = 0.05
			tooltip = air_cas_efficiency_tt
		}
	}
}
### Entity: AI Strategy
Component: POR_neutrality_monarchist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_neutrality_monarchist_plan = {
	name = Monarchist - Neutrality
	desc = After the restoration of the monarchy in Portugal, King Duarte will appeal to the Brazilian monarchists and attempt to restore the Empire of Portugal and Brazil.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_NEUTRALITY_MONARCHIST
			has_game_rule = {
				rule = POR_ai_behavior
				option = NEUTRALITY_MONARCHIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_estado_novo POR_continue_the_public_works POR_instituto_superior_tecnico POR_food_industries POR_a_royal_wedding POR_the_return_of_duarte POR_promote_the_monarchist_cause_in_portugal POR_restoration_of_the_monarchy POR_second_navy_reequipment POR_support_a_spanish_monarchy_in_the_war POR_assist_the_requetes POR_roads_bridges_and_dams POR_army_reorganization POR_join_the_carlist_fight POR_textile_industry POR_arsenal_do_alfeite POR_monarchist_uprising_in_brazil POR_ogme POR_military_vehicles POR_military_research_facilities POR_refuse_the_naval_blockade POR_the_royal_iberian_alliance POR_the_empire_of_brazil POR_the_kingdom_reunited POR_a_powerful_merchant_marine POR_colonial_assimilation_policy POR_national_cruiser_production POR_atlantic_defense_strategy POR_mapa_cor_de_rosa POR_metropolitan_army POR_merchant_marine_protection POR_standardization POR_submarine_effort POR_rebuild_the_lines_of_torres_vedras POR_colonial_army POR_luso_tropicalism POR_corpo_do_estado_maior POR_fuzileiros POR_naval_research_institute
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {
		POR_joao_francisco_de_barbosa_azevedo = 10
		POR_jose_adriano_pequito_rebelo = 5
		POR_duarte_jose_pacheco = 5
		POR_fernando_dos_santos_costa = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_TAC_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_TAC_tech_focus = {
	date = > 1936.7.1
	num_of_military_factories = > 20
	EAI_TAC_military_focus = yes
	OR = {
		EAI_major_country = yes
		date = > 1939.1.1
	}
}
### Entity: Trigger Reference
Construct: focus_progress
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## focus_progress

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks focus progress example:
 focus_progress = { focus = id progress > 0.5 }
```
### Entity: Character
Component: MEX_luis_maria_martinez
Source: game
File: common/characters/MEX.txt

Code:
MEX_luis_maria_martinez = {
	name = MEX_luis_maria_martinez
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_Luis_Maria_Martinez
		}
	}
}
### Entity: Idea
Component: USA_womens_armed_service_integration_act
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_womens_armed_service_integration_act = {
	picture = eng_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
	}
}
### Entity: Order of Battle
Component: air_wing_87
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
air_wings = {
	87 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 22
		}
	}
}
### Entity: Character
Component: compassionate_commoner
Source: game
File: common/country_leader/00_traits.txt

Code:
compassionate_commoner = {
	random = no
	sprite = 13
	opinion_gain_monthly_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: made_in_china
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
made_in_china = {
	id = 59
	possible = {
		tag = PRC
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		arms_factory = > 100
	}
}
### Entity: Idea
Component: BEL_cockerill_industrial_improved
Constructs: has_completed_focus, industrial_capacity_factory, has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_cockerill_industrial_improved = {
	name = BEL_cockerill_industrial
	picture = BEL_cockerill_industrial
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	visible = {
		has_completed_focus = BEL_cockerill
	}
	cost = 75
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
	traits = {
		steelworks_and_machining_trait
	}
}
### Entity: Country History
Country: UKR
Component: UKR_politics
Constructs: set_popularities
Source: game
File: history/countries/UKR - Ukraine.txt

Code:
# Politics & Parties for UKR
set_popularities = {
	democratic = 20
	fascism = 30
	communism = 50
}
### Entity: Event
Component: AAT_Sweden_flashpoints.60
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, has_opinion, has_war_with_major, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.60
	title = AAT_Sweden_flashpoints.60.t
	desc = AAT_Sweden_flashpoints.60.desc
	picture = GFX_report_event_sweden_tank
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.60.a
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_war_with = SWE
			} {
				add = 10
				has_opinion = {
					target = SWE
					value = < -20
				}
			} {
				factor = 0.5
				has_war_with_major = yes
			} {
				factor = 0
				SWE = {
					SWE_is_historical_ai = yes
				}
			}
		}
		SWE = {
			add_opinion_modifier = {
				target = GER
				modifier = SWE_GER_seized_swedish_assets
			}
			country_event = {
				id = AAT_Sweden_flashpoints.61
				random_days = 7
				days = 3
			}
		}
	} {
		name = AAT_Sweden_flashpoints.60.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_war_with = SWE
			} {
				factor = 10
				SWE = {
					SWE_is_historical_ai = yes
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Cuba.html

Doc:
This article is considered accurate for the current version of the game.

Cuba

Capital provinceHavana

Government typeDemocratic Republic

FactionNeutral

Cuba is an island nation in the Carribean, south of Florida. It's close geographical position made it strategically important to the USA both before and during the Second World War. The Republic of Cuba under Fulgencio Batista declared war on the Axis in December 1941.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: National Focus
Tree: spr_focus
Component: SPR_seize_the_gold_reserves
Constructs: prerequisite, completion_reward, has_global_flag, add_timed_idea, set_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_seize_the_gold_reserves
	available = {

	}
	bypass = {
		OR = {
			has_global_flag = scw_over SPR_anarchist_uprising_flag SPR_gold_reserves_flag
		}
	}
	prerequisite = {
		focus = SPR_the_maximum_concession SPR_hinder_nkvd_interference
	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 5
	y = 1
	relative_position_id = SPR_the_maximum_concession
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SPR_seized_gold_reserves
			days = 730
		}
		set_global_flag = SPR_gold_reserves_flag
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_refuge_for_the_spanish_exiles
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag, add_power_balance_modifier
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_refuge_for_the_spanish_exiles
	prerequisite = {
		focus = ETH_support_spain
	}
	icon = GFX_focus_spr_anarchism_knows_no_borders
	mutually_exclusive = {
		focus = ETH_the_rif
	}
	relative_position_id = ETH_support_spain
	x = 1
	y = 1
	cost = 10
	available = {
		AND = {
			NOT = {
				country_exists = SPC
			}
			has_global_flag = scw_over
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ETH_refuge_for_spanish_exiles_idea
		add_power_balance_modifier = {
			id = ETH_centralization_balance
			modifier = ETH_BoP_spanish_exiles_modifier
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_domestic_arms_workshops
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_expand_domestic_arms_workshops
	icon = GFX_goal_generic_construct_mil_factory
	x = -2
	y = 1
	relative_position_id = SIA_phibuns_premiership
	prerequisite = {
		focus = SIA_phibuns_premiership
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: all_possible_countries
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
## game all_possible_countries
All countries (including those that doesn't exist).
### Entity: Scripted Effect
Component: find_local_dangerous_fascist
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
find_local_dangerous_fascist = {
	get_highest_scored_country = {
		var = platonic_local_dangerous_fascist
		scorer = local_fascist_country
	}
}