Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_request_austrian_occupation
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, cancel_if_invalid, set_variable, is_alpine_state
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_request_austrian_occupation
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = SWI_ask_for_vorarlberg
	}
	relative_position_id = SWI_ask_for_vorarlberg
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SWI_has_fascist_neighbor = yes
		var:SWI_biggest_fascist = {
			OR = {
				any_controlled_state = {
					is_core_of = AUS
				}
				any_owned_state = {
					is_core_of = AUS
				}
			}
		}
		fascism = > 0.7
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_variable = {
			SWI.SWI_requested_territory = AUS
		}
		var:SWI.SWI_biggest_fascist = {
			country_event = {
				id = BBA_switzerland_fascist.6
				hours = 4
			}
		}
		if = {
			limit = {
				var:SWI.SWI_biggest_fascist = {
					any_owned_state = {
						is_core_of = AUS
						is_alpine_state = yes
					}
				}
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				var:SWI_biggest_fascist = {
					every_owned_state = {
						limit = {
							is_core_of = ITA
							is_alpine_state = yes
						}
						transfer_state_to = ROOT
					}
				}
				custom_effect_tooltip = SWI_size_and_opinion_chance_tooltip
			}
		}
	}
}
### Entity: Event
Component: new_ger.76
Constructs: is_triggered_only, add_political_power, give_guarantee, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.76
	title = new_ger.76.t
	desc = new_ger.76.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.76.a
		effect_tooltip = {
			188 = {
				transfer_state_to = ROOT
			}
			give_guarantee = FROM
		}
		add_political_power = 15
		clr_country_flag = GER_memel_active
	}
}
### Entity: Scripted Trigger
Component: EAI_is_researching_improved_medium_airframe
Constructs: has_tech, is_researching_technology
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_is_researching_improved_medium_airframe = {
	OR = {
		has_tech = tactical_bomber2 improved_medium_airframe
		is_researching_technology = tactical_bomber2 improved_medium_airframe
	}
}
### Entity: Modifier Reference
Construct: army_intel_decryption_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_intel_decryption_bonus

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Idea
Component: QUE_the_quebecois_franc
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_the_quebecois_franc = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_liberty_money
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.05
	}
}
### Entity: Unit Template
Component: AST_CV_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = HMAS 
	fallback_name = Carrier %s
	unique = {
		Captain Cook Captain Bligh Shark Bay Geographe Bay Carpentaria King Sound Sydney Vengeance Melbourne
	}
}
### Entity: Character
Component: CZE_jan_sramek
Constructs: has_completed_focus
Source: game
File: common/characters/CZE.txt

Code:
CZE_jan_sramek = {
	name = CZE_jan_sramek
	portraits = {
		army = {
			small = GFX_portrait_CZE_jan_sramek_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jan_sramek
		allowed = {
			original_tag = CZE
		}
		available = {
			OR = {
				has_completed_focus = CZE_reorient_the_broad_coalition CZE_align_catholic_parties
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_increase_funding_from_moscow CZE_unify_the_fascist_parties
				}
			}
		}
		traits = {
			CZE_leader_of_the_csl
		}
	}
}
### Entity: Scripted Effect
Component: pak_remove_dyn_mod
Constructs: every_owned_state, limit, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
pak_remove_dyn_mod = {
	every_owned_state = {
		limit = {
			has_dynamic_modifier = {
				modifier = marginalized_muslims
			}
		}
		remove_dynamic_modifier = {
			modifier = marginalized_muslims
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = princely_state_mod
			}
		}
		remove_dynamic_modifier = {
			modifier = princely_state_mod
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = princely_state_independence_mod
			}
		}
		remove_dynamic_modifier = {
			modifier = princely_state_independence_mod
		}
	}
}
### Entity: Character
Component: RAJ_subhas_chanda_bose
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_autonomy_state, has_swayed_bose_to_communism, has_arrested_bose, has_idea
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_subhas_chanda_bose = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_subhas_chanda_bose
		portraits = {
			army = {
				small = GFX_idea_RAJ_subhas_chanda_bose
			}
			civilian = {
				large = GFX_RAJ_subhas_chandra_bose
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = RAJ_subhas_chanda_bose
			allowed = {
				original_tag = RAJ
			}
			available = {
				if = {
					limit = {
						has_dlc = Together for Victory
					}
					has_completed_focus = RAJ_all_india_forward_bloc
				} {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			traits = {
				fascist_demagogue
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_subhas_chanda_bose
		portraits = {
			army = {
				small = GFX_portrait_RAJ_subhas_chandra_bose_military_small
			}
			civilian = {
				large = GFX_portrait_RAJ_subhas_chandra_bose
				small = GFX_portrait_RAJ_subhas_chandra_bose_civilian_small
			}
		}
		corps_commander = {
			traits = {
				media_personality harsh_leader inspirational_leader politically_connected
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			visible = {
				OR = {
					has_country_flag = has_swayed_bose_to_communism
					ROOT = {
						has_completed_focus = RAJ_forward_bloc
						NOT = {
							has_country_flag = has_arrested_bose
						}
					}
				}
				NOT = {
					has_idea = idea_RAJ_bose_hiding_raj idea_RAJ_bose_hiding_afghanistan idea_RAJ_bose_hiding_ussr idea_RAJ_bose_hiding_ger idea_RAJ_bose_submarine idea_RAJ_bose_jap
				}
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = RAJ_subhas_chanda_bose
			allowed = {
				original_tag = RAJ
			}
			visible = {
				OR = {
					has_country_flag = has_swayed_bose_to_communism
					AND = {
						has_completed_focus = RAJ_forward_bloc
						NOT = {
							has_country_flag = has_arrested_bose
						}
					}
				}
			}
			available = {
				OR = {
					has_country_flag = has_swayed_bose_to_communism
					ROOT = {
						has_completed_focus = RAJ_forward_bloc
						NOT = {
							has_country_flag = has_arrested_bose
						}
					}
				}
				custom_trigger_tooltip = {
					tooltip = RAJ_bose_is_hiding_tt
					NOT = {
						has_idea = idea_RAJ
# ... (truncated)
### Entity: Technology
Component: etax_great_works
Constructs: has_war, industrial_capacity_factory, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_quality
	}
	research_cost = 3.0
	start_year = 1943
	folder = {
		name = etax_folder
		position = {
			x = -8
			y = 12
		}
	}
	categories = {
		r56_special_research_division industry construction_tech
	}
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1943.1.1
		} {
			factor = 7
			date = > 1944.1.1
		} {
			factor = 8
			date = > 1945.1.1
		} {
			add = 1
			has_war = yes
		} {
			factor = 0
			OR = {
				tag = ENG FRA
			}
		}
	}
}
### Entity: Country History
Country: INU
Component: INU_army
Source: game
File: history/countries/INU - Inuit.txt

Code:
# OOB & Army Setup for INU
oob = CHL_1936
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Navy_Aircrafts
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Navy_Aircrafts
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = GEN_Carrier
	}
	x = 0
	y = 2
	relative_position_id = GEN_Carrier
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = nav_bomber_bonus
			bonus = 0.5
			uses = 2
			category = naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_news.60
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.60
	title = wtt_news.60.t
	desc = wtt_news.60.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.60.a
		trigger = {
			OR = {
				original_tag = EST LAT LIT
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.60.b
		trigger = {
			NOT = {
				original_tag = EST
			} {
				original_tag = LAT
			} {
				original_tag = LIT
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Character
Component: URG_alfredo_baldomir
Constructs: has_dlc
Source: game
File: common/characters/URG.txt

Code:
URG_alfredo_baldomir = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = URG_alfredo_baldomir
			allowed = {
				original_tag = URG
			}
			traits = {
				war_industrialist
			}
		}
		portraits = {
			civilian = {
				small = GFX_portrait_URG_alfredo_baldomir_ferrari_small
			}
			army = {
				small = GFX_portrait_URG_alfredo_baldomir_ferrari_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = URG_alfredo_baldomir
			allowed = {
				original_tag = URG
			}
			traits = {
				war_industrialist
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
			army = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_zaibatsu_faction_goes_down_from_tier_4_to_tier_3
Constructs: swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_zaibatsu_faction_goes_down_from_tier_4_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	swap_ideas = {
		remove_idea = JAP_zaibatsu_faction_tier_4
		add_idea = JAP_zaibatsu_faction_tier_3
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_form_the_lithuanian_security_police
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_form_the_lithuanian_security_police
	icon = GFX_goal_LIT_intelligence_agency
	relative_position_id = LIT_reform_the_iron_wolf
	x = -1
	y = 1
	cost = 8
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_reform_the_iron_wolf
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_ideas = GER_abwehr_contacts
		}
		else = {
			add_tech_bonus = {
				name = LIT_form_the_lithuanian_security_police
				bonus = 1.0
				uses = 1
				category = decryption_tech
			} {
				name = LIT_form_the_lithuanian_security_police
				bonus = 1.0
				uses = 1
				category = encryption_tech
			}
		}
		add_tech_bonus = {
			name = LIT_form_the_lithuanian_security_police
			bonus = 3
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: american_protection_drift_democratic
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/usa.txt

Code:
american_protection_drift_democratic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		democratic_drift = 0.05
	}
}
### Entity: Event
Component: turkey.16
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.16
	title = turkey.16.t
	desc = turkey.16.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = turkey.16.a
		set_country_flag = TUR_SOV_prommised_support
	}
}
### Entity: Scripted Effect
Component: raj_lost_election_consequences
Constructs: limit, add_war_support, has_country_flag, add_stability, set_political_power, unlock_national_focus
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_lost_election_consequences = {
	set_political_power = 0
	add_stability = -0.1
	add_war_support = -0.1
	if = {
		limit = {
			has_country_flag = INC_victory
		}
		unlock_national_focus = RAJ_Secure_Rural_Hindus
	} {
		limit = {
			has_country_flag = UP_victory
		}
		unlock_national_focus = RAJ_Content_for_British_Rule
	} {
		limit = {
			has_country_flag = ILP_victory
		}
		unlock_national_focus = RAJ_Appeal_to_the_Lower_Castes
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_home_air
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_home_air
	icon = GFX_goal_generic_air_production
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_reorganise_af
	}
	mutually_exclusive = {
		focus = SWI_foreign_air
	}
	x = 52
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_foreign_air_prod
			}
			swap_ideas = {
				remove_idea = SWI_foreign_air_prod
				add_idea = SWI_home_foreign_air_prod
			}
		} {
			limit = {
				has_idea = SWI_foreign_air_focus
			}
			swap_ideas = {
				remove_idea = SWI_foreign_air_focus
				add_idea = SWI_home_foreign_air_license
			}
		} {
			limit = {
				NOT = {
					has_idea = SWI_foreign_air_prod
				} {
					has_idea = SWI_foreign_air_focus
				} {
					has_idea = SWI_home_foreign_air_prod
				} {
					has_idea = SWI_home_foreign_air_license
				}
			}
			add_ideas = SWI_home_air_prod
		}
	}
}
### Entity: Event
Component: egypt.59
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.59
	picture = GFX_report_event_gre_militaristic_march
	title = egypt.59.t
	desc = egypt.59.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.59.a
	}
}
### Entity: Technology
Component: MUN_CZE_establish_air_defense_zones
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = -1
	start_year = 1936
	static_anti_air_hit_chance_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: crowned_adder_2
Source: game
File: common/country_leader/00_traits.txt

Code:
crowned_adder_2 = {
	random = no
	opinion_gain_monthly_factor = -0.2
	army_core_attack_factor = 0.15
	neutrality_acceptance = 30
}
### Entity: Character
Component: KMT_madame_sun_yat_sen_2
Constructs: stability_factor, war_support_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_madame_sun_yat_sen_2 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	war_support_factor = 0.05
	democratic_drift = 0.02
	communism_drift = 0.02
}
### Entity: Event
Component: new_ger.176
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, declare_war_on, send_embargo
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.176
	title = new_ger.176.t
	desc = new_ger.176.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.176.a
		ai_chance = {
			base = 0
		}
		declare_war_on = {
			target = FROM
			type = topple_government
		}
		add_stability = -0.05
		add_political_power = -100
		add_war_support = -0.15
	} {
		name = new_ger.176.b
		ai_chance = {
			base = 4
		}
		send_embargo = FROM
	} {
		name = new_ger.176.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
	}
}
### Entity: Effect Reference
Construct: demote_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## demote_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Demotes field marshal to general
```
### Entity: Idea
Component: VIN_chien_binh_bien
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_chien_binh_bien = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_the_london_naval_treaty
	modifier = {
		amphibious_invasion = 0.15
	}
}
### Entity: Character
Component: NOR_henry_diesen
Source: game
File: common/characters/NOR.txt

Code:
NOR_henry_diesen = {
	advisor = {
		slot = navy_chief
		idea_token = NOR_henry_diesen
		allowed = {
			original_tag = NOR
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		slot = high_command
		idea_token = NOR_henry_diesen
		ledger = navy
		allowed = {
			original_tag = NOR
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Henry Diesen
	portraits = {
		army = {
			large = GFX_portrait_NOR_henry_diesen
			small = GFX_portrait_NOR_henry_diesen_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer inshore_fighter mine_craft
		}
		skill = 3
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 4
		legacy_id = -1
	}
}
### Entity: Idea
Component: asjes
Source: game
File: common/ideas/r56_indonesia.txt

Code:
asjes = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = INS
	}
	available = {

	}
	traits = {
		air_tactical_bombing_2
	}
}
### Entity: State History
Component: 1034
Constructs: add_core_of
Source: game
File: history/states/1034-Bahawalpur.txt

Code:
state = {
	id = 1034
	name = STATE_989
	provinces = {
		10772 10847 10866 12041 12718 12876 13342 13341 13340
	}
	history = {
		owner = RAJ
		add_core_of = RJP
		buildings = {
			infrastructure = 1
		}
	}
	manpower = 984612
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EAI_queue_CIC
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_CIC = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_CIC
	} {
		limit = {
			check_variable = {
				EAI_has_shared_slot_scores = 0
			}
		}
		EAI_get_shared_slot_scores = yes
	} {
		limit = {
			check_variable = {
				break = 0
			}
		}
		EAI_queue_INF = yes
	}
	for_each_scope_loop = {
		array = EAI_shared_slot_scores
		if = {
			limit = {
				EAI_available_SHARED = yes
				infrastructure = > 1
			}
			EAI_add_CIC = yes
			set_temp_variable = {
				break = 1
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_sea_raiders
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_sea_raiders
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = MON_prioritize_small_vessels
	}
	x = 1
	y = 1
	relative_position_id = MON_prioritize_small_vessels
	cost = 7.16
	mutually_exclusive = {
		focus = MON_support_the_mechants
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_sea_raiders_idea
		add_doctrine_cost_reduction = {
			name = MON_sea_raiders
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = MON_sea_raiders
			bonus = 1
			uses = 1
			category = torpedo_equipment
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_huayna_capac_heritage
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, has_civil_war, has_army_manpower, add_state_claim
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_huayna_capac_heritage
	prerequisite = {
		focus = PRU_Acquire_French_weapons PRU_organize_protests_in_the_south PRU_revolutionary_andes PRU_the_true_owners_of_america
	}
	icon = GFX_goal_generic_attack_ecuador
	x = 3
	y = 1
	relative_position_id = PRU_organize_protests_in_the_south
	cost = 5
	available = {
		is_subject = no
		has_civil_war = no
		NOT = {
			has_completed_focus = PRU_invite_carlos
		}
		has_army_manpower = {
			size = > 60000
		}
		any_state = {
			OR = {
				state = 305 490
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ECU
	bypass = {
		all_state = {
			OR = {
				NOT = {
					state = 305 490
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		OR = {
			has_completed_focus = PRU_the_true_owners_of_america PRU_revolutionary_andes PRU_organize_protests_in_the_south PRU_appoint_a_peruvian_monarch
		}
	}
	completion_reward = {
		add_state_claim = 305 490
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 305 490
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: FRA_indochina_intervention.1
Constructs: is_triggered_only, division_template, limit, has_template
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_indochina_intervention.1
	title = FRA_indochina_intervention.1.t
	desc = FRA_indochina_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = Indochina Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = Indochina Intervention Force
				}
			} {
				limit = {
					has_template = Indochina Defense Force
				}
				delete_unit_template_and_units = {
					division_template = Indochina Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_indochina_intervention.11
				}
			}
		}
	}
	option = {
		name = FRA_indochina_intervention.1.a
		event_target:free_france = {
			transfer_state = 670 671 741 1069 1017 1068 286 1066 1067
		}
	}
}