Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ATemplate_doc.html

Doc:
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User talk
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Hearts of Iron 4 Wiki talk
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# ... (truncated)
### Entity: Order of Battle
Component: Palmyra Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Palmyra Garrison
	location = 13080
	division_template = Army Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Event
Component: CHI_warlords.11
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, add_timed_idea
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.11
	title = CHI_warlords.11.t
	desc = CHI_warlords.11.desc
	picture = GFX_report_event_felix_eboue
	is_triggered_only = yes
	option = {
		name = With a bit of Money, much can be done...
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		FROM = {
			add_timed_idea = {
				idea = CHI_bribe_payments
				days = 200
			}
		}
		add_timed_idea = {
			idea = CHI_bribe_money
			days = 200
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = We cannot allow such corruption to occur! Stop these bureaucrats!
		add_political_power = -50
		add_opinion_modifier = {
			target = FROM
			modifier = refused_cooperation
		}
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Scripted Trigger
Component: AST_anti_commonwealth_communist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_anti_commonwealth_communist_ai = {
	OR = {
		has_country_flag = AST_ANTI_COMMONWEALTH_COMMUNIST_TAOG_AI
		has_game_rule = {
			rule = AST_AI_BEHAVIOR
			option = ANTICOMMONWEALTHCOMMUNIST
		}
	}
}
### Entity: Character
Component: IRQ_iskandar_al-shami
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_iskandar_al-shami = {
	name = IRQ_iskandar_al-shami
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = IRQ_iskandar_al-shami
		ledger = navy
		traits = {
			naval_theorist
		}
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
	}
}
### Entity: Country History
Country: URG
Component: URG_technology
Constructs: set_technology
Source: game
File: history/countries/URG - Uruguay.txt

Code:
# Starting Technologies for URG
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	tech_engineers = 1
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Turkey.html

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

Turkey

Capital provinceAnkara

Government typeDemocratic Republic

FactionNeutral (Allied in 1945)
Screenshot of Turkey's start in 1936. Note that one province("Hatay", also known as "Sanjak of Alexandretta" before it split from Syria 1938.) isn't under Turkish control, as it didn't join Turkey until 1939.
Turkey historically remained neutral, but did join the Allies just a couple of months before the war ended.
Even though they had "Mutual Aid Pact" with France and United Kingdom prior(1939) to the German invasion of France, they did not take any action since they feared that might bring conflict with the Soviet Union. In 1941 after Bulgaria was in German influence, Turkey signed a non-aggression pact with Germany. Turkey's key to keeping up relations with both sides was that they were an important producer of chromite(key ingredient to make Chromium and Steel which are two of the six strategic resources in HoI4) which particularly Germans had a limited access to, and was even sold to the Allies. Turkey officially broke off their relations and trade with Germany in 1944. In 1945 along with the inaugural UN meeting Turkey officially joined the Allies and declared war on the Axis powers, but did not participate in any combat.

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: ins_focus
Component: INS_reform_education_system_2
Constructs: prerequisite, completion_reward, has_stability, add_research_slot
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_reform_education_system_2
	icon = GFX_focus_generic_university_3
	available = {
		has_stability = > 0.5
		arms_factory = > 14
		industrial_complex = > 10
	}
	prerequisite = {
		focus = INS_reform_education_system
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INS_guided_economy
	ai_will_do = {
		base = 10
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_ad_halom
Constructs: add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_ad_halom
	icon = GFX_goal_ISR_ad_halom
	relative_position_id = ISR_win
	x = -12
	y = 0
	cost = 1
	available = {
		has_country_flag = ISR_armageddon
	}
	completion_reward = {
		add_ideas = ISR_ad_halom
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_austrian_question
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_austrian_question
	icon = GFX_focus_GER_the_austrian_question
	prerequisite = {
		focus = GER_mitteleuropa
	}
	mutually_exclusive = {
		focus = GER_brothers_in_arms
	}
	x = 1
	y = 1
	relative_position_id = GER_mitteleuropa
	cost = 10
	available = {
		is_subject = no
		is_faction_leader = yes
		NOT = {
			has_war_with = AUS
		}
		AUS = {
			OR = {
				is_in_faction_with = ROOT
				is_in_faction = no
			} {
				is_subject_of = ROOT
				is_subject = no
			} {
				has_government = ROOT
				has_country_flag = AUS_is_more_likely_to_accept_being_brothers_in_arms_flag
			}
		}
	}
	dynamic = yes
	bypass = {
		AUS = {
			OR = {
				exists = no
				has_war_with = ROOT
				AND = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				} {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
	}
	will_lead_to_war_with = AUS
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		AUS = {
			country_event = {
				id = wuw_GER_realpolitik.36
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt
		effect_tooltip = {
			annex_country = {
				target = AUS
				transfer_troops = yes
			}
			GER_anschluss_modify_mefo_bills_or_economy_of_conquest = yes
			custom_effect_tooltip = generic_skip_one_line_tt
			AUS = {
				every_core_state = {
					add_core_of = ROOT
				}
			} {
				IF = {
					limit = {
						has_completed_focus = AUS_bring_generals_out_of_retirement
					}
					AUS_wilhelm_gebauer = {
						set_nationality = ROOT
					}
				}
				AUS_ludwig_von_eimannsberger = {
					set_nationality = ROOT
				}
				AUS_anton_kienbauer = {
					set_nationality = ROOT
				}
			}
		}
		IF = {
			limit = {
				HUN = {
					exists = yes
					is_subject = no
					is_in_faction = no
					OR = {
						has_government = neutrality democratic fascism
					}
				}
			}
			HUN = {
				country_event = {
					id = wuw_GER_realpolitik.39
					days = 2
					random_days = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				every_state = {
					limit = {
						OR = {
							state = 664 73 76 84 83 82 45 975
						}
					}
					add_claim_by = HUN
				}
				HUN = {
					set_cosmetic_tag = HUN_GREATER
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				every_controlled_state = {
					limit = {
						OR = {
# ... (truncated)
### Entity: National Focus
Tree: rut_focus
Component: RUT_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = RUT_bomber_focus RUT_CAS_effort
	}
	relative_position_id = RUT_CAS_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Exchange_of_Luxury_Goods
Constructs: shared_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Exchange_of_Luxury_Goods
	icon = GFX_goal_trade_pact
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = RAJ_International_Division_of_Labour
	}
	x = -6
	y = 3
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		custom_effect_tooltip = RAJ_idl_luxury_focus_tt
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_prepare_for_the_next_war
Constructs: prerequisite, limit, add_war_support, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_prepare_for_the_next_war
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_a_new_military_academy
	} {
		focus = SPR_expand_the_naval_academy
	}
	icon = GFX_goal_generic_build_tank
	x = 1
	y = 1
	relative_position_id = SPR_a_new_military_academy
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_prepare_for_the_next_war_2mil
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.1
		add_doctrine_cost_reduction = {
			name = SPR_engineering_advances
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = SPR_prepare_for_the_next_war_2mil
		}
	}
}
### Entity: Scripted Effect
Component: SWI_mr_medium_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_medium_reduction = {
	subtract_from_variable = {
		var = SWI_military_readiness
		value = SWI_mr_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Military Industrial Organization
Component: YUG_zmaj_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/YUG_organization.txt

Code:
YUG_zmaj_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_YUG_zmaj
	allowed = {
		tag = YUG
	}
	available = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			owner = {
				has_completed_focus = YUG_zmaj
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_rolling_nuke_barrages
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_rolling_nuke_barrages = {
	allowed = {
		always = no
	}
	name = RAJ_rolling_nuke_barrages
	picture = generic_artillery_regiments
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		artillery = {
			soft_attack = 0.15
			instant = yes
		}
	}
	modifier = {
		air_cas_efficiency = 0.15
		nuclear_production_factor = 0.15
	}
}
### Entity: Idea
Component: BUL_imro_02
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_imro_02 = {
	picture = bul_imro
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_gain = -0.3
	}
}
### Entity: Trigger Reference
Construct: has_mined
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mined

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

```
Checks the mines planted by the country of the parent scope on the coastline of the target countryE.g. true if Germany has more than 1000 mines around Poland coast:
GER = {
  has_mined = {
    target = POL
    value > 1000
  }
}
```
### Entity: National Focus
Tree: ast_focus
Component: AST_administer_the_mandate
Constructs: prerequisite, completion_reward, has_global_flag, is_owned_by, is_controlled_by, add_core_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_administer_the_mandate
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = AST_ratify_westminster_adoption_act
	}
	relative_position_id = AST_ratify_westminster_adoption_act
	x = -1
	y = 1
	cost = 10
	available = {
		has_global_flag = LoN_disbanded_flag
		979 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		737 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		1070 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
		1073 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
		}
		523 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
			compliance = > 70
			resistance = < 10
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		979 = {
			add_core_of = ROOT
		}
		737 = {
			add_core_of = ROOT
		}
		1070 = {
			add_core_of = ROOT
		}
		1073 = {
			add_core_of = ROOT
		}
		523 = {
			add_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: CHI_cultural_revolution
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_warlord_decision_categories.txt

Code:
CHI_cultural_revolution = {
	priority = 101
	icon = GFX_decision_category_generic_crisis
	visible_when_empty = yes
	allowed = {
		OR = {
			original_tag = XSM GXC YUN SIK KHM SHX SIC XIC GDC HBC SND
		}
	}
	visible = {
		has_completed_focus = CHI_begin_the_cultural_revolution
		NOT = {
			has_completed_focus = CHI_the_revolution_successfull
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Idea
Component: r56_ger_ersatz_idea_4
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_ger_ersatz_idea_4 = {
	name = r56_ger_ersatz_idea_1
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = GER_r56_volksgemeinschaft
	modifier = {
		production_lack_of_resource_penalty_factor = -0.1
		production_speed_rubber_refinery_factor = 0.1
	}
}
### Entity: Character
Component: DEN_alsing_andersen
Constructs: has_completed_focus, has_country_flag, has_dlc, is_subject
Source: game
File: common/characters/DEN.txt

Code:
DEN_alsing_andersen = {
	name = DEN_alsing_andersen
	portraits = {
		army = {
			small = GFX_portrait_DEN_alsing_andersen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_alsing_andersen
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = DEN_fortify_our_borders
		}
		traits = {
			forsvarsminister
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 5
				DEN_historical_ai = yes
			} {
				factor = 10
				OR = {
					is_subject = yes
					has_country_flag = DEN_has_occupation_flag
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		on_add = {
			owner = {
				DEN_advisor_medium_BOP_increase_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_medium_BOP_decrease_effect = yes
			}
		}
	}
}
### Entity: Music Config
Component: base_music/axis_war_4
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = axis_war_4
	chance = {
		modifier = {
			factor = 2
			has_war = yes
			has_government = fascism
		}
	}
}
### Entity: Idea
Component: FIN_crichton_vulcan
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_crichton_vulcan = {
	name = FIN_crichton_vulcan_organization
	picture = FIN_crichton_vulcan
	allowed = {
		original_tag = FIN
	}
	visible = {
		NOT = {
			has_completed_focus = FIN_conversion_of_civilian_vessels
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: debug_diploactions
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_diploactions
|
Start Counting diplomatic actions
|

|
### Entity: Modifier Reference
Component: DEN_sovaernet_dynamic_modifier_improved
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_sovaernet_dynamic_modifier_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_sovaernet_2
	naval_coordination = DEN_sovaernet_naval_coordination
	naval_detection = DEN_sovaernet_naval_detection
	navy_org_factor = DEN_sovaernet_navy_org
	naval_morale_factor = DEN_sovaernet_naval_morale
	navy_anti_air_attack_factor = DEN_sovaernet_navy_anti_air
	navy_capital_ship_defence_factor = DEN_sovaernet_capital_ship_defence
	navy_screen_attack_factor = DEN_sovaernet_navy_screen_attack
	navy_screen_defence_factor = DEN_sovaernet_navy_screen_defence
	naval_accidents_chance = DEN_sovaernet_naval_accidents
	screening_efficiency = DEN_sovaernet_screening_efficiency
	positioning = DEN_sovaernet_positioning
	naval_critical_score_chance_factor = DEN_sovaernet_naval_critical_score_chance
}
### Entity: Unit Template
Component: ELS_CA_HISTORICAL
Source: game
File: common/units/names_ships/ELS_ship_names.txt

Code:
ELS_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ELS
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARS 
	fallback_name = Crucero Pesado %d
	unique = {
		Chalatenango Cojutepeque La Palma Jazubal Sonsonate
	}
}
### Entity: Idea
Component: comesa
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/mexico.txt

Code:
comesa = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_tag = MEX
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_eliminate_the_golden_square
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, add_political_power, cancel_if_invalid, every_character
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_eliminate_the_golden_square
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = IRQ_assasination_of_sidqi IRQ_attempted_assasination_of_sidqi
	}
	x = 0
	y = 1
	relative_position_id = IRQ_assasination_of_sidqi
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_completed_focus = IRQ_strengthen_the_golden_square
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = IRQ_golden_square
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_political_power = 100
		every_character = {
			limit = {
				has_character_flag = IRQ_golden_square_char
			}
			retire = yes
		}
	}
}