Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: construction_effort_2
Constructs: prerequisite, limit, completion_reward, is_in_array, is_subject_of, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = construction_effort_2
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = construction_effort
	}
	x = 0
	y = 1
	relative_position_id = construction_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			original_tag = SIA
		} {
			factor = 5
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Misc Config
Component: world_non_communist_countries
Constructs: has_government, limit
Source: game
File: common/collections/collections.txt

Code:
world_non_communist_countries = {
	input = game:all_countries
	name = COLLECTION_NON_COMMUNIST_COUNTRIES
	operators = {
		limit = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_naval_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = FRA_prioritize_the_joffre FRA_rush_the_richelieus FRA_improved_screen_ships
	}
	x = 3
	y = 1
	relative_position_id = FRA_rush_the_richelieus
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = FRA_naval_doctrine
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_invite_german_experts
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_invite_german_experts
	icon = GFX_goal_military_agreement_germany
	prerequisite = {
		focus = EST_study_foreign_tanks
	}
	x = 9
	y = 3
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = EST_invite_german_experts
			bonus = 1
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_the_spirit_of_genghis
Constructs: prerequisite, add_war_support, completion_reward, has_country_leader, set_rule, add_country_leader_trait, gain_xp
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_the_spirit_of_genghis
	icon = GFX_goal_MEN_spirit_of_genghis
	available = {
		has_country_leader = {
			character = KAL_nikolai_tundutov
			ruling_only = yes
		}
	}
	prerequisite = {
		focus = KAL_form_a_royal_guard
	}
	x = 0
	y = 1
	relative_position_id = KAL_form_a_royal_guard
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_rule = {
			can_use_kamikaze_pilots = yes
		}
		add_war_support = 0.05
		add_country_leader_trait = MEN_spirit_of_genghis
		KAL_nikolai_tundutov = {
			gain_xp = 500
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: naw_norway.77
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.77
	title = naw_norway.77.t
	desc = naw_norway.77.d
	picture = GFX_report_event_worried_french
	is_triggered_only = yes
	option = {
		name = naw_norway.77.a
		ai_chance = {
			base = 90
		}
		NOR = {
			country_event = naw_norway.78
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = NOR
			value = 250
		}
	} {
		name = naw_norway.77.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = NOR
					value = > 30
				}
			} {
				factor = 5
				has_opinion = {
					target = NOR
					value = < -20
				}
			}
		}
		NOR = {
			country_event = naw_norway.79
		}
	}
}
### Entity: State History
Component: 1045
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1045-Basra.txt

Code:
state = {
	id = 1045
	name = STATE_1045
	manpower = 123899
	state_category = town
	resources = {
		oil = 2
	}
	history = {
		owner = IRQ
		victory_points = {
			2089 5
		} {
			7977 1
		} {
			12726 3
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 1
			2089 = {
				naval_base = 1
			}
		}
		add_core_of = IRQ
		add_to_array = {
			state_victory_points = 2089
		} {
			state_victory_points = 7977
		} {
			state_victory_points = 12726
		}
	}
	provinces = {
		2089 78 12726 7977 13421
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: SLV
Component: SLV_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SLV - Slovenia.txt

Code:
# Politics & Parties for SLV
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 33
	neutrality = 33
	communism = 34
}
### Entity: Character
Component: DEN_kommunist
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_kommunist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	party_popularity_stability_factor = 0.05
	trade_laws_cost_factor = -0.1
	consumer_goods_factor = -0.2
	conscription = 0.015
}
### Entity: Character
Component: FIN_arvo_tuominen
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_arvo_tuominen = {
	name = FIN_arvo_tuominen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_arvo_tuominen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_arvo_tuominen
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = FIN_antagonize_the_soviets
			OR = {
				has_government = democratic communism
			}
		}
		cost = 70
		traits = {
			anti_soviet_socialist
		}
	}
}
### Entity: AI Strategy
Component: EAI_SPR_spain_stay_neutral
Constructs: has_global_flag
Source: game
File: common/ai_strategy/SPR_EAI.txt

Code:
EAI_SPR_spain_stay_neutral = {
	enable = {
		original_tag = SPR
		has_global_flag = EAI_neutral_spr
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = JAP
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = JAP
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = SOV
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = SOV
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = ENG
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = ENG
		target = offer_join_faction
		value = -5000
	} {
		type = diplo_action_desire
		id = USA
		target = join_faction
		value = -5000
	} {
		type = diplo_action_acceptance
		id = USA
		target = offer_join_faction
		value = -5000
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_substitution_technologies
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_substitution_technologies
	icon = GFX_goal_generic_oil_refinery
	relative_position_id = CEL_develop_the_shale_oil_sector
	prerequisite = {
		focus = CEL_develop_the_shale_oil_sector
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
			else = {
				add_tech_bonus = {
					name = industrial_bonus
					ahead_reduction = 2
					bonus = 1
					uses = 1
					category = synth_resources
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Component: wuw_HUN_subvert_gombos_troops
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, cancel_if_invalid, retire_character
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_subvert_gombos_troops
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = wuw_HUN_end_the_regency
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_end_the_regency
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		retire_character = HUN_gyula_gombos_de_jakfa
		remove_ideas = HUN_hungarian_national_defense_association
	}
}
### Entity: Character
Component: PER_fakhrafagh_parsa
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/PER.txt

Code:
PER_fakhrafagh_parsa = {
	name = PER_fakhrafagh_parsa
	portraits = {
		civilian = {
			small = GFX_portrait_PER_fakhrafagh_parsa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_fakhrafagh_parsa
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {
			has_completed_focus = PER_women_vote
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			feminist_minister
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_dominate_japan
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_dominate_japan
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = CHI_sea_imperial_legacy
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
		is_subject = no
		JAP = {
			is_subject = no
		}
	}
	bypass = {
		JAP = {
			is_subject_of = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		JAP = {
			country_event = {
				id = wtt_china.10
			}
		}
	}
}
### Entity: Character
Component: NOR_bjarne_oen
Source: game
File: common/characters/NOR.txt

Code:
NOR_bjarne_oen = {
	advisor = {
		slot = air_chief
		idea_token = NOR_bjarne_oen
		allowed = {
			original_tag = NOR
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Bjarne Øen
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: State History
Component: 647
Constructs: add_core_of
Source: game
File: history/states/647-Palau.txt

Code:
state = {
	id = 647
	name = STATE_647
	state_category = small_island
	manpower = 12100
	resources = {
		aluminium = 5
	}
	history = {
		owner = JAP
		add_core_of = FSM PLU
		buildings = {
			infrastructure = 2
			air_base = 1
			4357 = {
				naval_base = 1
			}
		}
		victory_points = {
			4357 1
		} {
			12103 2
		}
		strategic_province_location = {
			defensive_chokepoint = 12103
		} {
			defensible_coastline = 4357
		}
	}
	provinces = {
		4357 12103
	}
	local_supplies = 0.0
}
### Entity: Music Config
Component: base_music/afghanistan_civilian_homeland
Constructs: has_war, is_in_faction_with
Source: game
File: music/goe_songs.txt

Code:
music = {
	song = afghanistan_civilian_homeland
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = AFG
			}
		} {
			factor = 2.5
			original_tag = AFG
			has_war = no
		} {
			factor = 10
			NOT = {
				original_tag = AFG
			}
			is_in_faction_with = AFG
			has_war = no
		}
	}
}
### Entity: Event
Component: wtt_news.34
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.34
	title = wtt_news.34.t
	desc = wtt_news.34.desc
	picture = GFX_news_event_china_flying_tigers
	is_triggered_only = yes
	option = {
		name = wtt_news.34.a
		trigger = {
			original_tag = USA
		}
	} {
		name = wtt_news.34.b
		trigger = {
			original_tag = CHI
		}
	} {
		name = wtt_news.34.c
		trigger = {
			has_war_with = CHI
		}
	} {
		name = wtt_news.34.d
		trigger = {
			NOT = {
				original_tag = CHI USA
				has_war_with = CHI
			}
		}
	}
}
### Entity: Event
Component: austria.137
Constructs: is_triggered_only, add_equipment_to_stockpile, add_stability
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.137
	title = austria.137.t
	desc = austria.137.d
	is_triggered_only = yes
	option = {
		name = austria.137.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -500
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_maori_volunteers
Constructs: division_template, prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_maori_volunteers
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = NZL_waitangi_tribunal
	}
	x = 1
	y = 4
	relative_position_id = NZL_ratana_alliance
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = NZL_demand_islands
		division_template = {
			is_locked = yes
			name = Maori Volunteers
			division_names_group = NZL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				284 723
			}
			create_unit = {
				division =  name = "Maori Volunteers" division_template = "Maori Volunteers" start_experience_factor = 0.0
				owner = NZL
			}
		}
	}
}
### Entity: State History
Component: 986
Constructs: add_core_of, add_to_array
Source: game
File: history/states/986-Qazvin.txt

Code:
state = {
	id = 986
	name = STATE_986
	history = {
		owner = PER
		victory_points = {
			7969 5
		} {
			4553 5
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = PER
		add_to_array = {
			state_victory_points = 7969
		} {
			state_victory_points = 4553
		}
	}
	provinces = {
		4553 7969 10523
	}
	manpower = 741066
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: r56_m3a1_satan_tank_template
Constructs: limit, has_tech, create_equipment_variant
Source: game
File: common/scripted_effects/r56_USA_scripted_effects.txt

Code:
r56_m3a1_satan_tank_template = {
	if = {
		limit = {
			has_tech = flamethrower tech_engineers2 improved_light_tank_chassis
		}
		create_equipment_variant = {
			name = M3A1 Satan
			type = light_tank_flame_chassis_2
			parent_version = 0
			modules = {
				main_armament_slot = flamethrower
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = smoke_launchers
			}
		}
	}
}
### Entity: Order of Battle
Component: 2. jezdecká brigáda
Constructs: division_template
Source: game
File: history/units/CZE_1936.txt

Code:
division = {
	name = 2. jezdecká brigáda
	location = 6418
	division_template = Jezdecká brigáda
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Trigger Reference
Construct: all_guaranteed_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_guaranteed_country

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

```
check if every country with current scoped country guarantees. Example:
all_country_with_original_tag = { 
  # ... triggers to check 
}
```
### Entity: AI Strategy
Component: EAI_GER_france_DEPLOY_FRA
Constructs: limit, has_war_with, has_capitulated, has_global_flag, force_concentration_factor, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_france_DEPLOY_FRA = {
	allowed = {
		tag = GER
	}
	enable = {
		has_war_with = FRA
		FRA = {
			has_capitulated = no
		}
		has_global_flag = {
			flag = EAI_GER_blitz_france_365d
			days = < 365
		}
		if = {
			limit = {
				has_war_with = HOL
			}
			HOL = {
				has_capitulated = yes
			}
		} {
			limit = {
				has_war_with = BEL
			}
			BEL = {
				has_capitulated = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 5
		value = 50000
	} {
		type = strategic_air_importance
		id = 19
		value = 50000
	} {
		type = strategic_air_importance
		id = 208
		value = 50000
	} {
		type = front_armor_score
		id = FRA
		value = 50000
	} {
		type = force_concentration_factor
		value = 50
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		strategic_region = 5 19 208
	} {
		type = force_concentration_target_weight
		value = 50
		state = 16 785 29 15 6 34
	} {
		type = garrison
		value = -50
	} {
		type = front_unit_request
		value = -200
		tag = SOV
	} {
		type = invasion_unit_request
		value = -200
		area = europe
	} {
		type = force_concentration_front_factor
		ratio = 0.8
		value = -100
		state = 28
	} {
		type = force_concentration_target_weight
		value = -100
		state = 28 17 18 27
	} {
		type = force_concentration_target_weight
		value = -50
		state_trigger = {
			NOT = {
				state = 16 785 29 15 6 34
			}
		}
	} {
		type = front_control
		ordertype = front
		ratio = 0.8
		priority = 400
		execution_type = careful
		execute_order = no
		manual_attack = no
		state = 28
	}
}
### Entity: Music Config
Component: base_music/swedish_solicitude
Source: game
File: music/aat_songs.txt

Code:
music = {
	song = swedish_solicitude
	chance = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 2nd División de Infanteria
Constructs: division_template
Source: game
File: history/units/r56_chile_uprising_compensation_unit.txt

Code:
division = {
	name = 2nd División de Infanteria
	location = 5228
	division_template = 2nd División de Infanteria
	start_equipment_factor = 0.99
	start_experience_factor = 0.1
}
### Entity: State History
Component: 804
Constructs: add_core_of
Source: game
File: history/states/804-Herzegovina.txt

Code:
state = {
	id = 804
	name = STATE_804
	manpower = 547200
	state_category = town
	resources = {
		aluminium = 7
	}
	history = {
		owner = YUG
		victory_points = {
			9894 3
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = YUG BOS HRZ
	}
	provinces = {
		953 6942 9894 11845
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_foreign_concessions_on_gold_exploitation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_foreign_concessions_on_gold_exploitation
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = NIC_lend_lease_for_docking_rights
	} {
		focus = NIC_marine_national_guard_cooperation
	}
	x = 0
	y = 3
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 10
	ai_will_do = {
		factor = 9.9
	}
	completion_reward = {
		add_ideas = NIC_dependency_on_the_us
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}