Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_control_attu_island
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_attu_island = {
	name = control_attu_island_goal_name
	description = control_attu_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 650
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		650 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 650
			}
			add_faction_initiative = 1
		}
		650 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			650 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = USA
			}
		} {
			add = 1
			is_historical_focus_on = yes
			original_tag = JAP
		}
	}
}
### Entity: Decision
Component: USA_intervention_mandate
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_intervention_mandate = {
	icon = usa_intervention_mandate
	allowed = {
		original_tag = USA
	}
	visible = {
		OR = {
			has_completed_focus = USA_focus_on_europe USA_focus_on_asia USA_reinforce_monroe_doctrine
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_supply_forest_brothers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_supply_forest_brothers
	icon = GFX_focus_generic_forest_brothers
	prerequisite = {
		focus = LAT_anti_german_propaganda LAT_aizsargi
	}
	x = -1
	y = 1
	relative_position_id = LAT_anti_german_propaganda
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = BALTIC_forest_brothers_idea
	}
}
### Entity: Effect Reference
Construct: load_focus_tree
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## load_focus_tree

* Supported Scopes: COUNTRY
* Supported Targets: none

Sets what focus tree a country uses, retains finished shared focuses. Parameters:
 * `keep_completed`: if set to yes (default no), then all completed focuses in the previous focus tree that exists in
 the new focus tree will be kept as completed.
 * `copy_completed_from` if is set to a valid country, then all completed focuses from that country will be marked as completed
 in the new focus tree.
 ### Examples
 ```
 load_focus_tree = { 
	 tree = persian_focus_tree
	 copy_completed_from = PER
 }
 ```
### Entity: Idea
Component: AFG_raj_attack_bonus
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_raj_attack_bonus = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AFG_raj_attack_bonus
	targeted_modifier = {
		tag = RAJ
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
}
### Entity: AI Strategy
Component: Jr56_AP_home_land_is_safe_until_war_with_US
Constructs: has_war_with, is_subject_of, has_capitulated
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
Jr56_AP_home_land_is_safe_until_war_with_US = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		NOT = {
			OR = {
				surrender_progress = > 0.05
				MAN = {
					OR = {
						exists = no
						AND = {
							is_subject_of = ROOT
							has_capitulated = yes
						}
					}
				}
				has_war_with = ENG USA SOV
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison
		value = -115
	}
}
### Entity: Scripted Effect
Component: AUS_lower_anschluss_ratio
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_lower_anschluss_ratio = {
	subtract_from_variable = {
		var = global.deployed_manpower_ratio_needed_for_anschluss
		value = global.deployed_manpower_ratio_needed_for_anschluss_incrementor
	}
}
### Entity: Decision
Component: MON_a_puppet_republic
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_a_puppet_republic = {
	priority = 40
	icon = GFX_decision_category_SOV_civil_puppet_interaction
	picture = GFX_decision_cat_MON_foreign_negotiations
	allowed = {
		original_tag = MON
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_reassure_the_soviets
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_reassure_the_soviets
	icon = GFX_goal_generic_soviet_assistance
	x = -1
	y = 1
	relative_position_id = MON_seize_the_power
	cost = 10
	prerequisite = {
		focus = MON_seize_the_power
	}
	mutually_exclusive = {
		focus = MON_end_political_opportunism
	}
	available = {
		SOV = {
			exists = yes
			has_government = ROOT
		}
	}
	bypass = {
		is_subject_of = SOV
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = -100
		MON_soviet_high_influence_increase_effect = yes
		custom_effect_tooltip = remove_political_advisor if_they_accept_tt if_they_refuse_tt
		show_ideas_tooltip = MON_sereenengiin_givaapil
		if = {
			limit = {
				has_idea = MON_sereenengiin_givaapil
			}
			remove_ideas = MON_sereenengiin_givaapil
		}
		SOV = {
			country_event = {
				id = mongol.40
			}
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					has_war_with = MON
					NOT = {
						is_in_faction_with = SOV
					}
				}
				SOV = {
					declare_war_on = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
			SOV = {
				set_autonomy = {
					target = MON
					autonomous_state = autonomy_dominion
					freedom_level = 0.3
				}
			}
			set_rule = {
				can_decline_call_to_war = yes
			}
		} {
			MON = {
				add_political_power = 150
				add_stability = 0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_restructure_southern_army
Constructs: division_template, prerequisite, completion_reward, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_restructure_southern_army
	icon = GFX_goal_generic_army_elite
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_destroying_the_zionist_movement
	}
	cost = 7.2
	relative_position_id = PAL_destroying_the_zionist_movement
	completion_reward = {
		custom_effect_tooltip = PAL_restructure_southern_army_tt
		hidden_effect = {
			division_template = {
				name = Al-Jaysh Al-Janubi
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					}
					artillery_brigade = {
						x = 2
						y = 1
					}
				}
			}
			1017 = {
				create_unit = {
					division = name = "Al-Jaysh Al-Janubi" division_template = "Al-Jaysh Al-Janubi" start_experience_factor = 0.05 start_equipment_factor = 2 start_manpower_factor = 1
					owner = ROOT
					count = 2
					allow_spawning_on_enemy_provs = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_nationalize_important_industries
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_nationalize_important_industries
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = LAT_ulmanis_in_control_of_the_government
	}
	relative_position_id = LAT_ulmanis_in_control_of_the_government
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = LAT_nationalize_industry
		random_owned_controlled_state = {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					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: Event
Component: bftb_greece.166
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.166
	title = bftb_greece.166.t
	desc = bftb_greece.166.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.166.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_small_investment
			days = 30
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_german_influence_over_greek_government
					value = 5
				}
			} {
				country_event = {
					id = bftb_greece.169
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.166.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				num_of_available_civilian_factories = < 15
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.170
				days = 2
			}
		}
	} {
		name = bftb_greece.166.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -50
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.171
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_germany_rebuffed
			}
		}
	}
}
### Entity: Idea
Component: WLL_arille_carlier
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_arille_carlier = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = WLL
	}
	available = {
		has_government = democratic
	}
	traits = {
		smooth_talking_charmer
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: Country History
Country: URG
Component: URG_misc
Constructs: recruit_character, set_stability, limit, add_ideas, remove_ideas, set_technology, add_political_power, every_core_state
Source: game
File: history/countries/URG - Uruguay.txt

Code:
# Misc for URG
capital = 300
every_core_state = {
	ROOT = {
		add_to_array = {
			cores_at_game_start = PREV
		}
	}
}
IF = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = URG_1936_naval_mtg
	ELSE = {
		set_naval_oob = URG_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	JUNO_set_shared_military_branch_defaults = yes
	add_ideas = idea_URG_low_amounts_of_external_debts
	set_war_support = 0.12
	set_stability = 0.39
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	recruit_character = URG_gabriel_terra URG_venancio_flores URG_bernardo_gonzalez URG_juan_manuel_aguirre URG_ernesto_sanchez_elizondo URG_rafael_marques_ayala URG_a_martin_de_la_flores URG_carlos_neves_ochoa URG_hector_lopez_camara URG_valentin_gomez URG_enrico_amancias_rodriguez URG_cantido_quintio_reyes URG_cosme_alvarez_berisso URG_jorge_eloi_mendoza URG_vittorio_amato_masso URG_carlos_jackson_urribe URG_teo_bucardi_ramos URG_eleazar_diaz_caminate URG_manuel_heinz_azpurua URG_alfredo_baldomir URG_horacio_arredondo URG_paulo_ortega_frusci URG_emilio_frugoni
	ELSE_IF = {
		limit = {
			has_dlc = Trial of Allegiance
		}
		recruit_character = URG_gabriel_terra URG_adolfo_agorio URG_teodomiro_varela_de_andrade URG_eugenio_gomez URG_arnulf_fuhrmann URG_luis_alberto_herrera URG_alfredo_baldomir_ferrari URG_ernesto_sanchez_elizondo URG_rafael_marques_ayala URG_a_martin_de_la_flores URG_carlos_neves_ochoa URG_hector_lopez_camara URG_valentin_gomez URG_enrico_amancias_rodriguez URG_cantido_quintio_reyes URG_cosme_alvarez_berisso URG_jorge_eloi_mendoza URG_vittorio_amato_masso URG_carlos_jackson_urribe URG_teo_bucardi_ramos URG_eleazar_diaz_caminate URG_manuel_heinz_azpurua URG_alfredo_baldomir URG_horacio_arredondo URG_paulo_ortega_frusci URG_emilio_frugoni URG_augustus_caesar_bado URG_jose_espalter URG_cesar_charlone URG_eduardo_victor_haedo URG_martin_recaredo_echegoyen URG_zoilo_saldias URG_juan_cesar_mussio_fournier URG_cesar_gutierrez URG_domingo_mendivil URG_andres_puyol U
# ... (truncated)
### Entity: Order of Battle
Component: 1. Coastal Guards
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Coastal Guards
	location = 4464
	division_template = Volunteer Brigade
}
### Entity: Idea
Component: idea_RAJ_azad_hind_radio_fascism
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_azad_hind_radio_fascism = {
	allowed = {
		original_tag = RAJ
	}
	picture = usa_magic
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.01
		justify_war_goal_time = -0.15
		army_org_regain = 0.1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_slander_the_colonial_authorities
Constructs: prerequisite, add_ideas, completion_reward, has_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_slander_the_colonial_authorities
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	x = 1
	y = 1
	prerequisite = {
		focus = COG_secure_german_aid COG_secure_soviet_aid
	}
	relative_position_id = COG_secure_soviet_aid
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		add_ideas = COG_anti_colonialist_propaganda_idea
		custom_effect_tooltip = COG_slander_the_colonial_authorities_tt
	}
}
### Entity: Character
Component: BEG_mammo_hailu
Constructs: has_government
Source: game
File: common/characters/BEG.txt

Code:
BEG_mammo_hailu = {
	name = Mammo Hailu
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_land_7
			small = GFX_kr_portrait_africa_generic_land_7_small
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		traits = {
			r56_trait_opposed_to_communism legitimate_heir
		}
		id = -1
	} {
		ideology = fascism_ideology
		expire = 1965.1.1
		traits = {
			r56_trait_opposed_to_communism legitimate_heir
		}
		id = -1
	}
	field_marshal = {
		traits = {
			hill_fighter irregulars_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_navy.8
Constructs: is_triggered_only, limit, has_dlc, add_cic, create_equipment_variant, create_ship
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.8
	picture = GFX_report_event_generic_sign_treaty2
	title = GOE_RAJ_navy.8.t
	desc = GOE_RAJ_navy.8.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.8.a
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				ENG = {
					add_cic = 2000
					create_equipment_variant = {
						name = C Class Calcutta
						type = ship_hull_cruiser_1
						modules = {
							fixed_ship_engine_slot = cruiser_ship_engine_1
							mid_1_custom_slot = ship_light_medium_battery_1
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_1
						}
					}
				}
				RAJ = {
					create_ship = {
						type = ship_hull_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = ship_hull_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = ship_hull_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = ship_hull_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					}
					country_event = {
						id = GOE_RAJ_navy.8
						days = 1
					}
				}
			}
			else = {
				ENG = {
					add_cic = 2000
					create_equipment_variant = {
						name = C Class Calcutta
						type = light_cruiser_1
						modules = {
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_engine_slot = cruiser_ship_engine_1
							mid_1_custom_slot = ship_torpedo_1
							mid_2_custom_slot = ship_anti_air_1
							rear_1_custom_slot = ship_light_medium_battery_1
							fixed_ship_battery_slot = ship_light_medium_battery_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
						}
					}
				}
				RAJ = {
					create_ship = {
						type = light_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = light_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = light_cruiser_1
						equipment_variant = C Class Calcutta
						creator = ENG
						name = C Class Calcutta
					} {
						type = light_cruiser_1
						equipment_variant = C Class Calcutta
						cr
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_manipulate_native_masses
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_manipulate_native_masses
	icon = GFX_goal_COG_congolese_national_army
	x = 29
	y = 5
	cost = 10
	ai_will_do = {
		factor = 6
	}
	prerequisite = {
		focus = COG_independence
	}
	mutually_exclusive = {
		focus = COG_doctrinal_marxism
	}
	available = {
		has_government = fascism
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = paramilitarism_focus
		if = {
			limit = {
				has_idea = COG_force_publique_conscription
			}
			swap_ideas = {
				remove_idea = COG_force_publique_conscription
				add_idea = COG_force_publique_conscription2
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_etnocacerismo_2
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, every_state, add_core_of
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_etnocacerismo_2
	icon = GFX_goal_PRU_coper_race
	prerequisite = {
		focus = COL_etnocacerismo
	} {
		focus = COL_ideological_fanaticism
	}
	relative_position_id = COL_etnocacerismo
	x = 1
	y = 1
	cost = 10
	available = {
		controls_state = 302 303 492 1061
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_tupac_amaru
			add_idea = COL_tupac_amaru
		}
		every_state = {
			limit = {
				OR = {
					state = 302 303 492 1061
				}
			}
			add_core_of = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: PER_imperial_events.110
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.110
	title = PER_imperial_events.110.t
	desc = PER_imperial_events.110.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.110.a
		ai_chance = {
			base = 95
		}
		SOU = {
			white_peace = {
				tag = PER
			}
		}
		PER = {
			transfer_state = 584 229 230 231
			country_event = {
				id = PER_imperial_events.111
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.110.b
		ai_chance = {
			base = 5
		}
		country_event = {
			id = PER_imperial_events.112
			hours = 1
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_policy_of_individual_security_old
Constructs: prerequisite, completion_reward, add_political_power, has_civil_war
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_policy_of_individual_security_old
	text = SOV_policy_of_individual_security
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = SOV_socialism_in_one_country_old SOV_permanent_revolution
	}
	mutually_exclusive = {
		focus = SOV_policy_of_collective_security_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_socialism_in_one_country_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 35
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SOV_vyacheslav_molotov
	}
}