Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: air_wing_130
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	130 = {
		tac_bomber_equipment_0 = {
			owner = ENG
			amount = 80
		}
	}
}
### Entity: Character
Component: GER_reich_minister_of_church_affairs
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_reich_minister_of_church_affairs = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	party_popularity_stability_factor = 0.1
	resistance_growth = -0.025
	research_speed_factor = -0.025
	weekly_bombing_war_support = 0.002
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_ENG_islands
Constructs: limit, is_major, set_temp_variable, is_on_continent, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_ENG_islands = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_ENG_islands_TYPE_ID
	}
	if = {
		limit = {
			threat = > 0.9
			AND = {
				any_enemy_country = {
					is_major = yes
				}
				alliance_naval_strength_ratio = < 2
			}
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					is_on_continent = europe
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		} {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					NOT = {
						is_on_continent = europe
					}
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		}
		set_temp_variable = {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_ENG_islands_europe_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		} {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_ENG_islands_island_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_provinces = yes yes
		EAI_PC_FORT_limit_provinces = yes yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes
		EAI_PC_FORT_create = yes yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.23
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.23
	title = congo_independence_struggle.23.t
	desc = congo_independence_struggle.23.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.23.a
		ai_chance = {
			base = 50
		}
		add_political_power = 50
		add_stability = 0.05
		FROM = {
			country_event = {
				id = congo_independence_struggle.10
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.23.b
		ai_chance = {
			base = 50
		}
		add_political_power = -25
		add_war_support = 0.03
		FROM = {
			country_event = {
				id = congo_independence_struggle.9
				days = 7
			}
		}
	}
}
### Entity: Event
Component: new_ger.134
Constructs: is_triggered_only, ai_chance, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.134
	title = new_ger.134.t
	desc = new_ger.134.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.134.a
		ai_chance = {
			base = 0.25
		}
		add_political_power = -25
	} {
		name = new_ger.134.b
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Safehaven_for_the_Scientists
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Safehaven_for_the_Scientists
	icon = GFX_focus_research
	cost = 10
	available = {
		num_of_factories = > 40
	}
	ai_will_do = {
		factor = 20
	}
	prerequisite = {
		focus = DEN_Crackdown_on_Political_Violence
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 3
	y = 3
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: KMT_no_aid_famine_comm
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_no_aid_famine_comm = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = raj_risk_of_famine
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Character
Component: USA_donald_nelson
Source: game
File: common/characters/USA.txt

Code:
USA_donald_nelson = {
	name = USA_donald_nelson
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = USA_donald_nelson
		allowed = {
			original_tag = USA
		}
		traits = {
			armaments_organizer
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_purchase_madagascar
Constructs: prerequisite, completion_reward, is_in_faction_with, save_event_target_as
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_purchase_madagascar
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = POL_morges_economic_union
	}
	relative_position_id = POL_morges_economic_union
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		543 = {
			owner = {
				is_in_faction_with = POL
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		543 = {
			save_event_target_as = POL_colony_purchase
			owner = {
				country_event = {
					id = NSB_poland_events.4
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_purge_political_opponents_idea
Constructs: has_government, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_purge_political_opponents_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_purge
	modifier = {
		drift_defence_factor = 0.15
		fascism_drift = 0.02
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_morges_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated, is_in_faction_with, is_in_faction, set_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_morges_pact
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = POL_invest_in_the_peasantry
	}
	relative_position_id = POL_anti_imperialism
	mutually_exclusive = {
		focus = POL_anti_capitalist_revolution POL_preserve_bougoise_democracy
	}
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 10
			OR = {
				ENG = {
					has_capitulated = yes
				} {
					has_government = fascism
				} {
					has_government = neutrality
				}
				FRA = {
					has_capitulated = no
				}
			}
		}
	}
	available = {
		FRA = {
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = democratic communism
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = FRA
				has_war_with = POL
			}
		}
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = FRA
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = POL_morges_pact
			icon = GFX_faction_logo_generic_11
		}
		FRA = {
			country_event = NSB_poland_events.7
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_kdf_wagen_factories
Constructs: prerequisite, has_war, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_kdf_wagen_factories
	icon = GFX_focus_GER_kdf_wagen
	prerequisite = {
		focus = GER_construct_the_reichsautobahn
	}
	x = 0
	y = 1
	relative_position_id = GER_construct_the_reichsautobahn
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_war = yes
			}
			if = {
				limit = {
					59 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 2
							include_locked = yes
						}
					}
				}
				59 = {
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = arms_factory
						level = 3
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_state = {
					limit = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 2
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 3
					add_building_construction = {
						type = arms_factory
						level = 3
						instant_build = yes
					}
				}
			}
		}
		else_if = {
			if = {
				limit = {
					59 = {
						is_fully_controlled_by = ROOT
						free_building_slots = {
							building = arms_factory
							size = > 2
							include_locked = yes
						}
					}
				}
				59 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_state = {
					limit = {
						is_controlled_by = ROOT
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_blueshirt_spymaster
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_blueshirt_spymaster = {
	random = no
	sprite = 15
	fascism_drift = 0.08
	war_support_factor = 0.1
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_nationalize_the_oil_fields
Constructs: prerequisite, limit, remove_ideas, every_country, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_nationalize_the_oil_fields
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = MEX_focus_oil_field_expansion
	}
	mutually_exclusive = {
		focus = MEX_focus_royal_dutch_shell
	}
	x = 2
	y = 1
	relative_position_id = MEX_focus_oil_field_expansion
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					tag = ENG USA
				}
				NOT = {
					has_war_with = ROOT
				} {
					is_subject_of = ROOT
				}
			}
			add_opinion_modifier = {
				target = MEX
				modifier = sanctions
			}
			country_event = {
				days = 1
				id = mexico.2
			}
			custom_effect_tooltip = tooltip_mexico_they_may_declare_war
		}
		remove_ideas = MEX_oil_concessions
		USA = {
			remove_resource_rights = 479 480
		}
		ENG = {
			remove_resource_rights = 477 476
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = MEX_pemex
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_siamese_youth_movement
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_siamese_youth_movement
	icon = GFX_focus_RAJ_military_into_the_workforce
	x = 6
	y = 1
	relative_position_id = SIA_phibuns_premiership
	prerequisite = {
		focus = SIA_phibuns_premiership
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_SIA_yuvachon
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_war_production_CHI = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Event
Component: NSB_soviet_five_year_plan.01
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_five_year_plan.01
	title = NSB_soviet_five_year_plan.01.t
	desc = NSB_soviet_five_year_plan.01.desc
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_soviet_five_year_plan.01.a
		custom_effect_tooltip = NSB_soviet_five_year_plan_tt
	}
}
### Entity: Military Industrial Organization
Component: CAN_fleet_aircraft_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CAN_organization_r56.txt

Code:
CAN_fleet_aircraft_organization = {
	name = CAN_fleet_aircraft_organization
	include = generic_multi_role_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		original_TAG = CAN
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_aircraft_designer
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			air_ground_attack = 0.02
			naval_strike_attack = 0.02
			air_attack = 0.02
			air_defence = 0.02
		}
	}
}
### Entity: Unit Template
Component: RAJ_MAR_01
Source: game
File: common/units/names_divisions/RAJ_names_divisions.txt

Code:
RAJ_MAR_01 = {
	name = Marine Division
	for_countries = {
		RAJ
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Indian Marines Division
	ordered = {
		1 = {
			%dst Indian Marines Division
		}
		2 = {
			%dnd Indian Marines Division
		}
		3 = {
			%drd Indian Marines Division
		}
		4 = {
			%dth Indian Marines Division
		}
		5 = {
			%dth Indian Marines Division
		}
		6 = {
			%dth Indian Marines Division
		}
		7 = {
			%dth Indian Marines Division
		}
		8 = {
			%dth Indian Marines Division
		}
		9 = {
			%dth Indian Marines Division
		}
		10 = {
			%dth Indian Marines Division
		}
		11 = {
			%dth Indian Marines Division
		}
		12 = {
			%dth Indian Marines Division
		}
		13 = {
			%dth Indian Marines Division
		}
		14 = {
			%dth Indian Marines Division
		}
		15 = {
			%dth Indian Marines Division
		}
		16 = {
			%dth Indian Marines Division
		}
		17 = {
			%dth Indian Marines Division
		}
		18 = {
			%dth Indian Marines Division
		}
		19 = {
			%dth Indian Marines Division
		}
		20 = {
			%dth Indian Marines Division
		}
	}
}
### Entity: Trigger Reference
Construct: all_country_of
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_country_of

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

Checks if all of the provided countries fulfill the specified triggers.
The `target` supports script constants and `tooltip` supports bindable localization.
### Entity: Event
Component: austria.90
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_subject, unlock_national_focus, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.90
	title = austria.90.t
	desc = {
		trigger = {
			original_tag = AUS
		}
		text = austria.90.d.a
	} {
		trigger = {
			original_tag = HUN
		}
		text = austria.90.d.b
	}
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		trigger = {
			is_subject = no
		}
		name = austria.90.a
		if = {
			limit = {
				original_tag = AUS
			}
			if = {
				limit = {
					has_war_with = HUN
				}
				unlock_national_focus = AUS_destroy_the_compromise
				set_country_flag = AUS_eisenstadt_failed
			}
			else = {
				complete_national_focus = AUS_destroy_the_compromise
				set_country_flag = AUS_eisenstadt_failed
				effect_tooltip = {
					declare_war_on = {
						target = HUN
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = AUS_will_lead_to_war
		}
	} {
		name = austria.90.b
		trigger = {
			original_tag = AUS
		}
		ai_chance = {
			base = 0
		}
		set_country_flag = AUS_eisenstadt_failed
	}
}
### Entity: AI Strategy
Component: default_infantry_equipment_major
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_infantry_equipment_major = {
	enable = {
		num_of_military_factories = > 20
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = infantry
		value = 3
	}
}
### Entity: Unit Template
Component: DDR_GAR_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Sicherungs-Division
	ordered = {
		1 = {
			%d. Grenz-Sicherungs-Division
		}
		2 = {
			%d. Grenz-Sicherungs-Division
		}
		3 = {
			%d. Grenz-Sicherungs-Division
		}
		4 = {
			%d. Grenz-Sicherungs-Division
		}
		5 = {
			%d. Sicherungs-Division
		}
		6 = {
			%d. Sicherungs-Division
		}
		7 = {
			%d. Sicherungs-Division
		}
		9 = {
			%d. Sicherungs-Division
		}
		8 = {
			%d. Sicherungs-Division
		}
		10 = {
			%d. Sicherungs-Division
		}
	}
}
### Entity: Idea
Component: PAL_high_command_reshuffling
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_high_command_reshuffling = {
	picture = generic_army_war_college
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_army = 0.1
		army_speed_factor = 0.1
		breakthrough_factor = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_danish_alignment
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_danish_alignment
	icon = GFX_focus_generic_annex_country
	prerequisite = {
		focus = SWE_demand_atlantic_resource_rights
	}
	x = 0
	y = 1
	relative_position_id = SWE_demand_atlantic_resource_rights
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	bypass = {
		OR = {
			is_subject = yes
			has_war_with = DEN
			DEN = {
				is_subject = yes
			}
		}
	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden.37
			hours = 1
		}
		if = {
			limit = {
				has_country_flag = SWE_DEN_surrendered_islands SWE_DEN_gave_bornholm
			}
			effect_tooltip = {
				puppet = DEN
			}
		}
		else = {
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				puppet = DEN
			}
		}
	}
}
### Entity: Idea
Component: PAL_fawzi_leadership_idea3
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fawzi_leadership_idea3 = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		breakthrough_factor = 0.05
		conscription = 0.03
		conscription_factor = 0.1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_coordination_capabilities
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_coordination_capabilities
	icon = GFX_goal_generic_radio_development_2
	prerequisite = {
		focus = MON_demids_legacy
	}
	x = -1
	y = 1
	relative_position_id = MON_demids_legacy
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = MON_improve_coordination_capabilities
			bonus = 1
			uses = 1
			category = electronics
		} {
			name = MON_improve_coordination_capabilities
			bonus = 1
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: tmodern_category
Constructs: add_equipment_to_stockpile, has_war, limit, remove_ideas, political_power_gain, has_government, owns_state, has_war_with
Source: game
File: common/decisions/tmodern.txt

Code:
tmodern_category = {
	buy_help_ukraine_tr = {
		icon = GFX_decision_generic_political_discourse
		available = {
			TUR = {
				has_manpower = > 4999
				has_equipment = {
					infantry_equipment = > 899
				}
			}
			original_tag = TUR
			UKR = {
				has_war_with = SOV
			} {
				is_in_faction = no
			}
		}
		visible = {
			tag = TUR
			UKR = {
				has_war_with = SOV
			}
		}
		fire_only_once = yes yes
		ai_will_do = {
			factor = 2000
		}
		days_remove = 10
		remove_effect = {
			add_political_power = 75
			add_manpower = -5000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -900
				producer = TUR
			}
			UKR = {
				country_event = {
					days = 1
					id = toykan.17
				}
			}
		}
	}
	buy_ncy_remove_tsk = {
		icon = GFX_decision_generic_political_discourse
		available = {
			original_tag = TUR
			NOT = {
				has_war_with = NCY
			}
		}
		visible = {
			tag = TUR
			country_exists = NCY
		}
		fire_only_once = yes yes
		ai_will_do = {
			factor = 2000
		}
		days_remove = 25
		remove_effect = {
			NCY = {
				retire_country_leader = yes
				add_political_power = 75
				set_party_name = {
					ideology = neutrality
					long_name = NCY_neutrality_party_new_long
					name = NCY_neutrality_party_new
				}
			}
			add_political_power = 75
			TUR = {
				country_event = {
					days = 1
					id = Libya.28
				}
			}
		}
	}
	PRE_the_election_of_1936 = {
		icon = generic_political_discourse
		allowed = {
			original_tag = PRE
		}
		available = {
			always = no
		}
		days_mission_timeout = 26
		fire_only_once = yes
		activation = {
			NOT = {
				has_country_flag = PRE_1936_election
			}
		}
		visible = {
			NOT = {
				has_country_flag = PRE_1936_election
			}
		}
		cancel_if_not_visible = no
		is_good = no
		timeout_effect = {
			country_event = {
				id = toykan.8
				days = 1
			}
			set_country_flag = PRE_1936_election
		}
	}
	buy_hile_sov = {
		icon = GFX_decision_generic_army_support
		available = {
			surrender_progress = > 0.4
			has_war_with = GER
			original_tag = SOV
			has_government = communism
		}
		visible = {
			is_ai = yes
			original_tag = SOV
			has_government = communism
		}
		fire_only_once = yes
		target_trigger = {
			FROM = {
				tag = GER
			}
		}
		ai_will_do = {
			factor = 2000
		}
		days_remove = 190
		targeted_modifier = {
			tag = GER
			attack_bonus_against = 0.7
			defense_bonus_against = 0.7
		}
	}
	Cla
# ... (truncated)
### Entity: National Focus
Tree: mal_focus
Component: MAL_deslashcentralisation_2
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_deslashcentralisation_2
	icon = GFX_goal_MAL_malaysia
	ai_will_do = {
		factor = 4
	}
	x = 14
	y = 6
	prerequisite = {
		focus = MAL_decentralisation_3 MAL_centralisation_3
	} {
		focus = MAL_deslashcentralisation
	} {
		focus = MAL_deslashcentralisation_1
	}
	available = {
		OR = {
			has_completed_focus = MAL_the_workers_5 MAL_the_empire_5 MAL_the_princes_6 MAL_the_nation_7
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		country_event = {
			id = malaysia.12
			days = 3
		}
	}
}