Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: RAJ_bhalchandra_trimbak_ranadive
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bhalchandra_trimbak_ranadive = {
	name = RAJ_bhalchandra_trimbak_ranadive
	portraits = {
		civilian = {
			large = GFX_Portrait_PLACEHOLDER_large
			small = GFX_portrait_RAJ_bhalchandra_trimbak_ranadive_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_bhalchandra_trimbak_ranadive
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_rally_the_indian_left
		}
		traits = {
			RAJ_trade_union_leader
		}
	}
}
### Entity: Character
Component: ETH_tekle_hawariat_tekle_mariyam
Constructs: has_government, has_idea_with_trait
Source: game
File: common/characters/ETH.txt

Code:
ETH_tekle_hawariat_tekle_mariyam = {
	name = ETH_tekle_hawariat_tekle_mariyam
	allowed_civil_war = {
		OR = {
			has_government = democratic communism neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_tekle_hawariat_tekle_mariyam_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_tekle_hawariat_tekle_mariyam
		allowed = {
			original_tag = ETH
		}
		available = {
			OR = {
				has_government = democratic communism
			}
			NOT = {
				has_idea_with_trait = minister_of_finance_deressa
			}
		}
		traits = {
			minister_of_finance_mariyam
		}
		on_add = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
	}
}
### Entity: State History
Component: 297
Constructs: add_core_of
Source: game
File: history/states/297-Belgian Africa.txt

Code:
state = {
	id = 297
	name = STATE_297
	manpower = 185000
	state_category = enclave
	history = {
		owner = SPR
		add_core_of = EQG
		victory_points = {
			1903 1
		}
		buildings = {
			infrastructure = 1
			1903 = {
				naval_base = 1
			}
			8244 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1903 8244
	}
	local_supplies = 0.0
}
### Entity: Event
Component: LIT_events.401
Constructs: is_triggered_only
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.401
	title = LIT_events.103.t
	desc = LIT_events.401.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = LIT_events.103.a
	}
}
### Entity: Modifier Reference
Component: NORDIC_allow_volunteers
Constructs: send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
NORDIC_allow_volunteers = {
	send_volunteers_tension = -0.5
	send_volunteer_divisions_required = -0.65
}
### Entity: Event
Component: wtt_prc.33
Constructs: fire_only_once, has_country_leader, set_portraits
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.33
	trigger = {
		tag = PRC
		has_country_leader = {
			character = PRC_mao_zedong
			ruling_only = yes
		}
		date = > 1950.1.1
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	hidden = yes
	immediate = {
		hidden_effect = {
			PRC_mao_zedong = {
				set_portraits = {
					civilian = {
						large = GFX_Portrait_China_Mao_Zedong
					}
				}
			}
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.36
Constructs: is_triggered_only, ai_chance, remove_ideas
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.36
	title = AFG_industrial_events.36.t
	desc = AFG_industrial_events.36.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.36.a
		ai_chance = {
			base = 10
		}
		remove_ideas = PER_hellmand_altered_no_treaty
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_support_norwegian_communists
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_support_norwegian_communists
	icon = GFX_focus_SWE_norwegian_communists
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_peoples_commissar_for_defense
	}
	relative_position_id = SWE_peoples_commissar_for_defense
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {
		OR = {
			NOR = {
				exists = no
			}
			has_war_with = NOR
			AND = {
				NOR = {
					NOT = {
						has_completed_focus = NOR_compromise_with_the_nkp
					}
					has_government = communism
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = Jimmy Muldvarp
				bypass_recruitment = yes
				available_to_spy_master = yes
				traits = {
					operative_well_groomed operative_natural_orator
				}
				nationalities = {
					NOR SWE
				}
				GFX = GFX_portrait_europe_generic_operative_male_18
			}
			if = {
				limit = {
					has_idea = SWE_en_svensk_lyder_lar
				}
				swap_ideas = {
					remove_idea = SWE_en_svensk_lyder_lar
					add_idea = SWE_en_svensk_lyder_lar_2
				}
			}
			else = {
				add_ideas = SWE_en_svensk_lyder_lar
			}
		} {
			limit = {
				NOR = {
					NOT = {
						has_country_flag = banned_communism_flag
					}
				}
			}
			NOR = {
				add_timed_idea = {
					idea = SWE_foreign_communist_influence
					days = 420
				}
			}
		} {
			limit = {
				NOR = {
					NOT = {
						has_completed_focus = NOR_a_resurgent_labor_movement
					}
				}
			}
			unlock_decision_tooltip = SWE_pull_the_trigger_nor
		}
	}
}
### Entity: Character
Component: YEM_cecil_barrington_hurst
Source: game
File: common/characters/YEM.txt

Code:
YEM_cecil_barrington_hurst = {
	advisor = {
		slot = political_advisor
		idea_token = YEM_cecil_barrington_hurst
		allowed = {
			original_tag = YEM
		}
		traits = {
			captain_of_industry
		}
	}
	name = Cecil Barrington Hurst
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Country History
Country: SPR
Component: SPR_technology
Constructs: set_technology
Source: game
File: history/countries/SPR - Spain.txt

Code:
# Starting Technologies for SPR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Idea
Component: MAD_awt
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Scripted Effect
Component: PHI_american_intervention_change_value
Constructs: limit, set_variable, add_to_variable, check_variable
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_american_intervention_change_value = {
	set_variable = {
		PHI_american_intervention_temp_sum_value = PHI_american_intervention_icon_value
	}
	add_to_variable = {
		PHI_american_intervention_temp_sum_value = PHI_american_intervention_value_to_add
	} {
		PHI_american_intervention_icon_value = PHI_american_intervention_value_to_add
	}
	if = {
		limit = {
			check_variable = {
				var = PHI_american_intervention_temp_sum_value
				value = 100
				compare = greater_than_or_equals
			}
		}
		PHI_american_intervention_max_value_reached = yes
	}
	else_if = {
		limit = {
			check_variable = {
				var = PHI_american_intervention_temp_sum_value
				value = 0
				compare = less_than_or_equals
			}
		}
		PHI_american_intervention_min_value_reached = yes
	}
	clamp_variable = {
		var = PHI_american_intervention_icon_value
		min = 0
		max = 100
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
This is a community maintained wiki. If you spot a mistake, please help with fixing it.

This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games by hitting ^ , ° or tilde (~) (key varies based on keyboard layout). Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary. Please note that many of these commands come in and out with each DLC making some of them not work. Mods may introduce commands and more commonly, tags into the game to enhance their gameplay.

Also of note, commands may not work in ironman games by design.

Contents

1 List of commands

1.1 Internal IDs

1.2 Disambiguation

1.3 Glossary

1.4 Useful commands

1.5 Modding-useful commands

1.6 Other in-game commands

2 See also

3 References
### Entity: National Focus
Tree: ire_focus
Component: IRE_irelands_oppertunity
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_irelands_oppertunity
	icon = GFX_goal_generic_the_axis
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_protectionism
	}
	relative_position_id = IRE_protectionism
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
		is_in_faction = no
		fascism = > 0.25
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					} {
						is_in_faction_with = ENG
					}
					has_opinion = {
						target = ROOT
						value = > -11
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_mission_to_the_us
Constructs: shared_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, cancel_if_invalid, add_ai_strategy
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_mission_to_the_us
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = CHI_sea_invite_foreign_investors
	}
	x = 8
	y = 0
	mutually_exclusive = {
		focus = CHI_sea_collaboration_with_the_japanese
	}
	relative_position_id = CHI_sea_british_cooperation
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		OR = {
			has_government = neutrality
			USA = {
				has_government = ROOT
			}
		}
		USA_will_support = yes
		USA = {
			has_capitulated = no
			NOT = {
				has_War_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_mission_to_the_us
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			} {
				type = protect
				id = ROOT
				value = 100
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 100
			}
		} {
			unlock_decision_tooltip = USA_support_the_anti_fascist_war
		}
		custom_effect_tooltip = CHI_mission_to_the_us_soong_us_decision
	}
}
### Entity: Character
Component: ARG_moderate_dictator
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_moderate_dictator = {
	random = no
	sprite = 13
	fascism_drift = 0.03
	war_support_factor = 0.1
	fascism_acceptance = 30
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ENG_develop_mediterranean_supremacy
Constructs: has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_develop_mediterranean_supremacy = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war_with = ITA
		ITA = {
			OR = {
				controls_state = 448 450 451
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_dominance
		id = western_med_control_zone
		value = 80
	} {
		type = naval_dominance
		id = italy_med_control_zone
		value = 150
	}
}
### Entity: State History
Component: 878
Constructs: add_core_of
Source: game
File: history/states/878-Khatangsky.txt

Code:
state = {
	id = 878
	name = STATE_878
	manpower = 15974
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV TAY
	}
	provinces = {
		2900 4812 9224 11122 12687 13065
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHeavy_tank.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Event
Component: KMT_event.64
Constructs: is_triggered_only, add_stability, add_political_power, add_to_variable, add_popularity
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.64
	title = KMT_event.64.t
	desc = KMT_event.64.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.64.a
		add_to_variable = {
			CHI_KMT_popularity = -2.5
		}
		add_political_power = -50
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		add_stability = -0.05
		custom_effect_tooltip = CHI_KMT_minus2.5_tt
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_all_roads_lead_to_rome
Constructs: prerequisite, limit, has_war_with, completion_reward, has_full_control_of_state, add_to_variable, is_on_continent, is_in_faction_with
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_all_roads_lead_to_rome
	icon = GFX_focus_generic_spread_fascism
	prerequisite = {
		focus = ITA_the_italian_legions
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_italian_legions
	cost = 10
	available = {
		has_full_control_of_state = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = ITA_all_roads_lead_to_rome_iri_tt ITA_all_roads_lead_to_rome_re_tt ITA_all_roads_lead_to_rome_wargoals_tt
		add_to_variable = {
			ITA_iri_production_speed_infrastructure_factor = 0.1
		} {
			ITA_re_supply_node_range = 0.1
		}
		if = {
			limit = {
				any_other_country = {
					capital_scope = {
						is_on_continent = europe
					}
					NOT = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
						is_guaranteed_by = ROOT
						has_non_aggression_pact_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_current_effects generic_ROOT_gains_wargoal_tt
			every_neighbor_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					NOT = {
						is_in_faction_with = ROOT
						has_guaranteed = ROOT
						is_guaranteed_by = ROOT
						has_non_aggression_pact_with = ROOT
						has_war_with = ROOT
					}
				}
				hidden_effect = {
					ROOT = {
						create_wargoal = {
							type = annex_everything
							target = PREV
						}
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: FIN_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/FIN_railway_gun_names.txt

Code:
FIN_RG_HISTORICAL = {
	for_countries = {
		FIN
	}
	type = railway_gun
	fallback_name = %d. Rautatiepatteri
	ordered = {
		2 = {
			%d. Rautatiepatteri
		}
		1 = {
			%d. Rautatiepatteri
		}
		3 = {
			%d. Rautatiepatteri
		}
	}
}
### Entity: AI Strategy
Component: GER_naval_capital_battleship
Constructs: has_war
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 1
		modifier = {
			factor = 1
		}
	}
	capital_battleship_early = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_pre_dreadnought
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = empty
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries heavy_ship_engine ship_airplane_launcher
		}
	}
	capital_battleship_early_aa_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 50
				has_war = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1500.0
			type = ship_hull_pre_dreadnought
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bb_1
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries ship_airplane_launcher heavy_ship_engine
		}
	}
	capital_battleship_basic = {
		priority = {
			factor = 1
			modifier = {
				factor = 10
				GER_naval_interest_trigger = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_2
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_
# ... (truncated)
### Entity: AI Strategy
Component: FIN_sub_spam_to_be_annoying
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_FIN.txt

Code:
FIN_sub_spam_to_be_annoying = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		ROOT = {
			has_completed_focus = FIN_suomen_merivoimat
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 80
	} {
		type = unit_ratio
		id = convoy
		value = 20
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	}
}
### Entity: Idea
Component: NOR_aftermath_of_the_depression_3
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_aftermath_of_the_depression_3 = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	name = NOR_aftermath_of_the_depression
	modifier = {
		consumer_goods_factor = 0.18
		industrial_capacity_factory = -0.09
		industrial_capacity_dockyard = -0.09
	}
}
### Entity: Event
Component: ww_congo.58
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_core_state
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.58
	title = ww_congo.58.t
	desc = ww_congo.58.desc
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.58.a
		ai_chance = {
			factor = 50
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	} {
		name = ww_congo.58.b
		ai_chance = {
			factor = 50
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_core_state
			target = FROM
		}
	}
}
### Entity: Name List
Component: QUE
Source: game
File: common/names/r56_names.txt

Code:
QUE = {
	male = {
		names = {
			Joseph Pierre Andre Louis Michel Francois Jacques Jean Robert Marcel Claude Roger Charles Gilles Gerard Henri Georges Arthur Denis Raymon Maurice Albert Paul Rene
		}
	}
	female = {
		names = {
			Michèle Joséphine Claire Félicie Marie-Henriette Alexandrine Suzanne Manon
		}
	}
	surnames = {
		Boucher Bergeron Couillard Simard Girard Tremblay Gagnon Roy Cote Morin Belanger Bouchard Pelletier Gagne Lavoie Fortin Levesque Caron Ouellet Leblanc Lefebvre Delisle Fournier Cloutier Dube Poirier Poulin Thibault Martel Beaulieu Bedard Leclerc Nadeau Grenier Lapointe Landry Hebert Demers Richard Desjardins
	}
	callsigns = {
		Dragon Flèche Tigre Faucon L'embraseur Carré d'As Le puceau L'accadien Le fourbe Etourneau L'as des as Le renard Le taiseux
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_deal_with_bp
Constructs: prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_deal_with_bp
	icon = GFX_focus_IRQ_anglo_iraqi_oil_expansion
	cost = 8
	prerequisite = {
		focus = SAU_solve_the_jafurah_dispute
	}
	mutually_exclusive = {
		focus = SAU_invite_brabag SAU_concessions_to_standard_oil SAU_2_Invite_the_Soviet_oil_barons
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = available_designer generic_skip_one_line_tt
		show_ideas_tooltip = aioc_sau
		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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	relative_position_id = SAU_solve_the_jafurah_dispute
}