Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_wartime_rationing
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_wartime_rationing
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = TUR_continue_ataturks_reforms TUR_cult_of_the_marshal TUR_demand_free_elections TUR_further_the_reforms
	}
	relative_position_id = TUR_continue_ataturks_reforms
	x = 2
	y = 1
	offset = {
		x = -22
		y = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_revolution_not_reform
		}
	} {
		x = -33
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_support_the_conservative_opposition
		}
	}
	cost = 2
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			threat = > 0.5
			has_war = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = export_focus
			}
			add_stability = 0.03
			add_ideas = limited_exports
		}
		else_if = {
			limit = {
				has_idea = free_trade
			}
			add_political_power = 50
			add_stability = 0.03
			add_ideas = limited_exports
		}
		else = {
			add_political_power = 60
			add_stability = 0.04
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Event
Component: mexico.27
Constructs: ai_chance, has_completed_focus, fire_only_once, has_civil_war, has_global_flag, has_dlc, has_active_mission, has_idea
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.27
	title = mexico.27.title
	desc = mexico.27.desc
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = MEX
		date = > 1937.1.1
		has_civil_war = no
		NOT = {
			has_global_flag = flag_second_mexican_civil_war
		}
		has_dlc = Man the Guns
	}
	mean_time_to_happen = {
		months = 6
	}
	option = {
		name = mexico.27.a
		MEX_increase_church_power = yes
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.1
				has_completed_focus = MEX_focus_state_education
			} {
				factor = 10
				has_active_mission = MEX_mission_second_cristiada
			} {
				factor = 10
				OR = {
					has_idea = MEX_church_power_2 MEX_church_power_1
				}
				NOT = {
					has_global_flag = flag_second_mexican_civil_war
				}
			}
		}
	} {
		name = mexico.27.b
		MEX_decrease_church_power = yes
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.1
				has_completed_focus = MEX_focus_antidisestablishmentarianism
			} {
				factor = 10
				has_active_mission = MEX_mission_second_revolution
			} {
				factor = 10
				OR = {
					has_idea = MEX_church_power_4 MEX_church_power_5
				}
				NOT = {
					has_global_flag = flag_second_mexican_civil_war
				}
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_union_of_finnish_brothers_in_arms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_union_of_finnish_brothers_in_arms
	icon = GFX_focus_FIN_union_of_finnish_borthers_in_arms
	prerequisite = {
		focus = FIN_arm_the_lotta_svard
	}
	x = 0
	y = 2
	relative_position_id = FIN_arm_the_lotta_svard
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_ideas = FIN_union_of_finnish_brothers_in_arms
		show_unit_leaders_tooltip = FIN_paavo_talvela
	}
}
### Entity: Modifier Reference
Construct: num_of_civilian_factories_available_for_projects
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_civilian_factories_available_for_projects
* description: check amount of civilian factories available for a new project to use
* (Auto generated using the trigger with same name)
### Entity: Decision
Component: march_through_estonia
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
march_through_estonia = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = EST
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = EST_rally_the_nation
		NOT = {
			has_country_flag = EST_vapsid_takeover_finland
			has_government = fascism
		}
	}
	on_map_area = {
		state = 812
		name = march_through_estonia
		zoom = 150
	}
	priority = 10
}
### Entity: Event
Component: generic.15
Constructs: is_triggered_only
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.15
	title = generic.15.t
	desc = generic.15.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = excellent
	}
}
### Entity: Idea
Component: POL_april_constitution_left
Constructs: stability_factor, has_government, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_left = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		political_advisor_cost_factor = -0.2
		economy_cost_factor = -0.2
		political_power_factor = 0.15
		drift_defence_factor = 0.25
		neutrality_drift = 0.2
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_true_heirs_of_1932
Constructs: prerequisite, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_true_heirs_of_1932
	icon = GFX_focus_generic_democratic_europe
	prerequisite = {
		focus = SIA_shuffle_pridi_to_the_minister_of_interior
	}
	x = 2
	y = 0
	relative_position_id = SIA_civil_nationalism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SIA_decrease_military_approval = yes
		SIA_increase_civilian_approval = yes
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = electronics
			name = SIA_the_true_heirs_of_1932
		}
	}
}
### Entity: Character
Component: precursor_of_social_medicine
Source: game
File: common/country_leader/r56_traits.txt

Code:
precursor_of_social_medicine = {
	random = no
	monthly_population = 0.2
	experience_loss_factor = -0.1
}
### Entity: Scripted Trigger
Component: SOV_is_display_state
Constructs: limit, is_owned_by, has_state_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_display_state = {
	is_owned_by = SOV
	IF = {
		limit = {
			ROOT = {
				SOV_is_left_opposition = yes
			}
		}
		OR = {
			any_neighbor_state = {
				has_state_flag = SOV_left_opposition_state
			}
			has_state_flag = SOV_left_opposition_state SOV_stalinist_state
		}
	}
	ELSE_IF = {
		limit = {
			ROOT = {
				SOV_is_right_opposition = yes
			}
		}
		OR = {
			any_neighbor_state = {
				has_state_flag = SOV_right_opposition_state
			}
			has_state_flag = SOV_right_opposition_state SOV_stalinist_state
		}
	} {
		limit = {
			ROOT = {
				SOV_is_exiles = yes
			}
		}
		OR = {
			any_neighbor_state = {
				has_state_flag = SOV_exiles_state
			}
			has_state_flag = SOV_exiles_state SOV_stalinist_state
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_methodical_battle
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_methodical_battle
	icon = GFX_goal_generic_cavalry
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_defensive_focus
	}
	mutually_exclusive = {
		focus = FRA_firepower_kills
	}
	relative_position_id = FRA_defensive_focus
	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_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = FRA_methodical_battle
			category = land_doctrine
			uses = 2
			cost_reduction = 0.65
		}
	}
}
### Entity: Event
Component: spain.5
Constructs: is_triggered_only, has_civil_war, set_country_flag
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.5
	title = spain.5.t
	desc = spain.5.d
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	trigger = {
		SPR = {
			has_civil_war = yes
		}
	}
	option = {
		name = spain.5.a
		set_country_flag = promised_help_republican_spain
		custom_effect_tooltip = spain.4.a.tt
	} {
		name = spain.5.b
	}
}
### Entity: Character
Component: AFG_generic_army_1
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_army_1 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_land_1
			small = GFX_portrait_AFG_generic_land_1_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_general_selected
		}
	}
}
### Entity: Unit Template
Component: LOI_ARM_01
Source: game
File: common/units/names_divisions/LOI_names_divisions.txt

Code:
LOI_ARM_01 = {
	name = Armored Division
	for_countries = {
		LOI
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Armoured Highlander
	ordered = {
		1 = {
			%d. Armoured Highlanders
		}
		2 = {
			%d. Armoured Highlanders
		}
		3 = {
			%d. Armoured Highlanders
		}
		4 = {
			%d. Armoured Highlanders
		}
		5 = {
			%d. Armoured Highlanders
		}
		6 = {
			%d. Armoured Highlanders
		}
		7 = {
			%d. Armoured Highlanders
		}
		8 = {
			%d. Armoured Highlanders
		}
		9 = {
			%d. Armoured Highlanders
		}
		10 = {
			%d. Armoured Highlanders
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_continue_the_five_year_plan
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, set_variable, add_research_slot
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_continue_the_five_year_plan
	icon = GFX_focus_generic_printing_press
	prerequisite = {
		focus = RAJ_socialist_self_reliance RAJ_nationalize_gun_carriage_agency RAJ_planned_economy2
	}
	x = -6
	y = 2
	relative_position_id = RAJ_nationalize_gun_carriage_agency
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = {
			flag = RAJ_five_year_plan_flag
			days = > 365
		}
		custom_trigger_tooltip = {
			tooltip = RAJ_five_year_plan_when_removed_tt
			has_country_flag = {
				flag = RAJ_five_year_plan_flag
				days = > 365
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_continue_the_five_year_plan_tt
		set_variable = {
			RAJ_fyp_stability_factor_mult = RAJ_fyp_stability_factor
		} {
			RAJ_fyp_stability_factor = RAJ_fyp_stability_factor_mult
		} {
			RAJ_fyp_production_speed_buildings_factor_mult = RAJ_fyp_production_speed_buildings_factor
		} {
			RAJ_fyp_production_speed_buildings_factor = RAJ_fyp_production_speed_buildings_factor_mult
		} {
			RAJ_fyp_consumer_goods_factor_mult = RAJ_fyp_consumer_goods_factor
		} {
			RAJ_fyp_consumer_goods_factor = RAJ_fyp_consumer_goods_factor_mult
		} {
			RAJ_fyp_research_speed_factor_mult = RAJ_fyp_research_speed_factor
		} {
			RAJ_fyp_research_speed_factor = RAJ_fyp_research_speed_factor_mult
		} {
			RAJ_fyp_production_speed_industrial_complex_factor_mult = RAJ_fyp_production_speed_industrial_complex_factor
		} {
			RAJ_fyp_production_speed_industrial_complex_factor = RAJ_fyp_production_speed_industrial_complex_factor_mult
		} {
			RAJ_fyp_production_speed_arms_factory_factor_mult = RAJ_fyp_production_speed_arms_factory_factor
		} {
			RAJ_fyp_production_speed_arms_factory_factor = RAJ_fyp_production_speed_arms_factory_factor_mult
		} {
			RAJ_fyp_production_speed_dockyard_factor_mult = RAJ_fyp_production_speed_dockyard_factor
		} {
			RAJ_fyp_production_speed_dockyard_factor = RAJ_fyp_production_speed_dockyard_factor_mult
		} {
			RAJ_fyp_production_factory_efficiency_gain_factor_mult = RAJ_fyp_production_factory_efficiency_gain_factor
		} {
			RAJ_fyp_production_factory_efficiency_gain_factor = RAJ_fyp_production_factory_efficiency_gain_factor_mult
		} {
			RAJ_f
# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_mobilize_the_nation
Constructs: prerequisite, limit, completion_reward, has_idea, has_dynamic_modifier, add_dynamic_modifier, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_mobilize_the_nation
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = BEL_our_southern_neighbour BEL_koningshooikt_wavre_line
	}
	relative_position_id = BEL_our_southern_neighbour
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 1
	y = 1
	cost = 10
	available = {
		NOT = {
			has_idea = BEL_lack_of_junior_officers_ns
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = BEL_mobilize_the_nation_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = BEL_mobilize_the_nation_dynamic_modifier
			}
			else = {
				custom_effect_tooltip = BEL_modify_mobilize_the_nation_dynamic_modifier_tt
				add_to_variable = {
					BEL_mobilize_the_nation_conscription = 0.015
					tooltip = conscription_tt
				}
			}
		}
		add_timed_idea = {
			idea = BEL_lack_of_junior_officers_ns
			days = 180
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_judicial_control
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_judicial_control
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = NIC_begin_a_political_crackdown
	}
	x = 1
	y = 2
	relative_position_id = NIC_president_Somoza_Garcia
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = NIC_social_reforms
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: MTG_naval_treaty.4
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_political_power, has_naval_treaty_trigger, remove_naval_treaty_effect
Source: game
File: events/MTG_naval_treaty_events.txt

Code:
country_event = {
	id = MTG_naval_treaty.4
	title = MTG_naval_treaty.4.t
	desc = MTG_naval_treaty.4.desc
	picture = GFX_report_event_usa_heavy_cruiser
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.4.a
		ai_chance = {
			factor = 70
		}
		if = {
			limit = {
				NOT = {
					has_naval_treaty_trigger = yes
				}
			}
			activate_mission = MTG_treaty_reduction_mission
			FROM = {
				country_event = {
					id = MTG_naval_treaty.5
					days = 3
				}
			}
		}
		else = {
			activate_mission = MTG_treaty_reduction_signatory_mission
			FROM = {
				country_event = {
					id = MTG_naval_treaty.5
					days = 3
				}
			}
		}
	} {
		name = MTG_naval_treaty.4.b
		ai_chance = {
			factor = 30
			modifier = {
				has_government = democratic
				factor = 0
			}
		}
		if = {
			limit = {
				has_naval_treaty_trigger = yes
			}
			add_stability = -0.1
			add_political_power = -150
			remove_naval_treaty_effect = yes
			every_other_country = {
				limit = {
					has_naval_treaty_trigger = yes
				}
				country_event = MTG_naval_treaty.7
			}
			if = {
				limit = {
					has_global_flag = {
						flag = MTG_naval_treaty_signatories
						value = < 3
					}
				}
				random_other_country = {
					limit = {
						has_naval_treaty_trigger = yes
					}
					remove_naval_treaty_effect = yes
				}
				hidden_effect = {
					news_event = mtg_news.60
				}
				else = {
					modify_global_flag = {
						flag = MTG_naval_treaty_signatories
						value = -1
					}
				}
			} {
				limit = {
					not = {
						any_other_country = {
							OR = {
								has_idea = MTG_naval_treaty_cheating_reduced MTG_naval_treaty_adherent_reduced
							}
						}
					}
				}
				every_other_country = {
					limit = {
						OR = {
							has_idea = MTG_naval_treaty_cheating MTG_naval_treaty_adherent
						}
					}
					activate_mission = MTG_escalator_clause_invocation_mission
					custom_effect_tooltip = MTG_escalator_clause_tt
				}
			}
		}
		FROM = {
			country_event = {
				id = MTG_naval_treaty.6
				days = 3
			}
			effect_tooltip = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_levente_associations_act_of_defense_and_secret_rearmament
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_levente_associations_act_of_defense_and_secret_rearmament = {
	name = HUN_levente_associations
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = HUN_wuw_HUN_levente_associations
	modifier = {
		conscription_factor = 0.15
		army_core_defence_factor = 0.1
		training_time_factor = -0.1
		drift_defence_factor = 0.25
		mobilization_speed = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_develop_yanan_soviet
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, has_border_war, cancel_if_invalid, set_capital, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_develop_yanan_soviet
	icon = GFX_focus_PRC_develop_yanan_soviet
	prerequisite = {
		focus = PRC_the_westward_expedition PRC_the_eastward_expedition
	}
	x = 1
	y = 1
	relative_position_id = PRC_the_westward_expedition
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		622 = {
			is_fully_controlled_by = ROOT
		}
		1032 = {
			is_fully_controlled_by = ROOT
		}
		has_border_war = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_capital = {
			state = 1032
			remember_old_capital = no
		}
		622 = {
			add_extra_state_shared_building_slots = 1
		}
		1032 = {
			add_extra_state_shared_building_slots = 2
		}
		if = {
			limit = {
				615 = {
					is_fully_controlled_by = ROOT
				}
			}
			615 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				1045 = {
					is_fully_controlled_by = ROOT
				}
			}
			1045 = {
				add_extra_state_shared_building_slots = 1
			}
		}
		build_railway = {
			level = 1
			fallback = yes
			path = {
				12356 8049
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_unify_south_america
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, has_country_leader, is_on_continent
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_unify_south_america
	icon = GFX_focus_ARG_unify_south_america
	prerequisite = {
		focus = ARG_the_buenos_aires_conference
	}
	x = -2
	y = 1
	relative_position_id = ARG_the_buenos_aires_conference
	mutually_exclusive = {
		focus = ARG_conquer_south_america
	}
	cost = 10
	available = {
		NOT = {
			has_country_leader = {
				character = ARG_antonio_soto
			}
		}
		has_government = communism
		any_country = {
			NOT = {
				OR = {
					tag = ROOT
					has_war_with = ROOT
				}
			}
			capital_scope = {
				is_on_continent = south_america
			}
			has_government = communism
			is_in_faction = no
		}
		is_subject = no
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ARG_unify_the_continent_tt
		hidden_effect = {
			every_country = {
				limit = {
					NOT = {
						OR = {
							tag = ROOT
							has_war_with = ROOT
						}
					} {
						OR = {
							original_tag = GYA SUR CAY HAI BAH JAM GDL BAS TRI ELS MEX DOM
						}
					}
					capital_scope = {
						is_on_continent = south_america
					}
					has_government = communism
					is_in_faction = no
				}
				country_event = {
					id = ARG_political_events.60
					days = 2
				}
			}
		}
	}
}
### Entity: Character
Component: elected_regency_council_pro_axis
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
elected_regency_council_pro_axis = {
	random = no
	political_power_factor = 0.05
	stability_factor = 0.1
	political_advisor_cost_factor = -0.1
	fascism_acceptance = 50
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_masc_cons_01a_all
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_masc_cons_01a_all = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ADU AFA AFG ALB ALG ALT ANG AOI AST AUS BAH BAN BAS BAY BEG BEL BHU BLR BLZ BOS BOT BRD BRI BRM BSK BYA CAM CAN CAR CAT CAY CHA CHU CIN CKK CMR COG COL COR COS CRC CSA CUB CYP DAG DAH DDR DEN DJI DNZ DOM DON ECU ELS EQG ERI ETH FIJ FRA FSM GAB GAM GBA GDL GEO GER GHA GNA GNB GUA GUM GXC GYA HAI HAN HAR HOL HON HRZ HUN ICE IRE IRQ ISR ITA IVO JAM KAR KAZ KBK KEN KHA KHI KKP KOM KOR KOS KSH KUB KUR KUW KYR LAO LBA LBV LIB LIT LUX MAC MAD MAN MEK MEN MLD MLI MLT MLW MOL MON MOR MRT MZB NEN NEP NGA NGR NIC NIR NMB OCC OMA ORO OVO PAK PAN PAP PAR PER PHI PNG POR PRC PRE PUE QAT QEM RCG RIF RWA SAF SAM SAU SAX SCO SEN SER SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SRL SUD SUR SWE SWI SYR TAH TAJ TAN TAY TIB TIG TMS TOG TRA TRI TTS TUN TUR TZN UAE UDM UGA URG USB UZB VEN VLA VOL WES WGR WLS WUR XSM YAK YAM YEM YUN ZAM ZIM
				original_tag = ADU AFA AFG ALB ALG ALT ANG AOI AST AUS BAH BAN BAS BAY BEG BEL BHU BLR BLZ BOS BOT BRD BRI BRM BSK BAY CAM CAN CAR CAT CAY CHA CHU CIN CKK CMR COG COL COR COS CRC CSA CUB CYP DAG DAH DDR DEN DJI DNZ DOM DON ECU ELS EQG ERI ETH FIJ FRA FSM GAB GAM GBA GDL GEO GER GHA GNA GNB GUA GUM GXC GYA HAI HAN HAR HOL HON HRZ HUN ICE IRE IRQ ISR ITA IVO JAM KAR KAZ KAR KEN KHA KHI KKP KOM KOR KOS KSH KUB KUR KUW KYR LAO LBA LBV LIB LIT LUX MAC MAD MAN MEK MEN MLD MLI MLT MLW MOL MON MOR MRT MZB NEN NEP NGA NGR NIC NIR NMB OCC OMA ORO OVO PAK PAN PAP PAR PER PHI PNG POR PRC PRE PUE QAT QEM RCG RIF RWA SAF SAM SAU SAX SCO SEN SER SHL SHX SIA SID SIE SIK SIL SLO SLV SOL SOM SOV SPM SRL SUD SUR SWE SWI SYR TAH TAJ TAN TAY TIB TIG TMS TOG TRA TRI TTS TUN TUR TZN UAE UDM UGA URG USB UZB VEN VLA VOL WES WGR WLS WUR XSM YAK YAM YEM YUN ZAM ZIM
				AND = {
					OR = {
						tag = GRE
						original_tag = GRE
					}
					has_country_leader = {
						character = GRE_ioannis_metaxas
						ruling_only = yes
					}
				} {
					OR = {
						tag = ROM
						original_tag = ROM
					}
					has_country_leader = {
						character = ROM_octavian_goga
						ruling_only = no
					}
				} {
					OR = {
						tag = MEX
						original_tag = MEX
					}
					has_completed_focus = MEX_focus_revanchist_revolution
				} {
					OR = {
						tag = POL
						original_tag = POL
					}
					has_country_leader = {
						character = POL_pavel_bermondt_avalov
						
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_establish_the_univeristy_of_baghdad
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_establish_the_univeristy_of_baghdad
	icon = GFX_focus_IRQ_baghdad_colleges_of_engineering_and_education
	prerequisite = {
		focus = IRQ_rebuild_baghdad IRQ_steel_mining
	}
	x = 3
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}