Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scorer
Component: EAI_SCORER_operation_targeted_sabotage_infrastructure
Constructs: has_war_with, has_country_flag, check_variable, is_running_operation_targeted_sabotage_industry_, is_running_operation_targeted_sabotage_infrastructure_, is_running_operation_targeted_sabotage_resources_, is_running_operation_boost_resistance_, has_token_resistance_contacts_
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_targeted_sabotage_infrastructure = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 2
			}
		}
		score = {
			base = 200
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					OR = {
						has_country_flag = is_running_operation_targeted_sabotage_industry_@PREV is_running_operation_targeted_sabotage_infrastructure_@PREV is_running_operation_targeted_sabotage_resources_@PREV is_running_operation_boost_resistance_@PREV
					}
				}
			} {
				factor = 0
				NOT = {
					FROM = {
						has_country_flag = has_token_resistance_contacts_@PREV
					}
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				factor = 0
				NOT = {
					any_controlled_state = {
						has_resistance = yes
					}
				}
			} {
				factor = 0
				NOT = {
					has_war_with = FROM
					any_occupied_country = {
						has_war_together_with = FROM
					}
				}
			} {
				factor = 10
				FROM = {
					has_capitulated = yes
				}
				any_occupied_country = {
					tag = FROM
				}
			} {
				factor = 2
				FROM = {
					surrender_progress = > 0.01
				}
				any_occupied_country = {
					tag = FROM
				}
			} {
				factor = 2
				has_war_with = FROM
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_factor
			} {
				factor = 0
				OR = {
					exists = no
					has_capitulated = yes
					is_ally_with = FROM
				}
			}
		}
	}
}
### Entity: Idea
Component: CHL_strict_secularism
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_strict_secularism = {
	picture = MEX_church_power_2
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.15
		political_power_factor = 0.2
		stability_factor = -0.1
	}
}
### Entity: Character
Component: SIE_ncs
Source: game
File: common/characters/SIE.txt

Code:
SIE_ncs = {
	advisor = {
		slot = high_command
		idea_token = SIE_ncs
		ledger = navy
		allowed = {
			original_tag = SIE
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.51
Constructs: is_triggered_only, ai_chance, division_template, limit, add_political_power, is_capital, is_core_of, random_owned_controlled_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.51
	title = BBA_ethiopia_balance_of_power_events.51.t
	desc = BBA_ethiopia_balance_of_power_events.51.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	option = {
		name = BBA_ethiopia_balance_of_power_events.51.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_small_effect = yes
		var:ROOT.ETH_bop_state = {
			create_unit = {
				division = division_template = "Chitet Sefari" start_experience_factor = 0.01 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				allow_spawning_on_enemy_provs = no
				count = 1
			}
			add_to_variable = {
				ETH_state_independence = 1
			}
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.51.b
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 25
		add_command_power = 15
	}
}
### Entity: Character
Component: PAR_war_profiteer
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_war_profiteer = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_war_profiteer
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {

		}
		traits = {
			war_profiteer
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_national_highways
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_indian_national_highways
	icon = GFX_focus_generic_road_investment
	prerequisite = {
		focus = RAJ_indian_socialism RAJ_soviet_influence
	}
	x = 2
	y = 1
	relative_position_id = RAJ_indian_socialism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				infrastructure = < 4
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: YUN
Component: YUN_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, set_variable, has_dlc, set_oob
Source: game
File: history/countries/YUN - Yunnan.txt

Code:
# Misc for YUN
capital = 325
set_variable = {
	CHI_warlord_army_political_power_gain = 0
}
{
	CHI_warlord_army_army_core_attack_factor = 0
}
{
	CHI_warlord_army_army_core_defence_factor = 0
}
{
	CHI_warlord_army_production_speed_buildings_factor = 0
}
{
	CHI_warlord_army_army_infantry_attack_factor = 0
}
{
	CHI_warlord_army_army_infantry_defence_factor = 0
}
{
	CHI_warlord_army_special_forces_cap = 0
}
{
	CHI_warlord_army_special_forces_out_of_supply_factor = 0
}
{
	warlord_faction_influence_war_score_factor = 0
}
{
	warlord_faction_influence_contribution_factor = 0
}
{
	RNG_state_shintoism_surrender_limit = 0
}
{
	RNG_state_shintoism_war_support_factor = 0
}
{
	RNG_state_shintoism_pocket_penalty = 0
}
{
	RNG_state_shintoism_stability_factor = 0
}
{
	RNG_state_shintoism_army_core_defence_factor = 0
}
{
	RNG_state_shintoism_research_speed_factor = 0
}
{
	RNG_state_shintoism_recruitable_population_factor = 0
}
{
	RNG_state_shintoism_political_power_gain = 0
}
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_oob = YUN_1936_sea
	else = {
		set_oob = YUN_1936
	}
}
if = {
	limit = {
		has_dlc = Waking the Tiger
	}
	add_ideas = {
		PRC_government_corruption CHI_ineffective_bureaucracy_warlord CHI_warlord_state_idea
	}
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	YUN_lu_han = {
		set_character_flag = can_flip_to_prc
	}
	recruit_character = YUN_hu_ruoyu
	add_ideas = {
		CHI_warlord_looting_idea
	}
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	IF = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		CHI = {
			add_to_faction = PREV
		}
		add_to_war = {
			targeted_alliance = CHI
			enemy = JAP
			hostility_reason = asked_to_join
		}
		complete_national_focus = CHI_secure_internal_politics CHI_cooperation_with_the_nationalists CHI_industrial_investment CHI_public_education_reform CHI_long_term_economic_planning CHI_technological_cooperation CHI_local_arms_production CHI_new_model_province CHI_root_out_corruption CHI_land_reform CHI_reform_the_administration
		ELSE = {
			CHI = {
				add_to_faction = PREV
			}
			add_to_war = {
				targeted_alliance = CHI
				enemy = JAP
				hostility_reason = asked_to_join
			}
			complete_national_focus = CHI_sea_secure_internal_politics CHI_sea_cooperation_with_the_nationalists CHI_sea_develop_capital CHI_sea_expand_public_education CHI_sea_long_term_econ
# ... (truncated)
### Entity: Idea
Component: TRI_ai2
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = TRI
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mandate_palestine.510
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.510
	title = {
		trigger = {
			has_completed_focus = MPL_two_people_union
		}
		text = mandate_palestine.510.t.b
	} {
		trigger = {
			NOT = {
				has_completed_focus = MPL_two_people_union
			}
		}
		text = mandate_palestine.510.t.a
	}
	desc = {
		trigger = {
			has_completed_focus = MPL_two_people_union
		}
		text = mandate_palestine.510.d.b
	} {
		trigger = {
			NOT = {
				has_completed_focus = MPL_two_people_union
			}
		}
		text = mandate_palestine.510.d.a
	}
	is_triggered_only = yes
	picture = GFX_report_event_MPL_british_departure
	option = {
		name = mandate_palestine.510.a
		custom_effect_tooltip = MPL_i_will_never_know newline_tt newline_tt
		if = {
			limit = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
			MPL_trigger_collapse_PAL = yes
		}
		else = {
			MPL_trigger_collapse_ISR = yes
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_solid_progress
Constructs: has_completed_focus, add_war_support, add_stability, completion_reward, add_political_power, has_dlc, has_game_rule, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_solid_progress
	icon = GFX_focus_generic_attack_ethiopia
	mutually_exclusive = {
		focus = ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
	}
	x = 2
	y = 0
	offset = {
		x = -20
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = By Blood Alone
				}
				AND = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					OR = {
						has_completed_focus = ITA_culto_del_duce ITA_convene_the_grand_council
					}
				}
			}
		}
	}
	relative_position_id = ITA_the_abyssinian_fiasco
	cost = 5
	bypass = {
		ITA_has_peaced_out_eth_on_startup = yes
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_solid_progress_completion_tt
			always = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.03
		add_stability = 0.03
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_fund_owen_gun_research
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_fund_owen_gun_research
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = AST_hmas_assault
	}
	x = 1
	y = 3
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_fund_owen_gun_research
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.60
Constructs: is_triggered_only, every_owned_state, limit, every_controlled_state, is_core_of, add_core_of
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.60
	title = BBA_italy_anti_colonialism_events.60.t
	desc = BBA_italy_anti_colonialism_events.60.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.52.a
		every_controlled_state = {
			limit = {
				ITA_state_is_in_south_africa = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		every_owned_state = {
			limit = {
				ITA_state_is_in_south_africa = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_support_designers_innovations
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_support_designers_innovations
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = UKR_build_trainer_aircrafts UKR_kharkiv_aviation_factory UKR_kyiv_aviation_plant_12
	}
	relative_position_id = UKR_build_trainer_aircrafts
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SCO_idea_designers_innovations
	}
}
### Entity: Technology
Component: engines_3
Constructs: is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		engine_3_1x engine_3_2x engine_3_3x engine_3_4x engine_3_6x
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_axial_jet_engine
		}
	}
	research_cost = 1.5
	start_year = 1940
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 6
		}
	}
	path = {
		leads_to_tech = engines_4
		research_cost_coeff = 1
	}
	categories = {
		air_equipment plane_modules_tech cat_air_engine mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 3
		modifier = {
			is_major = yes
			factor = 8
			date = > 1940.6.1
		} {
			factor = 0
			original_tag = GER
			date = < 1940.12.1
		} {
			num_of_military_factories = < 10
			factor = 0
		} {
			date = > 1941.1.1
			factor = 2
		} {
			date = > 1942.1.1
			factor = 2
		} {
			date = > 1943.1.1
			factor = 3
		}
	}
}
### Entity: Idea
Component: ciy
Source: game
File: common/ideas/french_indochina.txt

Code:
ciy = {
	picture = indochina_ciy
	allowed = {
		original_tag = FRI
	}
	traits = {
		railway_company
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_scouting_the_terrain
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_scouting_the_terrain
	icon = GFX_focus_generic_multi_role_aircraft
	x = -1
	y = 1
	prerequisite = {
		focus = COG_aeronautical_research_department COG_procure_foriegn_equipment
	}
	relative_position_id = COG_aeronautical_research_department
	cost = 10
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		custom_effect_tooltip = modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_recon_factor = 0.1
			tooltip = recon_factor_tt
		} {
			COG_armee_nationale_congolaise_modifier_ground_attack_factor = 0.05
			tooltip = ground_attack_factor_tt
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_mapa_cor_de_rosa
Constructs: prerequisite, limit, random_country, every_country, owns_state, completion_reward, add_ai_strategy, add_state_claim
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_mapa_cor_de_rosa
	select_effect = {
		every_country = {
			limit = {
				OR = {
					controls_state = 770 545 771 981
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {

	}
	bypass = {
		AND = {
			owns_state = 770 545 771 981
		}
	}
	prerequisite = {
		focus = POR_refuse_the_naval_blockade
	}
	icon = GFX_focus_por_the_pink_map
	x = 0
	y = 1
	relative_position_id = POR_refuse_the_naval_blockade
	cost = 10
	completion_reward = {
		add_state_claim = 770 545 771 981
		hidden_effect = {
			random_country = {
				limit = {
					OR = {
						controls_state = 770 545 771 981
					}
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_shah_mahmud_prevails
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, add_country_leader_role, set_politics
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_shah_mahmud_prevails
	icon = GFX_goal_AFG_conservative_party_victory
	x = -2
	y = 1
	cost = 5
	available = {
		has_country_flag = AFG_shah_mahmud_won
	}
	prerequisite = {
		focus = AFG_the_getyear_general_elections
	}
	relative_position_id = AFG_the_getyear_general_elections
	mutually_exclusive = {
		focus = AFG_fatherland_party_triumph
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		AFG_sardar_shah_mahmud_khan = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = oligarchic_democracy
					traits = {
						AFG_progressive_appeaser
					}
				}
				promote_leader = yes
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
			long_name = Afghan Conservative Party
			name = Afghan Conservative Party
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_expand_the_agitprop
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_expand_the_agitprop
	icon = GFX_SOV_expand_the_agitprop_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_addressing_internal_affairs
	}
	x = 0
	y = 1
	relative_position_id = SOV_addressing_internal_affairs
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		hidden_effect = {
			SOV_unlock_propaganda_campaign_slot_effect = yes
		}
		unlock_decision_category_tooltip = SOV_propaganda_campaigns
	}
}
### Entity: Technology
Component: armored_car2
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		armored_car_equipment_1
	}
	path = {
		leads_to_tech = armored_car3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 4
			y = @1940
		}
	}
	categories = {
		motorized_equipment armor cat_armored_cars
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		} {
			is_major = no
			factor = 0.5
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_great_indian_peninsula_railway_dlc
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_great_indian_peninsula_railway_dlc
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_east_india_railways_dlc RAJ_bombay_baroda_and_central_india_railway
	}
	x = 2
	y = 1
	relative_position_id = RAJ_east_india_railways_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		indian_railways_increase_bonus = yes
		add_to_variable = {
			RAJ_railway_focuses = 1
		}
	}
}
### Entity: Character
Component: tainted_ras
Source: game
File: common/country_leader/00_traits.txt

Code:
tainted_ras = {
	random = no
	production_factory_efficiency_gain_factor = -0.1
	consumer_goods_factor = 0.1
	equipment_capture_factor = 0.25
	neutrality_acceptance = 30
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_gain_support_from_party_members
Constructs: prerequisite, limit, completion_reward, add_political_power, set_character_flag, clr_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_gain_support_from_party_members
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = SOV_the_left_opposition SOV_the_right_opposition
	}
	x = 7
	y = 1
	relative_position_id = SOV_the_left_opposition
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		add_political_power = 100
		custom_effect_tooltip = SOV_gain_support_from_party_members_tt
		hidden_effect = {
			if = {
				limit = {
					SOV_is_left_opposition = yes
				}
				SOV_mikhail_kalinin = {
					set_character_flag = SOV_aligned_left_opposition_flag
					clr_character_flag = SOV_safe_from_purge_flag
				}
				SOV_vsevolod_merkulov = {
					set_character_flag = SOV_aligned_left_opposition_flag
					clr_character_flag = SOV_safe_from_purge_flag
				}
				SOV_nikita_khrushchyov = {
					set_character_flag = SOV_aligned_left_opposition_flag
					clr_character_flag = SOV_safe_from_purge_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_complete_collectivization
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_complete_collectivization
	icon = GFX_goal_generic_agriculture
	cost = 10
	prerequisite = {
		focus = KOR_industrial_modernization_plan
	}
	available = {
		has_government = communism
	}
	relative_position_id = KOR_industrial_modernization_plan
	x = -3
	y = 1
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_core_of = ADU
				state_population = > 50000
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				is_core_of = ADU
				state_population = > 50000
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_core_of = ADU
				state_population = > 50000
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}