Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: hon.39
Constructs: is_triggered_only, create_wargoal, annex_everything, clr_country_flag
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.39
	title = hon.39.t
	desc = hon.39.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.39.a
		create_wargoal = {
			type = annex_everything
			target = PRU
		}
		PRU = {
			clr_country_flag = monroe_doctrine
		}
		USA = {
			diplomatic_relation = {
				country = PRU
				relation = guarantee
				active = no
			}
		}
	}
}
### Entity: Idea
Component: POR_volunteers_in_the_war_carlist
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/portugal.txt

Code:
POR_volunteers_in_the_war_carlist = {
	picture = por_volunteers_in_the_war3
	name = POR_volunteers_in_the_war
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: Event
Component: AAT_finland_winter_war.04
Constructs: is_triggered_only, every_owned_state, limit, has_war_with, fire_only_once, white_peace, is_faction_leader, every_other_country
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_winter_war.04
	title = AAT_finland_winter_war.04.t
	desc = AAT_finland_winter_war.04.desc
	picture = GFX_report_event_soviet_finnish_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AAT_finland_winter_war.04.a
		white_peace = FROM
		if = {
			limit = {
				is_faction_leader = yes
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				white_peace = FROM
			}
		}
		else_if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				white_peace = FROM
			}
			if = {
				limit = {
					any_allied_country = {
						has_war_with = FROM
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
					white_peace = FROM
				}
			}
		}
		every_owned_state = {
			limit = {
				is_claimed_by = FROM
			}
			remove_claim_by = FROM
		}
		hidden_effect = {
			FROM = {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = -200
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_8
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_8 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.67
		industrial_capacity_dockyard = 0.4
		production_factory_efficiency_gain_factor = 0.8
	}
}
### Entity: Character
Component: SIA_luang_haansongkhram
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_haansongkhram = {
	advisor = {
		slot = high_command
		idea_token = SIA_luang_haansongkhram
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_infantry_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_luang_haansongkhram
	portraits = {
		army = {
			large = GFX_portrait_SIA_luang_haansongkhram
			small = GFX_portrait_SIA_luang_haansongkhram_small
		}
	}
	corps_commander = {
		traits = {
			skilled_staffer trickster
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: AI Strategy
Component: USA_naval_invasion_support
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_naval_invasion_support = {
	objective_type = naval_invasion_support
	available_for = {
		USA
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Character
Component: NEP_william_stevenson_meyer
Source: game
File: common/characters/NEP.txt

Code:
NEP_william_stevenson_meyer = {
	advisor = {
		slot = political_advisor
		idea_token = NEP_william_stevenson_meyer
		allowed = {
			original_tag = NEP
		}
		traits = {
			ideological_crusader
		}
	}
	name = NEP_william_stevenson_meyer
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition30
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition30 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.06
		army_org_factor = -0.06
		max_dig_in_factor = -0.06
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.24
		attack_bonus_against = -0.12
	}
}
### Entity: Event
Component: mtg_news.9
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.9
	title = mtg_news.8.t
	desc = mtg_news.9.desc
	picture = GFX_news_event_eng_imperial_federation_india
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.8.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.8.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Name List
Component: TOG
Source: game
File: common/names/00_names.txt

Code:
TOG = {
	male = {
		names = {
			Bachirou Claude Daré Edem Emmanuel Faure Félix Gilchrist Gnassingbé Jan Joseph Kodjo Kossi Kouami Kwesi Lankantien Moustapha Nicolas Paul Peniel Pyabelo Razak Roland Sami Sénah Sénouvo Serge Sylvanus Tavio Tété-Michel
		}
	}
	female = {
		names = {
			Adzo Anne-Laure Bamab Bella
		}
	}
	surnames = {
		Adebayor Aguessy Ahoomey-Zunu Ahyi Akakpo Amedokpo Amorin Awumey Bellow Boukari Couchoro Denanyoh Efoui Eyadéma Folly Gnassingbé Grunitzky Kodjo Kouly Kpomassie Kpossi Kpotsra Lamboni Mango Mlapa Napo Nibombé Olympio Salifou Salou Sekpona Tchak Tossou Zinsou
	}
	callsigns = {

	}
}
### Entity: Order of Battle
Component: air_wing_1126
Source: game
File: history/units/INS_1936_air_bba.txt

Code:
air_wings = {
	1126 = {
		small_plane_airframe_0 = {
			owner = INS
			amount = 4
			creator = USA
			version_name = P-6
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_anti_hacendados
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, set_temp_variable, set_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_anti_hacendados
	icon = GFX_focus_PHI_anti_hacendados
	overlay = GFX_focus_fast_overlay_japan
	prerequisite = {
		focus = PHI_quezon_city_campus PHI_reduce_unneccessary_expenditure PHI_subsidies PHI_basic_welfare PHI_encourage_asian_trade
	}
	relative_position_id = PHI_leverage_the_peso
	mutually_exclusive = {
		focus = PHI_pro_hacendados
	}
	x = 0
	y = 3
	cost = 10
	available = {
		PHI_central_focuses_done_T1_4 = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			has_government = fascism
		} {
			factor = 0.1
			has_government = democratic
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		set_temp_variable = {
			PHI_jap_alignment_value_change = 0.05
		}
		PHI_check_japanese_ideology_and_adapt = yes
		set_variable = {
			PHI_american_intervention_value_to_add = 10
		}
		PHI_american_intervention_change_value = yes
		if = {
			limit = {
				has_completed_focus = PHI_partido_komunista_ng_pilipinas_coup
				NOT = {
					has_country_flag = PHI_american_intervention_is_over
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt PHI_american_intervention_change_value_medium_increase_tt
		} {
			limit = {
				has_character = PHI_manuel_roxas
			}
			custom_effect_tooltip = {
				localization_key = remove_character_as_tt
				CHARACTER = PHI_manuel_roxas
				ROLE = political_advisor
			} generic_skip_one_line_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_replace_depression_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt PHI_clock_tt
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = PHI_the_great_depression_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = PHI_shaken_economy_dynamic_modifier
			}
		}
		add_to_variable = {
			PHI_the_great_depression_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
		reduce_focus_completion_cost = {
			focus = PHI_luzon_transport PHI_mindanao_transport PHI_land_reform PHI_bill_of_rights
			cost = 35
		} {
			focus = PHI_national_defense_act
			cost = 35
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_prepare_for_a_war_of_annihilation
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, complete_national_focus, has_war_support
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_prepare_for_a_war_of_annihilation
	prerequisite = {
		focus = POR_escalate_the_industrialization
	}
	icon = GFX_goal_generic_dictatorship_of_proletariat
	cost = 5
	ai_will_do = {
		base = 25
	}
	x = 0
	y = 1
	relative_position_id = POR_escalate_the_industrialization
	bypass = {
		has_completed_focus = POR_never_another_la_lys
	}
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			complete_national_focus = POR_never_another_la_lys
		}
		custom_effect_tooltip = POR_never_another_la_lys_tt
		effect_tooltip = {
			if = {
				limit = {
					has_war_support = < 0.3
				}
				set_war_support = 0.3
			} {
				limit = {
					has_idea = civilian_economy
				}
				custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
			}
			else = {
				add_war_support = 0.05
			} {
				random_owned_controlled_state = {
					prioritize = {
						112
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			else_if = {
				limit = {
					has_idea = low_economic_mobilisation
				}
				custom_effect_tooltip = due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
				random_owned_controlled_state = {
					prioritize = {
						112
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: NRU_reap_the_benefits_idea
Constructs: stability_factor
Source: game
File: common/ideas/nauru.txt

Code:
NRU_reap_the_benefits_idea = {
	name = NRU_reap_the_benefits_idea
	picture = generic_exploit_mines
	allowed = {
		controls_state = 725
	}
	modifier = {
		consumer_goods_factor = -0.35
		stability_factor = -0.15
		stability_weekly = -0.003
	}
}
### Entity: Idea
Component: AFG_amanullah_khan_idea
Constructs: has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_amanullah_khan_idea = {
	name = AFG_amanullah_khan
	picture = AFG_amanullah_khan_idea
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			is_subject = yes
			has_government = communism democratic
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			has_government = communism democratic
		}
	}
	removal_cost = -1
	traits = {
		AFG_dethroned_king_2
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_price_stabilization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_price_stabilization
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = PER_national_bank
	}
	x = -1
	y = 1
	relative_position_id = PER_national_bank
	cost = 10
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = PER_price_stabilization_idea
	}
}
### Entity: Event
Component: denmark_resistance_event.1
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_war_with, is_historical_focus_on, has_opinion, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.1
	title = denmark_resistance_event.1.t
	desc = denmark_resistance_event.1.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war_with = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_resistance_event.2
				days = 2
			}
		}
		set_country_flag = DEN_supports_denmark_flag
		custom_effect_tooltip = DEN_supports_denmark_TT
		set_variable = {
			DEN.supporting_nation = ROOT
		}
	} {
		name = denmark_resistance_event.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_resistance_event.3
				days = 2
			}
		}
	}
}
### Entity: Event
Component: mandate_palestine.407
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.407
	title = mandate_palestine.407.t
	picture = GFX_report_event_tur_machine_gunners
	desc = mandate_palestine.407.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.407.a
		JOR = {
			transfer_state = 966
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_appoint_new_prime_minister
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_appoint_new_prime_minister
	icon = GFX_goal_generic_election
	cost = 5
	x = -8
	y = 1
	relative_position_id = LUX_begin_election_preparations
	prerequisite = {
		focus = LUX_begin_election_preparations
	}
	mutually_exclusive = {
		focus = LUX_contest_election_results
	}
	available = {
		has_country_flag = LUX_elections_over
		NOT = {
			has_country_flag = LUX_elections_indecisive
		}
	}
	allow_branch = {
		NOT = {
			has_completed_focus = LUX_contest_election_results
		}
	}
	offset = {
		x = 9
		trigger = {
			has_completed_focus = LUX_appoint_new_prime_minister
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = LUX_ministries
		activate_mission = LUX_form_government_mission
		if = {
			limit = {
				has_country_flag = LUX_elections_PD_winner
				NOT = {
					has_country_leader = {
						character = LUX_pierre_dupong
						ruling_only = yes
					}
				}
			}
			promote_character = {
				character = LUX_pierre_dupong
				ideology = conservatism
			}
		} {
			limit = {
				has_country_flag = LUX_elections_PRL_winner
			}
			promote_character = {
				character = LUX_gaston_diderich
				ideology = liberalism
			}
		} {
			limit = {
				has_country_flag = LUX_elections_LSAP_winner
			}
			promote_character = {
				character = LUX_pierre_krier
				ideology = socialism
			}
		} {
			limit = {
				has_country_flag = LUX_elections_KPL_winner
			}
			promote_character = {
				character = LUX_dominique_urbany
				ideology = stalinism
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
			}
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_clear_malarial_swamps
Constructs: prerequisite, add_stability, completion_reward, has_tech, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_clear_malarial_swamps
	icon = GFX_focus_AFG_anti_malaria
	prerequisite = {
		focus = AFG_expand_telegraph_network
	}
	x = -8
	y = 1
	relative_position_id = AFG_expand_telegraph_network
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 3
		has_tech = excavation1
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		415 = {
			add_extra_state_shared_building_slots = 3
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_loyalty_to_the_kwantung
Constructs: prerequisite, limit, completion_reward, add_political_power, is_ally_with, is_subject, is_subject_of, add_autonomy_score
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_loyalty_to_the_kwantung
	icon = GFX_goal_JAP_army_expansion
	available = {
		is_ally_with = JAP
	}
	prerequisite = {
		focus = MEN_servants_of_the_empire
	}
	relative_position_id = MEN_servants_of_the_empire
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = no
			}
			add_political_power = -50
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				is_subject_of = JAP
			}
			add_autonomy_score = {
				value = -250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				OR = {
					is_subject_of = JAP
					is_ally_with = JAP
				}
			}
			show_unit_leaders_tooltip = MEN_shigeyasu_suzuki
			custom_effect_tooltip = available_military_high_command available_chief_of_army
			show_ideas_tooltip = MEN_shigeyasu_suzuki MEN_shigeyasu_suzuki
		}
		swap_ideas = {
			remove_idea = MEN_kwantungs_invisible_hand_servants
			add_idea = MEN_kwantungs_invisible_hand_servants_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.53
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.53
	title = BBA_ethiopia_exile_events.53.t
	desc = BBA_ethiopia_exile_events.53.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_rally_3
	option = {
		name = BBA_ethiopia_exile_events.53.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AHeavy_tank_cropped.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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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Heavy_tank_cropped.png"
### Entity: National Focus
Tree: mal_focus
Component: MAL_centralisation_2
Constructs: prerequisite, limit, completion_reward, add_timed_idea, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_centralisation_2
	icon = GFX_focus_generic_industry_3
	ai_will_do = {
		factor = 2
	}
	x = 12
	y = 4
	prerequisite = {
		focus = MAL_centralisation_1
	}
	cost = 10
	completion_reward = {
		add_timed_idea = {
			idea = mal_nationalise_idea
			days = 120
		}
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: PRC_second_in_command_to_peng
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_second_in_command_to_peng = {
	random = no
	sprite = 13
	experience_gain_army_factor = 0.05
	max_command_power = 15
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_organization_of_the_partisans
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_to_variable, has_dlc, create_operative_leader
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_organization_of_the_partisans
	icon = GFX_focus_focus_fra_maquis
	prerequisite = {
		focus = SOV_lessons_of_war
	}
	x = -1
	y = 1
	relative_position_id = SOV_lessons_of_war
	cost = 10
	available = {
		any_owned_state = {
			controller = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_red_army_operative_slot = 1
		}
		custom_effect_tooltip = SOV_organization_of_the_partisans_ns_tt
		if = {
			limit = {
				has_government = communism
			}
			show_unit_leaders_tooltip = SOV_vasily_korzh SOV_sidor_kovpak
		} {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_government = communism
				}
				create_operative_leader = {
					name = SOV_dimitry_medvedev
					GFX = GFX_Portrait_dmitry_medvedev
					female = yes
					traits = {
						operative_demolition_expert operative_commando
					}
					bypass_recruitment = no
					available_to_spy_master = yes
					nationalities = {
						SOV
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = SOV_central_headquarters_of_the_partisan_movement
				days = 720
			}
		} {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_glory_to_partisans SOV_propaganda_death_to_invaders
		}
		else = {
			add_timed_idea = {
				idea = SOV_central_headquarters_of_the_partisan_movement_no_lar
				days = 720
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_strike_force
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_strike_force
	icon = GFX_goal_generic_navigate_the_seas
	prerequisite = {
		focus = PHI_study_allied_and_axis_naval_tactics
	}
	mutually_exclusive = {
		focus = PHI_island_defense
	}
	relative_position_id = PHI_study_allied_and_axis_naval_tactics
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_strike_force
			bonus = 0.5
			uses = 2
			ahead_reduction = 0.5
			category = ca_tech cl_tech
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_millet_mektebi_focus
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_millet_mektebi_focus
	icon = GFX_focus_AFG_education_reform
	prerequisite = {
		focus = TUR_continue_the_policy_of_etatism TUR_fully_integrate_the_is_bank
	}
	available = {

	}
	x = -5
	y = 1
	relative_position_id = TUR_continue_the_policy_of_etatism
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		add_political_power = 50
		IF = {
			limit = {
				has_idea = TUR_widespread_illiteracy_idea
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = TUR_widespread_illiteracy_idea
		}
	}
}