Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spa_focus
Component: SPA_consolidate_the_north
Constructs: prerequisite, limit, completion_reward, has_global_flag, add_extra_state_shared_building_slots, add_building_construction, add_days_mission_timeout
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_consolidate_the_north
	available = {
		controls_state = 166 172 176 792 790
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_unify_the_nationalist_front
	}
	icon = GFX_goal_generic_position_armies
	x = 0
	y = 1
	relative_position_id = SPA_unify_the_nationalist_front
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		166 = {
			if = {
				limit = {
					166 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		172 = {
			if = {
				limit = {
					172 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		176 = {
			if = {
				limit = {
					176 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		792 = {
			if = {
				limit = {
					792 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		790 = {
			if = {
				limit = {
					790 = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_days_mission_timeout = {
			mission = SPA_carlist_uprising_mission
			days = 70
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/JOR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7151
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Character
Component: BOT_nt
Source: game
File: common/characters/BOT.txt

Code:
BOT_nt = {
	advisor = {
		slot = theorist
		idea_token = BOT_nt
		ledger = navy
		allowed = {
			original_tag = BOT
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: siam_r56.5
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_ai_strategy, has_game_rule, is_ai, retire_country_leader
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.5
	title = SIA_r56.5.title
	desc = siam_r56.5.desc
	picture = GFX_report_event_phraya_phahonphonphayuhasena
	is_triggered_only = yes
	immediate = {
		add_ai_strategy = {
			type = building_target
			id = arms_factory
			value = 99
		}
	}
	option = {
		name = siam_r56.5.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 99
				OR = {
					has_country_flag = SIA_AI_RANDOM_MONARCHIST SIA_AI_RANDOM_DEMOCRATIC_CONSERVATIVE SIA_AI_RANDOM_COMMUNIST_PEASANT
					has_game_rule = {
						rule = SIA_ai_behavior
						option = MONARCHIST
					} {
						rule = SIA_ai_behavior
						option = DEMOCRATIC_CONSERVATIVE
					} {
						rule = SIA_ai_behavior
						option = COMMUNIST_PEASANT
					}
				}
			}
		}
		trigger = {
			if = {
				limit = {
					is_ai = yes
				}
			}
			else = {
				OR = {
					neutrality = > 0.29
					AND = {
						neutrality = < 0.29
						democratic = < 0.29
						fascism = < 0.29
					}
				}
			}
		}
		hidden_effect = {
			retire_country_leader = yes
			complete_national_focus = SIA_songsuradets_ascendency_r56
			if = {
				limit = {
					has_character = SIA_song_noppakul
				}
				retire_character = SIA_song_noppakul
			}
		}
		custom_effect_tooltip = SIA_completes_focus_songsuradets_ascendency_which_grants_tt
		SIA_songsuradets_ascendency_effects_r56_effects = yes
	} {
		name = siam_r56.5.b
		ai_chance = {
			base = 20
			modifier = {
				OR = {
					has_country_flag = SIA_AI_RANDOM_DEMOCRATIC_LIBERAL SIA_AI_RANDOM_COMMUNIST_SOVIET
					has_game_rule = {
						rule = SIA_ai_behavior
						option = democratic
					} {
						rule = SIA_ai_behavior
						option = COMMUNIST_SOVIET
					}
				}
			}
		}
		trigger = {
			if = {
				limit = {
					is_ai = yes
				}
			}
			else = {
				OR = {
					democratic = > 0.29
					AND = {
						neutrality = < 0.29
						democratic = < 0.29
						fascism = < 0.29
					}
				}
			}
		}
		hidden_effect = {
			retire_country_leader = yes
			complete_national_focus = SIA_pridis_premiership_r56
			set_party_name = {
				ideology = neutrality
				name = SIA_democratic_party_r56
				long_name = SIA_democratic_party_long_r56
			}
			if = {
				limit = {
					has_character = SIA_bowardej
				}
				retire_character = SIA_bowardej
			} {
				limit = {
					has_character = SIA_manopakorn_nitithada
				}
				retire_character = SIA_manopakorn_nitithada
			}
		}
		custom_effect_toolti
# ... (truncated)
### Entity: Idea
Component: MAN_arms_seized_3
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_arms_seized_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	name = MAN_arms_seized_1
	picture = generic_army_problems
	modifier = {
		supply_consumption_factor = 0.15
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = -0.4
		defense_bonus_against = -0.4
	}
}
### Entity: Character
Component: autocratic_governor
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
autocratic_governor = {
	stability_factor = 0.075
	autonomy_gain = -0.2
}
### Entity: Unit Template
Component: WGR_ARM_01
Source: game
File: common/units/names_divisions/WGR_names_divisions.txt

Code:
WGR_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		WGR
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Reserve-Panzer-Division
	ordered = {
		1 = {
			%d. Panzer-Division
		}
		3 = {
			%d. Panzer-Division
		}
		4 = {
			%d. Panzer-Division
		}
		5 = {
			%d. Panzer-Division
		}
		6 = {
			%d. Panzer-Division
		}
		7 = {
			%d. Panzer-Division
		}
		8 = {
			%d. Panzer-Division
		}
		9 = {
			%d. Panzer-Division
		}
		10 = {
			%d. Panzer-Division
		}
		11 = {
			%d. Panzer-Division
		}
		14 = {
			%d. Panzer-Division
		}
		12 = {
			%d. Panzer-Division
		}
		13 = {
			%d. Panzer-Division
		}
		15 = {
			%d. Panzer-Division
		}
		16 = {
			%d. Panzer-Division
		}
		17 = {
			%d. Panzer-Division
		}
		18 = {
			%d. Panzer-Division
		}
		19 = {
			%d. Panzer-Division
		}
		20 = {
			%d. Panzer-Division
		}
		22 = {
			%d. Panzer-Division
		}
		23 = {
			%d. Panzer-Division
		}
		24 = {
			%d. Panzer-Division
		}
		25 = {
			%d. Panzer-Division
		}
		26 = {
			%d. Panzer-Division
		}
		27 = {
			%d. Panzer-Division
		}
		178 = {
			%d. Reserve-Panzer-Division
		}
		179 = {
			%d. Reserve-Panzer-Division
		}
		155 = {
			%d. Reserve-Panzer-Division
		}
		233 = {
			%d. Reserve-Panzer-Division
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_sevastopol_marine_plant
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_sevastopol_marine_plant = {
	OR = {
		has_idea = SOV_sevastopol_marine_plant SOV_sevastopol_marine_plant_1 SOV_sevastopol_marine_plant_2 SOV_sevastopol_marine_plant_3 SOV_sevastopol_marine_plant_4 SOV_sevastopol_marine_plant_1_2 SOV_sevastopol_marine_plant_1_3 SOV_sevastopol_marine_plant_1_4 SOV_sevastopol_marine_plant_2_4 SOV_sevastopol_marine_plant_3_4 SOV_sevastopol_marine_plant_final_2 SOV_sevastopol_marine_plant_final_3
	}
}
### Entity: Modding Documentation
Construct: fuel
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## fuel
* Aliases: army_juice
* Arguments: Fuel amount

Adds/removes fuel to the player
### Entity: National Focus
Tree: ice_focus
Component: ICE_create_ifv
Constructs: prerequisite, completion_reward, has_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_create_ifv
	icon = GFX_goal_generic_production
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_national_def_force
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ICE_no_neutral_tt
			NOT = {
				has_idea = ICE_icelandic_neutrality
			} {
				has_idea = ICE_icelandic_neutrality2
			}
		}
	}
	x = 31
	y = 1
	completion_reward = {
		custom_effect_tooltip = ICE_create_ifv_tt
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_popular_movement
Constructs: prerequisite, limit, completion_reward, check_variable, add_popularity, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_popular_movement
	icon = GFX_focus_CHI_popular_army
	prerequisite = {
		focus = CHI_reform_the_blue_shirts
	}
	mutually_exclusive = {
		focus = CHI_integrate_the_hongmen
	}
	x = 1
	y = 1
	relative_position_id = CHI_reform_the_blue_shirts
	cost = 10
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = CHI_a_popular_movement_trigger
			check_variable = {
				CHI_corruption_in_the_armed_forces_conscription_factor = > 0
			}
		}
	}
	bypass_effect = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.075
		}
		if = {
			limit = {
				check_variable = {
					CHI_corruption_in_the_armed_forces_conscription_factor = < 0
				}
			}
			custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
			add_to_variable = {
				CHI_corruption_in_the_armed_forces_conscription_factor = 0.05
				tooltip = recruitable_population_factor_tt
			}
		}
	}
}
### Entity: Modifier Reference
Component: ETH_support_spain_static_modifier
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ETH_support_spain_static_modifier = {
	send_volunteers_tension = -0.5
	send_volunteer_divisions_required = -0.75
	send_volunteer_factor = 0.5
}
### Entity: Effect Reference
Construct: every_collection_element
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_collection_element

* Supported Scopes: any
* Supported Targets: none

Applies arbitrary effects to all elements of a collection. To learn more about collections,
see the documentation in "common/collections"
### Entity: Event
Component: wtt_xian_incident.1
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, random_other_country, save_event_target_as, is_historical_focus_on, has_game_rule
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.1
	title = wtt_xian_incident.1.t
	desc = wtt_xian_incident.1.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_other_country = {
				limit = {
					has_country_flag = CHI_xian_instigator_flag
				}
				save_event_target_as = CHI_xian_instigator
			}
		}
	}
	option = {
		name = wtt_xian_incident.1.a
		ai_chance = {
			base = 70
		}
		event_target:CHI_xian_instigator = {
			country_event = wtt_xian_incident.2
		}
	} {
		name = wtt_xian_incident.1.b
		custom_effect_tooltip = CHI_xian_warlords_upset
		ai_chance = {
			base = 30
			modifier = {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = CHI_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
					has_game_rule = {
						rule = CHI_ai_behavior
						option = HISTORICAL_SEA
					}
				}
				factor = 0
			}
		}
		event_target:CHI_xian_instigator = {
			country_event = wtt_xian_incident.3
		}
	}
}
### Entity: Order of Battle
Component: air_wing_129
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	129 = {
		small_plane_airframe_0 = {
			owner = ENG
			amount = 72
			version_name = Hawker Fury
		} {
			owner = ENG
			amount = 72
			version_name = Hawker Fury
		} {
			owner = ENG
			amount = 72
			version_name = Hawker Fury
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_industrial_effort_2
Constructs: prerequisite, limit, completion_reward, is_controlled_by, random_owned_controlled_state, is_on_continent, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_industrial_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	text = GRE_industrial_effort_2
	prerequisite = {
		focus = GRE_industrial_effort
	} {
		focus = GRE_infrastructure_effort
	}
	x = 1
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			NOT = {
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = ntua
		random_owned_controlled_state = {
			prioritize = {
				47
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_MIL_1
		} {
			prioritize = {
				186
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_MIL_2
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
						is_on_continent = europe
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_MIL_1
			} {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_MIL_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GRE_eon
Constructs: war_support_factor, removal_cost, neutrality_drift, fascism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_eon = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		training_time_factor = -0.1
		neutrality_drift = 0.03
		fascism_drift = 0.01
	}
}
### Entity: AI Strategy
Component: ENG_USA_focus_on_europe_more
Constructs: is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_USA_focus_on_europe_more = {
	allowed = {
		OR = {
			tag = USA ENG
		}
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			date = > 1942.6.1
			SOV = {
				surrender_progress = > 0.65
			}
		}
		has_global_flag = FRA_already_surrendered
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = GER
		value = 20
	} {
		type = front_unit_request
		area = italy
		value = 20
	} {
		type = front_unit_request
		area = north_africa
		value = 15
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Rewrite_Business_Law
Constructs: shared_focus, prerequisite, completion_reward, add_to_variable, set_country_flag
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Rewrite_Business_Law
	icon = GFX_focus_hol_the_foundations_of_defense
	cost = 5
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = RAJ_Open_our_Markets
	} {
		focus = RAJ_Centralise_the_Courts
	}
	x = 1
	y = 3
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		add_to_variable = {
			investor_relations = 10
		}
		custom_effect_tooltip = raj_invest_relations_10_tt raj_diverse_investments_tt
		set_country_flag = raj_diverse_investments
		raj_calculate_attitude = yes
	}
}
### Entity: Character
Component: PRC_minister_interior_affairs
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_minister_interior_affairs = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	stability_factor = 0.05
}
### Entity: State History
Component: 1112
Constructs: add_core_of, add_to_array, remove_core_of, set_province_controller
Source: game
File: history/states/1112-Fangchenggang.txt

Code:
state = {
	id = 1112
	name = STATE_1112
	manpower = 4145000
	state_category = town
	resources = {

	}
	history = {
		owner = GDC
		add_core_of = GDC CHI PRC
		add_to_array = {
			state_victory_points = 10004
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			10004 = {
				naval_base = 1
				coastal_bunker = 1
			}
		}
		victory_points = {
			10004 1
		}
		1938.10.25 = {
			remove_core_of = GDC
			owner = CHI
			JAP = {
				set_province_controller = 1018 4023 10004
			}
		}
	}
	provinces = {
		1018 4023 4160 7135 7192 10004 10105 11926
	}
	local_supplies = 1.0
}
### Entity: Event
Component: mtg_news.26
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.26
	title = mtg_news.26.t
	desc = mtg_news.26.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.26.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.26.b
		trigger = {
			original_tag = FROM
		}
	} {
		name = mtg_news.26.c
		trigger = {
			OR = {
				tag = CAN SAF AST NZL
			}
			NOT = {
				original_tag = FROM
			}
		}
	} {
		name = mtg_news.26.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				OR = {
					original_tag = CAN SAF AST NZL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_collectivist_propaganda
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, unlock_propaganda_campaign_tt, unlock_propaganda_campaign_slot_tt, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_collectivist_propaganda
	icon = GFX_SOV_collectivist_propaganda_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_agitprop
	}
	x = 0
	y = 1
	relative_position_id = SOV_expand_the_agitprop
	cost = 10
	mutually_exclusive = {
		focus = SOV_positive_heroism
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = SOV_collectivist_propaganda_ns
		custom_effect_tooltip = unlock_propaganda_campaign_tt unlock_propaganda_campaign_slot_tt
		unlock_decision_tooltip = SOV_propaganda_for_the_motherland
		SOV_unlock_propaganda_campaign_slot_effect = yes
	}
}
### Entity: Country History
Country: TON
Component: TON_misc
Constructs: set_convoys, set_research_slots
Source: game
File: history/countries/TON - Tonga.txt

Code:
# Misc for TON
capital = 734
set_convoys = 20
set_research_slots = 3
### Entity: Character
Component: personal_agenda_kuusinen
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_kuusinen = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_kuusinen_tt
}
### Entity: Effect Reference
Construct: add_opinion
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_opinion
* Arguments: <Country tag>

Add opinion to/from tag
### Entity: National Focus
Tree: swi_focus
Component: SWI_mountaneer_paratroopers
Constructs: prerequisite, add_ideas, completion_reward, set_technology, is_power_balance_in_range, has_tech, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_mountaneer_paratroopers
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = SWI_air_production
	}
	relative_position_id = SWI_air_production
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
		has_tech = paratroopers tech_mountaineers
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			set_technology = {
				SWI_mountaineer_paratroopers_tech = 1
				popup = no
			}
		}
		add_tech_bonus = {
			name = SWI_mountaneer_paratroopers
			bonus = 2
			uses = 1
			category = mountaineers_tech
		} {
			name = SWI_mountaneer_paratroopers
			ahead_reduction = 2
			uses = 1
			category = mountaineers_tech
		} {
			name = SWI_mountaneer_paratroopers
			ahead_reduction = 2
			uses = 1
			category = para_tech
		} {
			name = SWI_mountaneer_paratroopers
			bonus = 1
			uses = 2
			category = para_tech
		}
		add_ideas = {
			SWI_mountaineer_paratroopers_idea
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_is_free_chinese_tag
Constructs: is_subject
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_free_chinese_tag = {
	custom_trigger_tooltip = {
		tooltip = SOV_is_free_chinese_tag_tt
		OR = {
			original_tag = CHI PRC SIK XSM YUN GXC SHX MEN MAN KHM NXM GSM XIC SND GDC SIC HBC
		}
		is_subject = no
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_washington_accords
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_war_with_major, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_washington_accords
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = BRA_cooperation_in_the_americas
	}
	x = -2
	y = 1
	relative_position_id = BRA_cooperation_in_the_americas
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		any_other_country = {
			original_tag = USA
			has_war_with_major = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			is_in_faction = yes
		}
	}
	bypass = {
		is_in_faction_with = USA
	}
	cancel_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				original_tag = USA
				has_war_with_major = yes
				has_government = democratic
			}
			country_event = {
				id = JUNO_brazil_events.15
				hours = 1
			}
		}
		custom_effect_tooltip = BRA_washington_accords_tt
		event_option_tooltip = JUNO_brazil_events.16.a
	}
}