Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_modernize_our_artillery_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, has_tech, has_dlc, create_railway_gun
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_modernize_our_artillery_r56
	icon = GFX_focus_SWE_let_fly_all_guns
	cost = 8
	ai_will_do = {
		base = 3
	}
	x = 1
	y = 2
	relative_position_id = RAJ_prioritize_support_on_the_ground_r56
	prerequisite = {
		focus = RAJ_prioritize_support_on_the_ground_r56 RAJ_towards_an_offensive_footing_r56
	}
	mutually_exclusive = {
		focus = RAJ_develop_a_mass_mechanization_plan_r56
	}
	available = {
		OR = {
			has_tech = antiair2 artillery2 antitank2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = armored_train
				}
			}
			set_technology = {
				armored_train = 1
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					NOT = {
						has_tech = railway_gun
					}
				}
				set_technology = {
					railway_gun = 1
				}
			}
			create_railway_gun = {
				equipment = railway_gun_equipment_1
				name = BL 9.2-inch Railway Gun
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					has_dlc = Graveyard of Empires
				}
				mio:RAJ_ordnance_factory_kanpur_organization = {
					add_mio_size = 1
				}
			}
			else = {
				mio:RAJ_ordnance_factories_board_organization = {
					add_mio_size = 1
				}
			}
			mio:RAJ_jamalpur_locomotive_workshop = {
				add_mio_size = 1
			}
		}
		else = {
			if = {
				limit = {
					has_subdoctrine_in_track = combat_support
				}
				add_daily_mastery = {
					name = RAJ_modernize_our_artillery_r56
					amount = 0.4
					days = 180
					track = combat_support
				}
			}
			else = {
				army_experience = 25
			}
		} {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					state_population_k = > 1000
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				state_population_k = > 1000
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_netherlands.75
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.75
	title = mtg_netherlands.75.t
	desc = mtg_netherlands.75.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.75.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = HOL
				modifier = HOL_wilhelminism
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_orthadox_resurgance_old
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_orthadox_resurgance_old
	text = SOV_orthadox_resurgance
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = SOV_adopt_soviet_policies_old
	}
	relative_position_id = SOV_adopt_soviet_policies_old
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_war_support = 0.15
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SOV_patriarch_sergy
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_host_the_german_exiles
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_relation_modifier
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_host_the_german_exiles
	icon = GFX_focus_generic_self_management
	x = 0
	y = 2
	prerequisite = {
		focus = FRA_league_of_french_bolshevist_volunteers
	}
	relative_position_id = FRA_loyalty_to_moscow
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER = {
			not = {
				has_government = communism
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_relation_modifier = {
			target = GER
			modifier = FRA_host_the_german_exiles
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_land_reform_act
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_land_reform_act
	icon = GFX_focus_generic_treaty
	cost = 10
	prerequisite = {
		focus = PER_de_militarize_politics
	}
	x = -1
	y = 1
	relative_position_id = PER_de_militarize_politics
	ai_will_do = {
		factor = 56
	}
	completion_reward = {
		add_ideas = PER_land_reform_act
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EST_ismaaliit_idea
Constructs: removal_cost
Source: game
File: common/ideas/estonia.txt

Code:
EST_ismaaliit_idea = {
	picture = EST_ismaaliit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_nuclear_program
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_nuclear_program
	icon = GFX_focus_wonderweapons
	relative_position_id = SMB_experimental_weapons_department
	prerequisite = {
		focus = SMB_experimental_weapons_department
	} {
		focus = SMB_strategic_bombing
	}
	x = 3
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = JUNO_nuclear_initiative
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_peaceful_ENG = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Unit Template
Component: GRE_MAR_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_MAR_01 = {
	name = Marine Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %s Merarchía Pezonavton
	ordered = {
		1 = {
			%s Merarchía Pezonavton
		}
		2 = {
			%s Merarchía Pezonavton
		}
		3 = {
			%s Merarchía Pezonavton
		}
		4 = {
			%s Merarchía Pezonavton
		}
		5 = {
			%s Merarchía Pezonavton
		}
		6 = {
			%s Merarchía Pezonavton
		}
		7 = {
			%s Merarchía Pezonavton
		}
		8 = {
			%s Merarchía Pezonavton
		}
		9 = {
			%s Merarchía Pezonavton
		}
		10 = {
			%s Merarchía Pezonavton
		}
	}
}
### Entity: Event
Component: belgium.17
Constructs: is_triggered_only, add_opinion_modifier, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.17
	title = belgium.13.t
	desc = belgium.13.d
	picture = GFX_report_event_map_benelux
	is_triggered_only = yes
	option = {
		name = belgium.13.a
		set_country_flag = BEL_economic_iniative_yes_lux
		LUX = {
			add_opinion_modifier = {
				target = BEL
				modifier = bel_hol_diplomacy_focus
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_unrestricted_submarine_warfare
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_unrestricted_submarine_warfare
	icon = GFX_focus_PRC_submarines
	x = 0
	y = 1
	relative_position_id = CZE_focus_on_u-boats
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_focus_on_u-boats
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_submarine_focus_idea
			add_idea = CZE_submarine_focus1_idea
		}
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = cat_trade_interdiction
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.15
		tooltip_side = ITA_communism_side
	}
}
### Entity: Event
Component: englandmod.12
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.12
	title = englandmod.12.t
	desc = englandmod.12.d
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = englandmod.12.a
	}
}
### Entity: Event
Component: greece.86
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.86
	title = greece.86.t
	desc = greece.86.d
	picture = GFX_report_event_signing_the_pact_of_steel
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = greece.86.a
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_restrictive_administration_budget
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_controlled_by, has_resistance, add_resistance
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_restrictive_administration_budget
	icon = GFX_focus_ARG_anti_corruption_policies
	prerequisite = {
		focus = RAJ_special_economic_zones
	}
	x = 0
	y = 2
	relative_position_id = RAJ_special_economic_zones
	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 FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				has_resistance = yes
			}
			add_resistance = 15
		}
		add_timed_idea = {
			idea = idea_RAJ_cost_underrun
			days = 480
		}
	}
}
### Entity: Decision
Component: war_measures
Constructs: has_completed_focus, has_war_with, is_subject, is_in_faction, has_defensive_war, is_faction_leader, has_capitulated, complete_effect
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
war_measures = {
	NOR_petition_the_british_for_an_alliance = {
		icon = generic_political_discourse
		allowed = {
			original_tag = NOR
		}
		available = {
			is_subject = no
			is_in_faction = no
			has_defensive_war = yes
			ENG = {
				exists = yes
				is_faction_leader = yes
				NOT = {
					OR = {
						has_war_with = ROOT
						has_capitulated = yes
					}
				}
			}
		}
		visible = {
			original_tag = NOR
			is_subject = no
			is_in_faction = no
			has_completed_focus = NOR_armed_neutrality_once_more
		}
		cost = 10
		complete_effect = {
			ENG = {
				news_event = {
					hours = 3
					id = naw_norway.204
				}
			}
		}
		days_remove = 30
		days_re_enable = 180
		ai_will_do = {
			base = 200
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
	}
	NOR_petition_the_french_for_an_alliance = {
		icon = generic_political_discourse
		allowed = {
			original_tag = NOR
		}
		available = {
			is_subject = no
			is_in_faction = no
			has_defensive_war = yes
			FRA = {
				exists = yes
				is_faction_leader = yes
				NOT = {
					OR = {
						has_war_with = ROOT
						has_capitulated = yes
					}
				}
			}
		}
		visible = {
			original_tag = NOR
			is_subject = no
			is_in_faction = no
			has_completed_focus = NOR_armed_neutrality_once_more
		}
		cost = 10
		complete_effect = {
			FRA = {
				news_event = {
					hours = 3
					id = naw_norway.204
				}
			}
		}
		days_remove = 30
		days_re_enable = 180
		ai_will_do = {
			base = 1
		}
	}
	NOR_petition_the_germans_for_an_alliance = {
		icon = generic_political_discourse
		allowed = {
			original_tag = NOR
		}
		available = {
			is_subject = no
			is_in_faction = no
			has_defensive_war = yes
			GER = {
				exists = yes
				is_faction_leader = yes
				NOT = {
					OR = {
						has_war_with = ROOT
						has_capitulated = yes
					}
				}
			}
		}
		visible = {
			original_tag = NOR
			is_subject = no
			is_in_faction = no
			has_completed_focus = NOR_armed_neutrality_once_more
		}
		cost = 10
		complete_effect = {
			GER = {
				news_event = {
					hours = 3
					id = naw_norway.204
				}
			}
		}
		days_remove = 30
		days_re_enable = 180
		ai_will_do = {
			base = 1
			modifier = {
				factor = 200
				AND = {
					has_war_with = ENG
					GER = {
						has_war_with = ENG
					}
				}
			}
		}
	}
	NOR_petition_the_russians_for_an_alliance = {
		icon = generic_political_discourse
		allowed = {
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_military_production_lines
Constructs: prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_military_production_lines
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ARG_rapid_urbanization ARG_agricultural_improvements
	}
	x = 0
	y = 1
	relative_position_id = ARG_rapid_urbanization
	cost = 10
	available = {
		278 = {
			is_controlled_by = ROOT
		}
		956 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		278 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		956 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_resource_scarcity
Constructs: fire_only_once, add_project_progress_ratio, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_resource_scarcity = {
	fire_only_once = yes
	threshold = {
		min = 25
		max = 80
	}
	weight = {
		base = 0.5
	}
	option = {
		token = sp_land_generic_reward_option_resource_scarcity
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
				}
			}
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_land
				}
			}
		}
	}
}
### Entity: Decision
Component: ETH_r56_defeat_italy_category
Constructs: has_country_flag
Source: game
File: common/decisions/categories/r56_ETH_decision_categories.txt

Code:
ETH_r56_defeat_italy_category = {
	icon = ethiopian_war
	picture = GFX_decision_italian_east_africa
	allowed = {
		tag = ETH
	}
	priority = {
		base = 10
	}
	visible = {
		ITA = {
			NOT = {
				has_country_flag = r56_ITA_vanquish_ethiopia_success
			}
		}
	}
}
### Entity: Decision
Component: AFG_civil_war
Constructs: add_equipment_to_stockpile, has_war, limit, add_ideas, has_government, every_country, has_war_with, add_war_support
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_civil_war = {
	AFG_foreign_military_intervention_mission = {
		icon = GFX_decision_oppression
		activation = {
			always = no
		}
		priority = 7
		days_mission_timeout = 120
		available = {
			has_civil_war = no
		}
		allowed = {
			always = no
		}
		visible = {
			has_civil_war = yes
			is_subject = no
			SOV = {
				has_capitulated = no
				has_civil_war = no
				exists = yes
				is_neighbor_of = ROOT
			}
		}
		cancel_trigger = {
			SOV = {
				OR = {
					has_capitulated = yes
					has_civil_war = yes
					exists = no
					is_subject = yes
					NOT = {
						is_neighbor_of = ROOT
					}
				}
			}
		}
		is_good = no
		timeout_effect = {
			SOV = {
				country_event = r56_afghanistan.54
			}
			custom_effect_tooltip = AFG_civil_war_intervention_tt r56_possible_event_effects r56_alternative_event_effects
			effect_tooltip = {
				every_country = {
					limit = {
						original_tag = AFG
						has_civil_war = yes
						has_war_with = AFG
						NOT = {
							has_government = fascism
						}
					}
					SOV = {
						send_equipment = {
							amount = 250
							target = PREV
							type = infantry_equipment
						} {
							amount = 25
							target = PREV
							type = artillery_equipment
						}
					}
				}
			} {
				SOV = {
					add_stability = -0.1
					add_war_support = -0.05
					declare_war_on = {
						target = AFG
						type = puppet_wargoal_focus
					}
					add_ideas = AFG_soviet_intervention_idea
				}
			}
		}
	}
	AFG_utilize_great_war_artillery = {
		icon = ger_military_buildup
		available = {
			has_civil_war = yes
		}
		fire_only_once = yes
		days_remove = 30
		modifier = {
			industrial_capacity_factory = -0.05
		}
		custom_cost_text = decision_cost_CP_15_pp_15
		custom_cost_trigger = {
			command_power = > 14
			has_political_power = > 14
		}
		visible = {
			original_tag = AFG
			has_civil_war = yes
		}
		complete_effect = {
			add_command_power = -15
			add_political_power = -15
		}
		remove_effect = {
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 60
				producer = AFG
			}
		}
		ai_will_do = {
			base = 100
		}
	}
	AFG_plan_state_offensive = {
		icon = GFX_decision_generic_operation
		available = {
			original_tag = AFG
			has_civil_war = yes
			NOT = {
				has_country_flag = AFG_ongoing_offensive
			}
		}
		on_map_mode = map_and_decisions_view
		fire_only_once = no
		days_remove = 90
		modifier = {
# ... (truncated)
### Entity: National Focus
Tree: can_focus
Component: CAN_fleet_in_being
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_fleet_in_being
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = CAN_light_cruiser_effort CAN_heavy_cruiser_effort
	}
	mutually_exclusive = {
		focus = CAN_escort_fleet
	}
	x = 1
	y = 3
	relative_position_id = CAN_halifax_shipyards
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.15
		}
		add_mastery_bonus = {
			name = CAN_fleet_in_being
			bonus = 0.1
			days = 180
			grand_doctrine = new_fleet_in_being
		}
		add_doctrine_cost_reduction = {
			name = CAN_fleet_in_being
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_royal_legacy
Constructs: prerequisite, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_royal_legacy
	icon = GFX_focus_rom_royal_dictatorship
	relative_position_id = LIT_vilnius_procession
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_vilnius_procession
	} {
		focus = LIT_new_noble_class
	}
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		always = no
	}
	completion_reward = {

	}
}
### Entity: Event
Component: belgium.60
Constructs: has_government, fire_only_once, has_capitulated, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.60
	title = belgium.60.t
	desc = belgium.60.d
	picture = GFX_report_event_galopin_death
	fire_only_once = yes
	trigger = {
		BEL = {
			has_capitulated = yes
		}
		OR = {
			GER = {
				has_government = fascism
				controls_state = 6
			}
			FLA = {
				has_government = fascism
				controls_state = 6
			}
		}
		date = > 1944.2.28
	}
	mean_time_to_happen = {
		days = 90
	}
	option = {
		name = belgium.60.a
		custom_effect_tooltip = BEL_alexandre_galopin_killed_tooltip
		set_global_flag = alexandre_galopin_killed
	}
}
### Entity: Character
Component: PHI_eustacio_orobia
Source: game
File: common/characters/PHI.txt

Code:
PHI_eustacio_orobia = {
	advisor = {
		slot = navy_chief
		idea_token = PHI_eustacio_orobia
		allowed = {
			original_tag = phi
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PHI_eustacio_orobia
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_reconquer_our_dar_al_islam
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, add_country_leader_trait, create_wargoal, annex_everything
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_reconquer_our_dar_al_islam
	icon = GFX_focus_focus_fra_intervention_spain
	x = 1
	y = 1
	prerequisite = {
		focus = ADU_promote_the_lesser_jihad
	}
	relative_position_id = ADU_promote_the_lesser_jihad
	cost = 10
	ai_will_do = {
		factor = 2
	}
	will_lead_to_war_with = SPR POR
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
	}
	bypass = {
		has_war_with = SPR POR
	}
	completion_reward = {
		add_country_leader_trait = warmonger
		create_wargoal = {
			target = POR
			type = annex_everything
			expire = 0
		} {
			target = SPR
			type = annex_everything
			expire = 0
		}
		if = {
			limit = {
				NAV = {
					exists = yes
				}
			}
			create_wargoal = {
				target = NAV
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				CAT = {
					exists = yes
				}
			}
			create_wargoal = {
				target = CAT
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				GLC = {
					exists = yes
				}
			}
			create_wargoal = {
				target = GLC
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPA = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPA
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPB = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPB
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPC = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPC
				type = annex_everything
				expire = 0
			}
		} {
			limit = {
				SPD = {
					exists = yes
				}
			}
			create_wargoal = {
				target = SPD
				type = annex_everything
				expire = 0
			}
		}
	}
}
### Entity: Event
Component: quebec.13
Constructs: is_triggered_only, fire_only_once, unlock_national_focus
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.13
	title = quebec.13.t
	desc = quebec.13.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.13.a
		unlock_national_focus = QUE_soviet_tank_program
	}
}