Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ast_focus
Component: AST_britain_supplying_ships
Constructs: prerequisite, completion_reward, has_idea, add_offsite_building
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_britain_supplying_ships
	icon = GFX_focus_generic_refit_civilian_ships
	prerequisite = {
		focus = AST_the_pacific_garrison
	}
	relative_position_id = AST_the_pacific_garrison
	x = -1
	y = 1
	cost = 5
	available = {
		has_idea = AST_the_pacific_garrison_1
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: ww_BEL_event_political.6
Constructs: is_triggered_only, ai_chance, remove_ideas, add_political_power, swap_ideas, add_idea, remove_idea
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_political.6
	title = ww_BEL_event_political.6.t
	desc = ww_BEL_event_political.6.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_political.6.a
		ai_chance = {
			base = 5
		}
		swap_ideas = {
			add_idea = BEL_language_barriers_fas_nl_ns
			remove_idea = BEL_language_barriers_ns
		}
	} {
		name = ww_BEL_event_political.6.b
		ai_chance = {
			base = 10
		}
		swap_ideas = {
			add_idea = BEL_language_barriers_fas_fr_ns
			remove_idea = BEL_language_barriers_ns
		}
	} {
		name = ww_BEL_event_political.6.c
		ai_chance = {
			base = 2
		}
		add_political_power = -150
		remove_ideas = BEL_language_barriers_ns
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_modernize_the_national_rail_network
Constructs: prerequisite, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction, build_railway
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_modernize_the_national_rail_network
	icon = GFX_focus_POL_warsaw_main_station
	prerequisite = {
		focus = POR_subsidize_rolling_stock_production
	} {
		focus = POR_import_foreign_machinery
	}
	cost = 10
	x = 1
	y = 1
	relative_position_id = POR_import_foreign_machinery
	ai_will_do = {
		base = 20
	}
	available = {
		has_tech = construction3
		112 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		180 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completion_reward = {
		112 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		180 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				6933 980 970 11805 3861 799 6924 9817
			}
			level = 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_radicalize_poles_in_germany
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_radicalize_poles_in_germany
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = POL_prepare_german_line POL_declare_independence
	}
	relative_position_id = POL_declare_independence
	x = 3
	y = 1
	cost = 10
	allow_branch = {
		has_dlc = No Step Back
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = POL_complete_april_constitution POL_organize_the_peasants_strike POL_restore_the_sejm
				}
			}
		}
	}
	offset = {
		x = -2
		y = 0
		trigger = {
			has_completed_focus = POL_assemble_the_regency_council
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = POL_radicalized_anti_germans
	}
}
### Entity: Character
Component: PRC_li_lisan
Constructs: has_completed_focus, has_dlc, has_country_leader
Source: game
File: common/characters/PRC.txt

Code:
PRC_li_lisan = {
	name = PRC_li_lisan
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_li_lisan_small
		}
	}
	advisor = {
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		slot = political_advisor
		idea_token = PRC_li_lisan
		traits = {
			PRC_holding_the_line
		}
		ai_will_do = {
			base = 1.0
		}
		available = {
			OR = {
				has_country_leader = {
					ruling_only = yes
					character = PRC_zhang_guotao
				}
				AND = {
					has_country_leader = {
						ruling_only = yes
						character = PRC_mao_zedong
					}
					has_completed_focus = PRC_the_unwilling_diarchy_focus
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: BHU_AI_BHU_create_an_army
Constructs: has_completed_focus, force_build_armies
Source: game
File: common/ai_strategy/r56_BHU.txt

Code:
BHU_AI_BHU_create_an_army = {
	allowed = {
		original_tag = BHU
	}
	enable = {
		ROOT = {
			exists = yes
		}
		has_completed_focus = BHU_create_an_army
	}
	abort = {
		NOT = {
			country_exists = BHU
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 25
	}
}
### Entity: Event
Component: MUN_czech.1040
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, has_country_flag, add_opinion_modifier, is_ai, has_army_manpower
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1040
	title = MUN_czech.1040.t
	desc = MUN_czech.1040.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = MUN_czech.1040.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				add = 1
			} {
				FROM = {
					has_completed_focus = CZE_slovakia_autonomy_agreement
				}
				factor = 1.1
			} {
				FROM = {
					has_completed_focus = CZE_cut_carpathia_loose
				}
				factor = 1.2
			} {
				FROM = {
					has_completed_focus = CZE_apart_but_togather
				}
				factor = 1.3
			} {
				FROM = {
					has_army_manpower = {
						size = > 324999
					}
				}
				factor = 1.5
			} {
				FROM = {
					has_completed_focus = CZE_the_second_fortification_program
				}
				factor = 1.1
			} {
				has_country_flag = FROM_said_yes_to_trade_union
				factor = 1.5
			} {
				threat = > 25
				factor = 1.1
			} {
				threat = > 50
				factor = 1.2
			} {
				threat = > 75
				factor = 1.3
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				factor = 1.2
			} {
				has_non_aggression_pact_with = CZE
				factor = 1.2
			} {
				has_government = FROM
				factor = 1.5
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = CZE_customs_union_member
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_customs_union_member
			}
			country_event = {
				id = MUN_czech.1042
				hours = 4
			}
			set_country_flag = FROM_said_yes_to_trade_union
		}
	} {
		name = MUN_czech.1040.b
		ai_chance = {
			base = 2
		}
		country_event = {
			id = MUN_czech.1041
			hours = 4
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.50
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, is_in_faction, has_opinion, set_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.50
	title = JUNO_brazil_events.50.t
	desc = JUNO_brazil_events.50.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				NOT = {
					has_government = FROM
				}
			} {
				factor = 0
				OR = {
					has_war_with = FROM
					is_in_faction = yes
					has_opinion = {
						target = FROM
						value = < 0
					}
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.51
				hours = 1
			}
		}
		set_country_flag = BRA_mercosul_member_flag
	} {
		name = JUNO_brazil_events.50.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.52
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: indonesia.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/indonesia.txt

Code:
news_event = {
	id = indonesia.7
	title = indonesia.7.t
	desc = indonesia.7.desc
	picture = GFX_report_event_merchant_ship_01
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.7.a
		trigger = {
			NOT = {
				tag = INS JAP HOL
			}
		}
	} {
		name = indonesia.7.b
		trigger = {
			tag = INS
		}
	} {
		name = indonesia.7.c
		trigger = {
			tag = HOL
		}
	} {
		name = indonesia.7.d
		trigger = {
			tag = JAP
		}
	}
}
### Entity: Event
Component: r56_iraq_faction.5
Constructs: is_triggered_only
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.5
	title = r56_iraq_faction.5.t
	desc = r56_iraq_faction.5.d
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.5.a
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_technology_sharing_with_soviet_union
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_technology_sharing_with_soviet_union
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = NZL_join_comintern
	}
	x = 0
	y = 3
	relative_position_id = NZL_the_lee_affair
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		has_government = communism
		SOV = {
			has_government = communism
		}
		is_subject = no
		is_in_faction_with = SOV
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SOV = {
			add_to_tech_sharing_group = comintern_research
		}
		add_to_tech_sharing_group = comintern_research
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_nationalize_spiznar
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_nationalize_spiznar
	icon = GFX_goal_generic_state_economy
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 10
	prerequisite = {
		focus = AFG_maududi_as_sheikhulislam
	}
	relative_position_id = AFG_maududi_as_sheikhulislam
	available = {
		has_government = fascism
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = AFG_spiznar_nationalized_idea
		set_country_flag = AFG_spiznar_nationalized
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_fiesp
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_fiesp
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = BRA_R56_support_heavy_industry_in_sao_paulo
	}
	relative_position_id = BRA_R56_support_heavy_industry_in_sao_paulo
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_3
			add_idea = bra_eficiencia_4
		}
	}
}
### Entity: Event
Component: BALTIC_events.8
Constructs: is_triggered_only, ai_chance, save_event_target_as, declare_war_on
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.8
	title = BALTIC_events.7.t
	desc = BALTIC_events.7.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		DEN = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			declare_war_on = {
				type = topple_government
				target = DEN
			}
		}
	} {
		name = BALTIC_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.701
		}
	}
}
### Entity: Event
Component: mtg_britain.106
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.106
	title = mtg_britain.106.t
	desc = mtg_britain.106.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_britain.106.a
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_the_Lima_group
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, has_dlc, set_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_the_Lima_group
	prerequisite = {
		focus = PRU_integrate_women
	} {
		focus = PRU_food_importation
	}
	mutually_exclusive = {
		focus = PRU_join_allies
	}
	icon = GFX_goal_constitution
	available = {
		r56_script_i_am_sane = yes
		NOT = {
			has_government = communism
		}
	}
	x = 1
	y = 8
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_anti_fascist
				name = lima_group
			}
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = lima_group
		}
		if = {
			limit = {
				BOL = {
					is_in_faction = no
					is_subject = no
					exists = yes
				}
			}
			BOL = {
				country_event = {
					days = 1
					id = generic.5
				}
			}
		} {
			limit = {
				BOL = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = PRU
						is_in_faction_with = PRU
					}
				}
				BOL = {
					add_to_faction = PREV
					add_opinion_modifier = {
						target = PREV
						modifier = huge_increase
					}
				}
			}
			hidden_effect = {
				BOL = {
					save_event_target_as = alliance_inviter
					set_country_flag = alliance_inviter@ROOT
				}
				PRU = {
					set_country_flag = alliance_applicant@ROOT
					save_event_target_as = alliance_applicant
				}
				news_event = {
					id = r56i.event.16
					hours = 12
				}
			}
		} {
			limit = {
				COL = {
					is_in_faction = no
					is_subject = no
					exists = yes
				}
			}
			COL = {
				country_event = {
					days = 1
					id = generic.5
				}
			}
		} {
			limit = {
				COL = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = PRU
						is_in_faction_with = PRU
					}
				}
				COL = {
					add_to_faction = PREV
					add_opinion_modifier = {
						target = PREV
						modifier = huge_increase
					}
				}
			}
			hidden_effect = {
				COL = {
					save_event_target_as = alliance_inviter
					set_country_flag = alliance_inviter@ROOT
				}
				PRU = {
					set_country_flag = alliance_applica
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_modernisation_of_rural_villages
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_modernisation_of_rural_villages
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = IRQ_arab_industrial_revolution
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				675
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: naval_mine_sweeper
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
naval_mine_sweeper = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_mine_sweeper
	}
	priority = {
		factor = 2
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_sweeper_light_early = {
		priority = {
			factor = 100
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = basic_naval_mines
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light_1
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_warfare dp_light_battery ship_anti_air ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	mine_sweeper_light_late = {
		priority = {
			factor = 120
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = advanced_dp_light_battery basic_naval_mines
		}
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				mid_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = {
					any_of = {
						dp_light_battery_1 ship_light_battery_1
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_sweeper_1 ship_mine_warfare ship_anti_air dp_light_battery ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_carrier_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_carrier_development
	icon = GFX_goal_generic_navy_carrier
	relative_position_id = EGY_replace_miniscule_vessels
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_hunt_class_destroyers
	} {
		focus = EGY_replace_miniscule_vessels
	}
	mutually_exclusive = {
		focus = EGY_big_farouq
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_carrier_development
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Air_Doctrine_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Air_Doctrine_3
	icon = GFX_goal_generic_air_doctrine
	cost = 10.0
	prerequisite = {
		focus = SPR_Strat
	}
	x = 22
	y = 4
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = SPR_Air_bonus_3
			bonus = 1
			uses = 2
			category = strategic_destruction_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: FRA_antoinemariebenoit_besson
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_antoinemariebenoit_besson = {
	name = FRA_antoinemariebenoit_besson
	portraits = {
		army = {
			large = GFX_portrait_FRA_antoinemariebenoit_besson
			small = GFX_portrait_FRA_antoinemariebenoit_besson_small
		}
	}
	field_marshal = {
		traits = {
			old_guard defensive_doctrine
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = 0
		visible = {
			NOT = {
				has_country_flag = vichy_france
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_within_reach
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_within_reach
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = AST_standard_gauge_line_to_darwin
	}
	relative_position_id = AST_standard_gauge_line_to_darwin
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_develop_middleback_tt generic_skip_one_line_tt AST_expand_iron_mining_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_ally_romania
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_ally_romania
	icon = GFX_focus_invite_romania
	relative_position_id = CZE_improve_balkan_trade_relations
	x = -2
	y = 2
	cost = 5
	prerequisite = {
		focus = CZE_improve_balkan_trade_relations
	} {
		focus = CZE_strengthen_the_little_entente
	}
	available = {
		is_subject = no
		OR = {
			is_faction_leader = yes
			AND = {
				OR = {
					has_government = democratic communism
				}
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
		}
		ROM = {
			exists = yes
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ROM = {
			OR = {
				exists = no
				is_subject = yes
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				faction_leader = {
					original_tag = FRA
				}
			}
			ROM = {
				save_global_event_target_as = CZE_invited_country
			}
			FRA = {
				country_event = MUN_czech.1008
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = CZE_intervene_in_the_ussr
				}
			}
			custom_effect_tooltip = if_they_refuse_tt CZE_request_ally_give_ussr_mil_access_tt_ROM
		}
		else = {
			ROM = {
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: PRC_power_struggles
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_power_struggles = {
	picture = generic_disjointed_gov
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		mobilization_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
	}
}