Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_ascend_the_throne
Constructs: prerequisite, limit, completion_reward, check_variable, retire_country_leader, add_country_leader_role, add_trait, add_research_slot
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_ascend_the_throne
	icon = GFX_focus_SIA_ascend_the_throne
	x = 0
	y = 1
	relative_position_id = SIA_to_forge_a_king
	prerequisite = {
		focus = SIA_to_forge_a_king
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_ananda_age_trigger_15
			check_variable = {
				SIA_anandas_age = > 14
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		retire_country_leader = yes
		add_country_leader_role = {
			character = SIA_ananda_mahidol
			promote_leader = yes
			country_leader = {
				ideology = despotism
			}
		}
		SIA_generate_anandas_trait = yes
		if = {
			limit = {
				check_variable = {
					SIA_ananda_scholar = 1
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_scholar_1
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_military = 1
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_military_1
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_administrator = 1
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_administrator_1
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_industry = 1
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_industry_1
				ideology = despotism
			}
		}
		else_if = {
			limit = {
				check_variable = {
					SIA_ananda_scholar = 2
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_scholar_2
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_scholar = 3
				}
			}
			add_research_slot = 1
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_scholar_2
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_military = 2
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_military_2
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_military = 3
				}
			}
			add_trait = {
				character = SIA_ananda_mahidol
				trait = SIA_ananda_military_3
				ideology = despotism
			}
		} {
			limit = {
				check_variable = {
					SIA_ananda_administrator = 2
				}
			}
			add_trait = {
				character =
# ... (truncated)
### Entity: Decision
Component: LIT_mobilization_plans
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_mobilization_plans = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_prepare_the_mobilization_plans
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_eliminate_the_southern_threat
Constructs: prerequisite, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_eliminate_the_southern_threat
	icon = GFX_goal_generic_military_sphere
	x = -1
	y = 2
	prerequisite = {
		focus = USA_seize_cuba
	}
	relative_position_id = USA_war_powers_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		MEX = {
			OR = {
				is_subject_of = ROOT
				exists = no
				has_War_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		MEX = {
			country_event = mtg_usa_southern_threat.1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_nationalized_banks
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, swap_ideas, remove_idea, add_idea, has_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_nationalized_banks
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = GRE_a_socialist_economy
	}
	x = -2
	y = 1
	relative_position_id = GRE_a_socialist_economy
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_socialist_economy_spirit
			add_idea = GRE_socialist_economy_2
		}
		if = {
			limit = {
				has_idea = GRE_schachtplan
			}
			swap_ideas = {
				remove_idea = GRE_schachtplan
				add_idea = GRE_command_economy
			}
			GER = {
				add_opinion_modifier = {
					target = GRE
					modifier = GRE_discarded_the_schachtplan
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_SOV_take_JAP_after_GER_is_dealt_with
Constructs: has_war_with, is_major, has_wargoal_against, is_justifying_wargoal_against, is_subject_of, is_in_faction_with
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_SOV_take_JAP_after_GER_is_dealt_with = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_major = yes
		strength_ratio = {
			tag = JAP
			ratio = > 1
		}
		OR = {
			has_wargoal_against = JAP
			is_justifying_wargoal_against = JAP
		}
		NOT = {
			is_subject_of = JAP
			is_in_faction_with = JAP
			any_country = {
				NOT = {
					tag = JAP
				}
				is_major = yes
				has_war_with = SOV
			}
		}
	}
	abort = {
		OR = {
			is_major = no
			strength_ratio = {
				tag = JAP
				ratio = < 0.75
			}
			NOT = {
				has_wargoal_against = JAP
				is_justifying_wargoal_against = JAP
				has_war_with = JAP
			}
			is_subject_of = JAP
			is_in_faction_with = JAP
			any_country = {
				NOT = {
					tag = JAP
				}
				is_major = yes
				has_war_with = SOV
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = JAP
		value = 999
	} {
		type = conquer
		id = JAP
		value = 999
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_hydroelectric_power_generation
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_hydroelectric_power_generation
	icon = GFX_goal_italy_expand_hydroelectricity_production
	prerequisite = {
		focus = NOR_norsk_hydro_focus
	}
	x = 0
	y = 2
	relative_position_id = NOR_norsk_hydro_focus
	ai_will_do = {
		base = 25
	}
	cost = 10
	available = {
		AND = {
			142 = {
				is_controlled_by = ROOT
			}
			143 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				142
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				143
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				144
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_1
			}
			remove_ideas = NOR_aftermath_of_the_depression_1
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_2
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_2
				add_idea = NOR_aftermath_of_the_depression_1
			}
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_3
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_3
				add_idea = NOR_aftermath_of_the_depression_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MAN_the_walk_to_capitalism
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_the_walk_to_capitalism = {
	allowed = {
		always = yes
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = 0.075
		stability_factor = -0.025
	}
}
### Entity: State History
Component: 1129
Constructs: add_core_of
Source: game
File: history/states/1129 - Perak.txt

Code:
state = {
	id = 1129
	name = STATE_1129
	manpower = 511100
	state_category = town
	resources = {
		tungsten = 60
		rubber = 115
		aluminium = 3
		steel = 6
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			1376 3
		}
		buildings = {
			1364 = {
				dam = 1
			}
			infrastructure = 1
		}
	}
	provinces = {
		1364 1376 4310 4384 12215
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: MEN
Component: MEN_characters
Constructs: recruit_character
Source: game
File: history/countries/MEN - Mengkukuo.txt

Code:
# Leaders & Characters for MEN
recruit_character = MEN_prince_demchugdongrub MEN_hesehn_tiemei MEN_guan_xingde MEN_kyoiji_tomonaga MEN_deng_linge MEN_hung_zhehuang MEN_nakajima_kesago MEN_yonimitsu_kasahara MEN_nalan_kang_an MEN_songgotu_zhanshan MEN_megata_toshiro MEN_yondonwangchug MEN_li_shouxin MEN_chin_yung_chang MEN_serendongrub MEN_jodbajab MEN_altanochir MEN_wang_ying
### Entity: National Focus
Tree: rut_focus
Component: RUT_restore_civilian_government
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_restore_civilian_government
	icon = GFX_focus_generic_ukrainian_deal
	prerequisite = {
		focus = RUT_oun_moderates
	}
	mutually_exclusive = {
		focus = RUT_reinforce_military_government
	}
	relative_position_id = RUT_oun_moderates
	available = {
		has_government = neutrality
		RUT = {
			is_subject = no
		}
	}
	x = -2
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.4
		}
		RUT = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
		}
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_sell_privy_purse_lands
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_timed_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_sell_privy_purse_lands
	icon = GFX_focus_generic_turning_a_blind_eye
	x = -2
	y = 0
	relative_position_id = SIA_drum_up_irredentism
	prerequisite = {
		focus = SIA_military_academies_indoctrination SIA_embed_technocrats_in_civilian_institutions
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_sold_privy_purse_lands
			days = 270
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_the_midnight_meeting
				} {
					has_completed_focus = SIA_to_lay_the_bait
				}
			}
			custom_effect_tooltip = newline_tt SIA_sell_privy_purse_lands_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_stockpile_for_lend_leasing
Constructs: has_war, is_historical_focus_on, has_equipment
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_stockpile_for_lend_leasing = {
	allowed = {
		tag = USA
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1939.1.1
		has_war = no
		has_equipment = {
			infantry_equipment = < 10000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = infantry
		value = 400
	} {
		type = equipment_production_factor
		id = motorized
		value = 400
	} {
		type = equipment_production_factor
		id = fighter
		value = -100
	} {
		type = equipment_production_factor
		id = interceptor
		value = -100
	} {
		type = equipment_production_factor
		id = tactical_bomber
		value = -100
	} {
		type = equipment_production_factor
		id = cas
		value = -100
	}
}
### Entity: Idea
Component: ARG_IAME_P
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_IAME_P = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_IAME
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: POL_German_Blitzkrieg_of_Poland
Constructs: has_completed_focus, has_war_with, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_German_Blitzkrieg_of_Poland = {
	picture = german_advisors
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war_with = GER
		NOT = {
			has_completed_focus = POL_plan_west
		}
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = -0.75
		army_morale_factor = -0.2
		army_speed_factor = -0.1
	}
	targeted_modifier = {
		tag = GER
		defense_bonus_against = -0.05
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_military_advancements_POR = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: Modifier Reference
Construct: navy_casualty_on_hit
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_casualty_on_hit

* Number with 2 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: tan_focus
Component: TAN_Industrial_Start
Constructs: completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Industrial_Start
	icon = GFX_goal_generic_industrial_planning
	x = 35
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 3.2
		modifier = {
			factor = 0
			date = < 1936.10.1
			num_of_controlled_states = < 2
		} {
			add = -0.1
			num_of_controlled_states = < 2
		}
	}
}
### Entity: Idea
Component: PAL_jizya_for_zionists
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_jizya_for_zionists = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		monthly_population = 0.5
	}
}
### Entity: Idea
Component: princely_subjugation_occupation_law_fake_idea
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
princely_subjugation_occupation_law_fake_idea = {
	name = princely_subjugation
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = 0.6
		compliance_gain = -0.1
		required_garrison_factor = 0.15
		resistance_damage_to_garrison = -0.1
		local_factories = 0.6
		local_resources = 0.6
	}
}
### Entity: AI Strategy
Component: GER_build_big_army_cause_people_hate_me
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_build_big_army_cause_people_hate_me = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1939.2.2
		GER = {
			has_government = fascism
			has_war = no
		}
		OR = {
			country_exists = CZE FRA POL SOV
		}
	}
	abort = {
		OR = {
			date = > 1939.2.2
			has_war = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_army_incompetence
		value = 100
	}
}
### Entity: Event
Component: IRQ_political_events.42
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_major, is_in_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.42
	title = IRQ_political_events.42.t
	desc = IRQ_political_events.42.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.42.a
		ai_chance = {
			base = 5
		}
	} {
		name = IRQ_political_events.42.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				is_in_faction = yes
			} {
				factor = 10
				any_allied_country = {
					is_major = yes
				}
			}
		}
		IF = {
			limit = {
				FROM = {
					tag = SYR
				}
			}
			ROOT = {
				create_wargoal = {
					target = FROM
					type = puppet_wargoal_focus
				}
			}
		}
		ELSE = {
			every_owned_state = {
				limit = {
					is_core_of = SYR
				}
				add_claim_by = ROOT
			}
			ROOT = {
				create_wargoal = {
					target = FROM
					type = take_claimed_state
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_from_a_gendarmerie_to_a_fighting_force
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_from_a_gendarmerie_to_a_fighting_force
	icon = GFX_focus_generic_combined_arms
	x = 0
	y = 1
	prerequisite = {
		focus = COG_forces_terrestres
	}
	relative_position_id = COG_forces_terrestres
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		custom_effect_tooltip = modify_COG_COG_armee_nationale_congolaise_modifier_tt
		add_to_variable = {
			COG_armee_nationale_congolaise_modifier_equipment_capture_factor = -0.05
			tooltip = equipment_capture_factor_tt
		} {
			COG_armee_nationale_congolaise_modifier_resistance_target = 0.05
			tooltip = resistance_target_tt
		} {
			COG_armee_nationale_congolaise_modifier_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_cement_the_jansa_plan
Constructs: has_completed_focus, prerequisite, completion_reward, unlock_decision_category_tooltip, unlock_decision_tooltip, add_timed_idea, add_skill_level, add_trait
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_cement_the_jansa_plan
	icon = GFX_focus_AUS_follow_the_jansa_plan
	relative_position_id = AUS_rearm_the_bundesheer
	x = -4
	y = 1
	available = {
		NOT = {
			has_completed_focus = AUS_accept_inevitable
		}
	}
	bypass = {
		has_completed_focus = AUS_accept_inevitable
	}
	mutually_exclusive = {
		focus = AUS_abandon_jansa_plan
	}
	prerequisite = {
		focus = AUS_rearm_the_bundesheer
	}
	cost = 5
	completion_reward = {
		unlock_decision_category_tooltip = AUS_war_plan_dr_category
		unlock_decision_tooltip = AUS_enact_warplan_DR
		custom_effect_tooltip = decision_reward
		effect_tooltip = {
			add_timed_idea = {
				idea = AUS_warplan_dr
				days = 180
			}
		}
		AUS_alfred_jansa = {
			add_skill_level = 1
			add_trait = {
				trait = inflexible_strategist
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_quiet_and_deadly
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_quiet_and_deadly
	icon = GFX_goal_generic_navy_submarine
	x = 0
	y = 1
	relative_position_id = CZE_unrestricted_submarine_warfare
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_unrestricted_submarine_warfare
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_submarine_focus1_idea
			add_idea = CZE_submarine_focus2_idea
		}
		add_tech_bonus = {
			name = CZE_quiet_and_deadly
			bonus = 0.75
			uses = 1
			category = cat_torpedoes
		} {
			name = CZE_quiet_and_deadly
			bonus = 0.75
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_his_fathers_footsteps
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_his_fathers_footsteps
	icon = GFX_focus_PER_his_fathers_footsteps
	prerequisite = {
		focus = PER_assassinate_reza_shah
	}
	x = 0
	y = 1
	relative_position_id = PER_assassinate_reza_shah
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 30
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt
		add_to_variable = {
			PER_legacy_research = 0.02
			tooltip = research_speed_factor_tt
		} {
			PER_legacy_stability = 0.01
			tooltip = stability_factor_tt
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_demand_afghan_territory
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_subject, allow_branch, add_claim_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_demand_afghan_territory
	icon = GFX_focus_PER_demand_afghan_territory
	prerequisite = {
		focus = PER_tehran_moscow_pact
	}
	x = 1
	y = 2
	relative_position_id = PER_tehran_moscow_pact
	cost = 10
	available = {
		has_government = neutrality
		AFG = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				owns_state = 415 1009
			}
		}
	}
	bypass = {
		AFG = {
			OR = {
				exists = no
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		415 = {
			add_claim_by = ROOT
		}
		1009 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = CHL_skip_one_line_tt PER_territory_demands_tt CHL_skip_one_line_tt
		AFG = {
			country_event = {
				id = PER_imperial_events.210
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: AST_political_events.8
Constructs: is_triggered_only, set_country_flag, unlock_decision_category_tooltip
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.8
	title = AST_political_events.8.t
	desc = AST_political_events.8.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	immediate = {
		set_country_flag = AST_war_is_coming_decisions_trigger
		hidden_effect = {
			activate_mission = AST_summon_the_cabinet_mission
		}
	}
	option = {
		name = AST_political_events.8.a
		unlock_decision_category_tooltip = AST_war_is_coming_cat
		effect_tooltip = {
			activate_mission = AST_summon_the_cabinet_mission
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Study_Ships
Constructs: prerequisite, completion_reward, add_tech_bonus, ships_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Study_Ships
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ISR_Sea_Dominance
	}
	x = 2
	y = 1
	relative_position_id = ISR_Sea_Dominance
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 100
		add_tech_bonus = {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cv_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bb_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = bc_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = ca_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = cl_tech
		} {
			name = ships_bonus
			bonus = 0.25
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}