Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ukr_focus
Component: UKR_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = UKR_deterrence
	}
	available = {
		OR = {
			threat = > 0.75
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	relative_position_id = UKR_deterrence
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = why_we_fight_focus
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: arg_aviation_schools
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_aviation_schools = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_manpower_bonus
	modifier = {
		air_accidents_factor = -0.1
	}
}
### Entity: Character
Component: MOR_malika_al_fassi
Constructs: has_government, has_idea
Source: game
File: common/characters/MOR.txt

Code:
MOR_malika_al_fassi = {
	name = Malika al-Fassi
	gender = female
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_female_arab
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_malika_al_fassi
		available = {
			NOT = {
				has_idea = r56i_laws_gender_patriarchy
			}
			OR = {
				has_government = democratic communism
			}
		}
		traits = {
			womens_figurehead
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_attract_axis_capital
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_attract_axis_capital
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = YUG_friendship_treaty_with_italy YUG_reinforce_old_alliances
	}
	x = -1
	y = 1
	relative_position_id = YUG_friendship_treaty_with_italy
	cost = 10
	ai_will_do = {
		factor = 80
	}
	available = {
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
			}
			ITA = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = YUG_idea_axis_capital
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_safeguard_the_freedom_of_worship
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_safeguard_the_freedom_of_worship
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_establish_the_directory SPA_extol_the_martyrs_of_the_war
	}
	icon = GFX_focus_generic_strike_at_democracy1
	x = 5
	y = 1
	relative_position_id = SPA_establish_the_directory
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.1
		add_political_power = 60
	}
}
### Entity: Idea
Component: GRE_farmer_culture
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_farmer_culture = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_agricultural_communes2
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		stability_factor = 0.1
		political_power_factor = 0.05
		conscription_factor = -0.15
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_increase_anglo_iraqi_economic_ties
Constructs: prerequisite, add_opinion_modifier, completion_reward, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_increase_anglo_iraqi_economic_ties
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = IRQ_rally_behind_the_hashemite_dynasty
	}
	x = 0
	y = 1
	relative_position_id = IRQ_rally_behind_the_hashemite_dynasty
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = IRQ_purchased_our_equipment
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Character
Component: RAJ_douglas_gracey
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_douglas_gracey = {
	name = RAJ_douglas_gracey
	portraits = {
		army = {
			large = GFX_portrait_RAJ_douglas_gracey
			small = GFX_portrait_RAJ_douglas_gracey_small
		}
	}
	corps_commander = {
		traits = {
			desert_fox war_hero skilled_staffer infantry_officer loyalty_to_britain
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				NOT = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny
				}
				AND = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny RAJ_keep_british_generals
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_defending_our_skies
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_defending_our_skies
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = TUR_continue_importing_western_designs
	}
	x = 1
	y = 1
	relative_position_id = TUR_continue_importing_western_designs
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = TUR_defending_our_skies
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = TUR_defending_our_skies
				bonus = 1.0
				uses = 1
				technology = engines_1 engines_2 engines_3 engines_4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: INS_oerip_soemohardjo
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_cosmetic_tag, is_subject
Source: game
File: common/characters/INS.txt

Code:
INS_oerip_soemohardjo = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = INS_oerip_soemohardjo
		portraits = {
			army = {
				large = GFX_portrait_INS_oerip_soemohardjo
				small = GFX_portrait_INS_oerip_soemohardjo_small
			}
		}
		corps_commander = {
			traits = {
				INS_loyalty_to_indonesia old_guard harsh_leader
			}
			skill = 2
			attack_skill = 1
			defense_skill = 1
			planning_skill = 4
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			cost = 100
			idea_token = INS_oerip_soemohardjo
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					OR = {
						has_completed_focus = INS_the_declaration_of_independence
						has_country_flag = indonesia_volksraad_passed_6
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			traits = {
				army_chief_drill_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = INS_oerip_soemohardjo
		portraits = {
			army = {
				large = GFX_portrait_INS_oerip_soemohardjo
				small = GFX_portrait_INS_oerip_soemohardjo_small
			}
		}
		corps_commander = {
			traits = {
				old_guard harsh_leader
			}
			skill = 2
			attack_skill = 1
			defense_skill = 1
			planning_skill = 4
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			cost = 100
			idea_token = INS_oerip_soemohardjo
			allowed = {
				OR = {
					original_tag = INS HOL
				}
			}
			visible = {
				OR = {
					original_tag = INS
					AND = {
						original_tag = HOL
						has_cosmetic_tag = INS_UNION
					}
				}
			}
			available = {
				if = {
					limit = {
						original_tag = INS
					}
					is_subject = no
				}
			}
			traits = {
				army_chief_drill_2
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.58
Constructs: is_triggered_only, every_owned_state, limit, every_controlled_state, is_core_of, add_core_of
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.58
	title = BBA_italy_anti_colonialism_events.58.t
	desc = BBA_italy_anti_colonialism_events.58.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.52.a
		every_controlled_state = {
			limit = {
				ITA_state_is_in_central_africa = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		every_owned_state = {
			limit = {
				ITA_state_is_in_central_africa = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_national_christian_party
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, set_party_name, has_idea
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_national_christian_party
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = ROM_appoint_german_friendly_government
	}
	x = 1
	y = 1
	relative_position_id = ROM_appoint_german_friendly_government
	mutually_exclusive = {
		focus = ROM_iron_guard
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ROM_octavian_goga = {
			promote_character = {
				ideology = fascism_ideology
			}
		}
		set_party_name = {
			ideology = fascism
			long_name = ROM_fascism_party2_long
			name = ROM_fascism_party2
		}
		if = {
			limit = {
				has_idea = ROM_the_sentinel_of_the_motherland
			}
			swap_ideas = {
				add_idea = ROM_national_christian_party_in_power
				remove_idea = ROM_the_sentinel_of_the_motherland
			}
			else = {
				remove_ideas = ROM_the_sentinel_of_the_motherland
				add_ideas = ROM_national_christian_party_in_power
			}
		} {
			limit = {
				has_idea = ROM_securitate
			}
			remove_ideas = ROM_securitate
			else = {
				if = {
					limit = {
						has_idea = ROM_constitutional_guarantees
					}
					remove_ideas = ROM_constitutional_guarantees
					else = {
						custom_effect_tooltip = ROM_appoint_german_friendly_government_tooltip_ncp
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: ETH
Component: ETH_technology
Constructs: set_technology
Source: game
File: history/countries/ETH - Ethiopia.txt

Code:
# Starting Technologies for ETH
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
	tech_trucks = 1
	basic_train = 1
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = RUT_flexible_navy RUT_large_navy
	}
	relative_position_id = RUT_foreign_port
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: CHI_cultural_revolution
Constructs: has_completed_focus, limit, remove_ideas, add_stability, fire_only_once, add_political_power, has_dynamic_modifier, complete_effect
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_cultural_revolution = {
	CHI_destroy_the_church = {
		icon = GFX_decision_generic_army_support
		state_target = yes
		target_root_trigger = {
			OR = {
				has_completed_focus = CHI_undo_the_damage_of_the_cim
			}
		}
		target_array = ROOT.core_states
		visible = {
			FROM = {
				has_dynamic_modifier = {
					modifier = CHI_christian_defiance
				}
			}
		}
		available = {

		}
		on_map_mode = map_and_decisions_view
		cost = 35
		complete_effect = {
			add_stability = -0.02
			FROM = {
				add_manpower = -250
			}
		}
		days_remove = 100
		remove_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = CHI_christian_defiance
				}
				add_manpower = -500
			}
		}
	}
	CHI_destroy_the_resistance = {
		icon = GFX_decision_generic_army_support
		visible = {
			has_completed_focus = CHI_undo_the_damage_of_the_cim
			has_idea = CHI_christian_opposition
		}
		available = {
			all_controlled_state = {
				NOT = {
					has_dynamic_modifier = {
						modifier = CHI_christian_defiance
					}
				}
			}
		}
		days_remove = 20
		cost = 10
		modifier = {
			stability_weekly = -0.001
		}
		fire_only_once = yes
		ai_will_do = {
			base = 1
		}
		remove_effect = {
			remove_ideas = CHI_christian_opposition
			add_political_power = 100
		}
	}
	CHI_fight_confucian_resistance = {
		icon = GFX_decision_generic_army_support
		visible = {
			has_completed_focus = CHI_break_the_confucionists
			OR = {
				has_idea = CHI_confucian_opposition CHI_confucian_opposition2 CHI_confucian_opposition3 CHI_confucian_opposition4 CHI_confucian_opposition5 CHI_confucian_opposition6
			}
		}
		available = {

		}
		days_remove = 75
		cost = 35
		modifier = {
			political_power_cost = 0.1
		}
		fire_only_once = no
		ai_will_do = {
			base = 1
		}
		remove_effect = {
			add_manpower = -2000
			IF = {
				limit = {
					has_idea = CHI_confucian_opposition
				}
				swap_ideas = {
					remove_idea = CHI_confucian_opposition
					add_idea = CHI_confucian_opposition2
				}
			}
			else_if = {
				limit = {
					has_idea = CHI_confucian_opposition2
				}
				swap_ideas = {
					remove_idea = CHI_confucian_opposition2
					add_idea = CHI_confucian_opposition3
				}
			} {
				limit = {
					has_idea = CHI_confucian_opposition3
				}
				swap_ideas = {
					remove_idea = CHI_confucian_opposition3
					add_idea = CHI_confucian_opposition4
				}
			} {
				limit = {
					has_idea = CHI_con
# ... (truncated)
### Entity: Event
Component: bftb_turkey.43
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.43
	title = bftb_turkey.43.t
	desc = bftb_turkey.43.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_turkey.43.a
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_fighter_purchases
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, set_technology
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_fighter_purchases
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = CHI_sea_british_cooperation CHI_sea_mission_to_the_us
	}
	x = 3
	y = 1
	relative_position_id = CHI_sea_british_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		OR = {
			AND = {
				has_completed_focus = CHI_sea_british_cooperation
				ENG_will_support = yes
			} {
				has_completed_focus = CHI_sea_mission_to_the_us
				USA_will_support = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CHI_purchase_fighters_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = CHI_sea_british_cooperation CHI_sea_mission_to_the_us
					}
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_trigger = CHI_plane_seller_for_subsidy
				}
			} {
				limit = {
					has_completed_focus = CHI_british_cooperation
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						ENG
					}
				}
			} {
				limit = {
					has_completed_focus = CHI_sea_mission_to_the_us
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = small_plane_airframe
					seller_tags = {
						USA
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_dlc = By Blood Alone
					}
				}
				if = {
					limit = {
						not = {
							has_tech = early_fighter
						}
					}
					set_technology = {
						early_fighter = 1
					}
				} {
					limit = {
						has_completed_focus = CHI_sea_british_cooperation
						not = {
							has_war_with = ENG
						}
					}
					add_equipment_to_stockpile = {
						type = fighter_equipment_0
						amount = 50
						producer = ENG
					}
				} {
					limit = {
						has_completed_focus = CHI_sea_mission_to_the_us
						not = {
							has_war_with = USA
						}
					}
					add_equipment_to_stockpile = {
						type = fighter_equipment_0
						amount = 50
						producer = USA
					}
				}
			}
			else = {
				if = {
					limit = {
						not = {
							has_tech = iw_small_airframe
						}
					}
					set_technology = {
						iw_small_airframe = 1
					}
			
# ... (truncated)
### Entity: State History
Component: 1014
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1014-Brunei.txt

Code:
state = {
	id = 1014
	name = STATE_1014
	resources = {
		rubber = 2
		oil = 8
	}
	history = {
		owner = ENG
		victory_points = {
			7387 2
		}
		buildings = {
			infrastructure = 1
			7387 = {
				naval_base = 2
			}
		}
		add_core_of = BRN SAR
		add_to_array = {
			state_victory_points = 7387
		}
	}
	provinces = {
		7371 7387
	}
	manpower = 31135
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Fanaticism
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward, has_focus_tree, set_rule
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Fanaticism
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = GEN_Isolated GEN_Intervene GEN_Conquer
	}
	x = 0
	y = 2
	relative_position_id = GEN_Intervene
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	offset = {
		x = 1
		y = -1
		trigger = {
			has_focus_tree = oman_focus
		}
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_restore_the_tarnovo_constitution
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_restore_the_tarnovo_constitution
	prerequisite = {
		focus = BUL_the_tsars_regime
	}
	icon = GFX_focus_hol_the_foundations_of_defense
	relative_position_id = BUL_the_tsars_regime
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_political_power = 70
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_navy_funding
Constructs: prerequisite, limit, completion_reward, set_technology, has_dlc, has_tech, cancel_if_invalid, add_equipment_production
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_navy_funding
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = RAJ_imperial_service_troops
	}
	x = 1
	y = 2
	relative_position_id = RAJ_princely_state_donations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		if = {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			has_tech = early_light_cruiser
		}
		else = {
			has_tech = early_ship_hull_cruiser basic_battery
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			if = {
				limit = {
					has_tech = basic_light_cruiser
				}
				add_equipment_production = {
					equipment = {
						type = light_cruiser_2
					}
					requested_factories = 1
					progress = 0.95
					amount = 1
				} {
					equipment = {
						type = light_cruiser_2
					}
					requested_factories = 1
					progress = 0.95
					amount = 1
				}
				else = {
					set_technology = {
						basic_light_cruiser = 1
					}
					custom_effect_tooltip = RAJ_navy_funding_effect
				}
			}
		}
		else = {
			if = {
				limit = {
					has_tech = basic_ship_hull_cruiser basic_torpedo basic_heavy_battery
				}
				create_equipment_variant = {
					name = Delhi Class
					type = ship_hull_cruiser_2
					name_group = RAJ_CL_HISTORICAL
					parent_version = 0
					allow_without_tech = yes
					modules = {
						fixed_ship_battery_slot = ship_light_medium_battery_2
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_fire_control_system_slot = ship_fire_control_system_0
						fixed_ship_radar_slot = empty
						fixed_ship_engine_slot = cruiser_ship_engine_2
						fixed_ship_armor_slot = ship_armor_cruiser_1
						front_1_custom_slot = empty
						mid_1_custom_slot = ship_torpedo_1
						mid_2_custom_slot = ship_airplane_launcher_1
						rear_1_custom_slot = ship_light_medium_battery_2
					}
				}
				custom_effect_tooltip = RAJ_navy_funding_effect_mtg
				hidden_effect = {
					add_equipment_production = {
						equipment = {
							type = ship_hull_cruiser_2
							creator = RAJ
							version_name = Delhi Class
						}
						requested_factories = 1
						progress = 0.95
						amount = 1
					} {
						equipment = {
							type = ship_hull_cruiser_2
							creator = RAJ
							version_nam
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_use_amin
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_use_amin
	icon = GFX_goal_PAL_amin_husseini
	prerequisite = {
		focus = PAL_conscription_for_jew
	} {
		focus = PAL_establish_the_majlis
	}
	x = 1
	y = 1
	relative_position_id = PAL_conscription_for_jew
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = PAL_pillar_of_jihad
			}
			swap_ideas = {
				remove_idea = PAL_pillar_of_jihad
				add_idea = PAL_pillar_of_jihad2
			}
		} {
			limit = {
				NOT = {
					has_idea = PAL_pillar_of_jihad
				}
			}
			add_ideas = PAL_pillar_of_jihad2
		}
	}
}