Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: austria.127
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, has_global_flag, has_idea, random_hours
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.127
	title = austria.127.t
	desc = austria.127.d
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		}
		has_idea = AUS_thousand_mark_ban
	}
	picture = GFX_report_event_AUS_anschluss_map
	option = {
		name = austria.127.a
		ai_chance = {
			base = 1
			modifier = {
				OR = {
					has_country_flag = AUS_ally_italy_ai AUS_ally_west_ai
				}
				factor = 0
			}
		}
		GER = {
			country_event = {
				id = austria.128
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			swap_ideas = {
				remove_idea = AUS_thousand_mark_ban
				add_idea = AUS_july_agreement
			}
			if = {
				limit = {
					NOT = {
						has_global_flag = AUS_civil_war_triggered
						has_country_flag = AUS_nazis_crushed
					}
				}
				AUS_bundeslaender_nazis_up_random = yes
				r56_bundeslaender_calculate_divisions = yes
			}
			add_ideas = AUS_guido_schmidt
			AUS_guido_schmidt = {
				set_can_be_fired_in_advisor_role = {
					value = no
				}
			}
		}
	} {
		name = austria.127.b
		ai_chance = {
			base = 1
			modifier = {
				OR = {
					has_country_flag = AUS_ally_germany_ai AUS_go_alone_ai
				}
				factor = 0
			}
		}
		swap_ideas = {
			remove_idea = AUS_thousand_mark_ban
			add_idea = AUS_finding_new_trade_partners
			days = 365
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_support_the_south_american_communists
Constructs: prerequisite, limit, has_government, completion_reward, add_timed_idea, is_faction_leader
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_support_the_south_american_communists
	icon = GFX_goal_vietnam_the_siege
	prerequisite = {
		focus = HON_support_the_prc
	}
	relative_position_id = HON_support_the_prc
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		r56_script_i_am_sane = yes
		OR = {
			COL = {
				r56_script_target_is_sane = yes
			}
			VEN = {
				r56_script_target_is_sane = yes
			}
			ECU = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		COL = {
			r56_script_standard_bypass = yes
		}
		VEN = {
			r56_script_standard_bypass = yes
		}
		ECU = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				COL = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			COL = {
				add_timed_idea = {
					idea = HON_spread_communism
					days = 730
				}
			}
		} {
			limit = {
				VEN = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			VEN = {
				add_timed_idea = {
					idea = HON_spread_communism
					days = 730
				}
			}
		} {
			limit = {
				ECU = {
					exists = yes
					NOT = {
						has_government = communism
					}
				}
			}
			ECU = {
				add_timed_idea = {
					idea = HON_spread_communism
					days = 730
				}
			}
		}
		else_if = {
			limit = {
				is_faction_leader = yes
				COL = {
					exists = yes
					has_government = communism
				}
			}
			COL = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				VEN = {
					exists = yes
					has_government = communism
				}
			}
			VEN = {
				country_event = generic.5
			}
		} {
			limit = {
				is_faction_leader = yes
				ECU = {
					exists = yes
					has_government = communism
				}
			}
			ECU = {
				country_event = generic.5
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Character
Component: TON_salote_tupou_iii
Source: game
File: common/characters/TON.txt

Code:
TON_salote_tupou_iii = {
	name = TON_salote_tupou_iii
	portraits = {
		civilian = {
			large = gfx/leaders/TON/r56_portrait_TON_Salote_Tupou.dds
		}
	}
	country_leader = {
		ideology = oligarchism
		desc = TON_salote_tupou_iii_desc
		expire = 1965.12.16
		id = -1
		traits = {
			TON_queen_of_the_people r56_trait_opposed_to_communism
		}
	}
}
### Entity: Order of Battle
Component: Repartição Militar de Timor
Constructs: division_template
Source: game
File: history/units/TML_1936.txt

Code:
division = {
	name = Repartição Militar de Timor
	location = 12190
	division_template = Companhia de Caçadores Indígenas
}
### Entity: Game Data
Component: snow_speaks_finnish
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
snow_speaks_finnish = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = FIN
	}
	happened = {
		SOV = {
			casualties_inflicted_by = {
				opponent = FIN
				thousands = > 1000
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_government_budget_shortfall
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_government_budget_shortfall = {
	allowed = {
		original_tag = RAJ
	}
	picture = chi_hyper_inflation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = 1
		mobilization_laws_cost_factor = 1
		economy_cost_factor = 1
		production_speed_buildings_factor = -0.03
	}
}
### Entity: Scripted Trigger
Component: EAI_Base_Strike_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Base_Strike_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA JAP FRA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = JAP FRA
		}
	}
}
### Entity: Event
Component: palestine.63
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity, add_country_leader_role, set_country_flag, unlock_national_focus
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.63
	picture = GFX_report_event_gre_greek_cavalry
	title = palestine.63.t
	desc = palestine.63.d
	is_triggered_only = yes
	option = {
		name = palestine.63.a
		ai_chance = {
			base = 50
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.2
		}
		add_country_leader_role = {
			character = PAL_hasan_salameh
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				traits = {
					dictator
				}
			}
		}
		add_stability = -0.1
		set_country_flag = PAL_hasan_salama_flag
		unlock_national_focus = PAL_fascist_coup
	}
}
### Entity: Event
Component: recruit_generals.31
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.31
	title = recruit_generals.31.t
	desc = recruit_generals.31.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.31.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.32
			days = 6
		}
		random_list = {
			30 = {

			} {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
			40 = {
				AUS = {
					random_unit_leader = {
						set_nationality = ROOT
					} {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 812
Constructs: add_core_of
Source: game
File: history/states/812-Tallinn.txt

Code:
state = {
	id = 812
	name = STATE_812
	history = {
		owner = EST
		victory_points = {
			3152 5
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 3
			3152 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		add_core_of = EST
	}
	provinces = {
		496 567 3152 11426
	}
	manpower = 275220
	buildings_max_level_factor = 1.0
	state_category = city
}
### Entity: Order of Battle
Component: SS Leibstandarte 'Adolf Hitler'
Constructs: division_template
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = SS Leibstandarte 'Adolf Hitler'
	location = 3283
	division_template = SS-Regiment
	start_experience_factor = 0.4
}
### Entity: Character
Component: RAJ_subroto_mukherjee
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_subroto_mukherjee = {
	name = RAJ_subroto_mukherjee
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
	advisor = {
		slot = air_chief
		idea_token = RAJ_subroto_mukherjee
		allowed = {
			original_tag = RAJ
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_abandon_jansa_plan
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_abandon_jansa_plan
	icon = GFX_focus_AUS_establish_bohme_plan
	relative_position_id = AUS_rearm_the_bundesheer
	x = 4
	y = 1
	mutually_exclusive = {
		focus = AUS_cement_the_jansa_plan
	}
	prerequisite = {
		focus = AUS_rearm_the_bundesheer
	}
	cost = 10
	completion_reward = {
		army_experience = 50
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_winter_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_winter_equipment
	icon = GFX_goal_generic_cold_war
	relative_position_id = UKR_infantry_anti_tank_tactics
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = UKR_infantry_anti_tank_tactics
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = winter_clothing_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: LIT_iron_wolf_idea_bad_4
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_iron_wolf_idea_bad_4 = {
	picture = LIT_iron_wolf_bad_4
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.35
		command_power_gain = -0.3
		conscription_factor = -0.75
		mobilization_laws_cost_factor = 0.75
	}
}
### Entity: Character
Component: POR_antonio_de_oliveira_salazar
Source: game
File: common/characters/POR.txt

Code:
POR_antonio_de_oliveira_salazar = {
	name = POR_antonio_de_oliveira_salazar
	portraits = {
		civilian = {
			large = GFX_portrait_POR_antonio_de_oliveira_salazar
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			conservative_nationalist_lar
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Achievement
Component: doctrine_of_choice
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, check_variable
Source: game
File: common/achievements.txt

Code:
doctrine_of_choice = {
	id = 267
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = doctrine_of_choice_tt
			OR = {
				check_variable = {
					infantry_milestone_var = > 2
				} {
					support_milestone_var = > 2
				} {
					armor_milestone_var = > 2
				} {
					operations_milestone_var = > 2
				} {
					capital_ships_milestone_var = > 2
				} {
					carriers_milestone_var = > 2
				} {
					screens_milestone_var = > 2
				} {
					submarines_milestone_var = > 2
				} {
					fighters_milestone_var = > 2
				} {
					strikers_milestone_var = > 2
				} {
					mediums_milestone_var = > 2
				} {
					heavies_milestone_var = > 2
				} {
					special_forces_milestone_var = > 2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_antijew_army
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_antijew_army
	icon = GFX_goal_centralize_power
	prerequisite = {
		focus = PAL_theyre_bourgeoisie
	}
	x = 0
	y = 1
	relative_position_id = PAL_theyre_bourgeoisie
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = PAL_antijew_army_idea
	}
}
### Entity: Event
Component: SEA_japan_popup_events.48
Constructs: has_completed_focus, has_war, has_government, fire_only_once, has_dlc, has_country_leader, has_civil_war, is_fully_controlled_by
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.48
	title = SEA_japan_popup_events.48.t
	desc = SEA_japan_popup_events.48.desc
	picture = GFX_report_event_jap_imperial_family
	trigger = {
		tag = JAP
		has_dlc = No Compromise, No Surrender
		has_government = democratic
		has_country_leader = {
			ruling_only = yes
			character = JAP_tokugawa_iesato
		}
		has_civil_war = no
		has_war = yes
		has_completed_focus = JAP_crush_the_internal_factions
		any_core_state = {
			JAP_is_home_islands_state = yes
			NOT = {
				is_fully_controlled_by = ROOT
			}
		}
		NOT = {
			has_global_flag = JAP_national_emergency_declared
		}
	}
	mean_time_to_happen = {
		days = 84
	}
	hidden = no
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_global_flag = JAP_national_emergency_declared
		}
	}
	option = {
		name = SEA_japan_popup_events.48.a
		add_country_leader_trait = JUNO_emergency_powers
		hidden_effect = {
			set_cosmetic_tag = JAP_tokugawa_restored
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Talk%3AGerman_units.html

Doc:
Year or Techtype first from left? I think having Year first is better, but I see all other tables have Techtype first.--Simen113 (talk) 17:18, 18 January 2016 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:German_units&oldid=2493"
### Entity: Trigger Reference
Construct: has_mio_policy
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_policy

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope has an allowed policy matching the input token.
ex:
mio:my_mio = {
	has_mio_policy = my_policy_token
}
```
### Entity: Unit Template
Component: SPAN_MOT_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_MOT_01 = {
	name = Motorized Division
	for_countries = {
		BOL CHL COS CUB DOM ECU ELS EQG GUA HON MEX NIC PAN PAR URG
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SPAN_INF_01
	}
	fallback_name = %da División Motorizada
	ordered = {
		1 = {
			%da División Motorizada
		}
		2 = {
			%da División Motorizada
		}
		3 = {
			%da División Motorizada
		}
		4 = {
			%da División Motorizada
		}
		5 = {
			%da División Motorizada
		}
		6 = {
			%da División Motorizada
		}
		7 = {
			%da División Motorizada
		}
		8 = {
			%da División Motorizada
		}
		9 = {
			%da División Motorizada
		}
		10 = {
			%da División Motorizada
		}
	}
}
### Entity: Idea
Component: GER_western_trade_cooperation
Constructs: research_speed_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_western_trade_cooperation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		industry_repair_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		research_speed_factor = 0.1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		consumer_goods_factor = -0.15
		local_resources_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_heavy_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Idea
Component: PRC_defeatism_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_defeatism_2 = {
	removal_cost = -1
	name = PRC_defeatism_1
	picture = generic_spy_coup
	allowed = {
		always = no
	}
	modifier = {
		stability_factor = -0.075
		army_morale_factor = -0.05
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_43
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_43 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 43
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 43
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_disable_invasions
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_disable_invasions = {
	enable = {
		OR = {
			has_country_flag = EAI_stop_all_invasions EAI_MILITARY_NAVAL_save_navy EAI_MILITARY_INVASION_synchronize
			AND = {
				has_country_flag = EAI_MILITARY_NAVAL_invasion_force_reselection
				NOT = {
					has_country_flag = EAI_MILITARY_INVASION_min_duration
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = Q00
		value = -25000
	} {
		type = invade
		id = Q01
		value = -25000
	} {
		type = invade
		id = Q02
		value = -25000
	} {
		type = invade
		id = Q03
		value = -25000
	} {
		type = invade
		id = Q04
		value = -25000
	} {
		type = invade
		id = Q05
		value = -25000
	} {
		type = invade
		id = Q06
		value = -25000
	} {
		type = invade
		id = Q07
		value = -25000
	} {
		type = invade
		id = Q08
		value = -25000
	} {
		type = invade
		id = Q09
		value = -25000
	} {
		type = invade
		id = Q0A
		value = -25000
	} {
		type = invade
		id = Q0B
		value = -25000
	} {
		type = invade
		id = Q0C
		value = -25000
	} {
		type = invade
		id = Q0D
		value = -25000
	} {
		type = invade
		id = Q0E
		value = -25000
	} {
		type = invade
		id = Q0F
		value = -25000
	} {
		type = invade
		id = Q0G
		value = -25000
	} {
		type = invade
		id = Q0H
		value = -25000
	} {
		type = invade
		id = Q0I
		value = -25000
	} {
		type = invade
		id = Q0J
		value = -25000
	} {
		type = invade
		id = Q0K
		value = -25000
	} {
		type = invade
		id = Q0L
		value = -25000
	} {
		type = invade
		id = Q0M
		value = -25000
	} {
		type = invade
		id = Q0N
		value = -25000
	} {
		type = invade
		id = Q0O
		value = -25000
	} {
		type = invade
		id = Q0P
		value = -25000
	} {
		type = invade
		id = Q0Q
		value = -25000
	} {
		type = invade
		id = Q0R
		value = -25000
	} {
		type = invade
		id = Q0S
		value = -25000
	} {
		type = invade
		id = Q0T
		value = -25000
	} {
		type = invade
		id = Q0U
		value = -25000
	} {
		type = invade
		id = Q0V
		value = -25000
	} {
		type = invade
		id = Q0W
		value = -25000
	} {
		type = invade
		id = Q0X
		value = -25000
	} {
		type = invade
		id = Q0Y
		value = -25000
	} {
		type = invade
		id = Q0Z
		value = -25000
	} {
		type = invade
		id = Q10
		value = -25000
	} {
		type = invade
		id = Q11
		value = -25000
	} {
		type = invade
		id = Q12
		value = -25000
	} {
		type = invade
		id = Q13
		value = -25000
	} {
		type = invade
		id = Q14
		value = -25000
	} {
		typ
# ... (truncated)
### Entity: Character
Component: JAP_shunroku_hata
Source: game
File: common/characters/JAP.txt

Code:
JAP_shunroku_hata = {
	name = JAP_shunroku_hata
	portraits = {
		army = {
			small = GFX_idea_shunroku_hata
			large = GFX_portrait_JAP_shunroku_hata
		}
	}
	advisor = {
		slot = high_command
		idea_token = shunroku_hata
		ledger = army
		allowed = {
			OR = {
				original_tag = JAP MAN
			}
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			JAP_samurai_lineage brilliant_strategist
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: Character
Component: AUS_dolfuss_true_successor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_dolfuss_true_successor = {
	random = no
	sprite = 13
	political_advisor_cost_factor = -0.25
	military_leader_cost_factor = -0.25
	political_power_factor = 0.1
	party_popularity_stability_factor = 0.1
}
### Entity: Character
Component: EGY_abbas_ii
Source: game
File: common/characters/EGY.txt

Code:
EGY_abbas_ii = {
	name = Abbas II
	portraits = {
		civilian = {
			large = gfx/leaders/ALB/r56_portrait_ALB_Abbas_II.dds
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_victory_of_our_caudillo
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_victory_of_our_caudillo
	prerequisite = {
		focus = PRU_wake_up_a_giant
	}
	icon = GFX_goal_italy_increase_settlements_in_eritrea
	x = 0
	y = 1
	relative_position_id = PRU_wake_up_a_giant
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 100
		add_ideas = PRU_legacy_of_our_caudillo
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_legalize_communism
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_legalize_communism
	icon = GFX_goal_spread_communism
	x = 2
	y = 1
	relative_position_id = VEN_isaias_angarita
	cost = 5
	prerequisite = {
		focus = VEN_isaias_angarita
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.025
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_radicalize_the_iron_guard
Constructs: prerequisite, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_radicalize_the_iron_guard
	icon = GFX_goal_extensive_conscription_fascism
	relative_position_id = EGY_found_the_new_kingdom
	x = 0
	y = 2
	cost = 5
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = EGY_found_the_new_kingdom
	}
	mutually_exclusive = {
		focus = EGY_the_new_egyptian_model EGY_seek_democratic_allies
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = EGY_the_iron_guard
			add_idea = EGY_the_iron_guard_2
		}
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Autarky
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Autarky
	icon = GFX_goal_generic_price_controls
	prerequisite = {
		focus = KAT_Excavation
	}
	text = GEN_reform_the_taxes
	x = 0
	y = 1
	relative_position_id = KAT_Excavation
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = GEN_Autarky_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}