Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3AParadox_Wikis.png.html

Doc:
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The actual text of these deleted revisions is only available to administrators.

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19:08, 16 December 2014 Meneth (Talk | contribs) deleted page File:Paradox Wikis.png (Now pulls from Central Wiki) (view)

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(diff) 15:32, 3 December 2014 . . Meneth (Talk | contribs) (29 bytes)

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Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Paradox_Wikis.png"
### Entity: Idea
Component: ARM_protect_the_revolution_idea
Constructs: war_support_factor, has_government
Source: game
File: common/ideas/armenia.txt

Code:
ARM_protect_the_revolution_idea = {
	picture = SPR_anti_fascist_crusade
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		conscription = 0.01
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		land_reinforce_rate = 0.05
		war_support_factor = 0.15
	}
}
### Entity: Idea
Component: idea_CHI_central_government_minquan_pressure_democratic
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_central_government_minquan_pressure_democratic = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.2
		consumer_goods_factor = -0.05
		political_power_factor = 0.05
	}
}
### Entity: Decision
Component: banana_decisions
Constructs: has_government
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
banana_decisions = {
	allowed = {
		original_tag = HON
	}
	visible = {
		has_government = fascism
	}
}
### Entity: Idea
Component: USA_magic
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_magic = {
	picture = usa_magic
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		spotting_chance = 0.2
	}
}
### Entity: Unit Template
Component: AST_CAV_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Cavalry Division
	ordered = {
		1 = {
			%dst Cavalry Division
		}
		2 = {
			%dnd Cavalry Division
		}
		3 = {
			%drd Cavalry Division
		}
		4 = {
			%dth Cavalry Division
		}
		5 = {
			%dth Cavalry Division
		}
		6 = {
			%dth Cavalry Division
		}
		7 = {
			%dth Cavalry Division
		}
		8 = {
			%dth Cavalry Division
		}
		9 = {
			%dth Cavalry Division
		}
		10 = {
			%dth Cavalry Division
		}
		11 = {
			%dth Cavalry Division
		}
		12 = {
			%dth Cavalry Division
		}
		13 = {
			%dth Cavalry Division
		}
		14 = {
			%dth Cavalry Division
		}
		15 = {
			%dth Cavalry Division
		}
		16 = {
			%dth Cavalry Division
		}
		17 = {
			%dth Cavalry Division
		}
		18 = {
			%dth Cavalry Division
		}
		19 = {
			%dth Cavalry Division
		}
		20 = {
			%dth Cavalry Division
		}
		21 = {
			%dst Cavalry Division
		}
		22 = {
			%dnd Cavalry Division
		}
		23 = {
			%drd Cavalry Division
		}
		24 = {
			%dth Cavalry Division
		}
		25 = {
			%dth Cavalry Division
		}
		26 = {
			%dth Cavalry Division
		}
		27 = {
			%dth Cavalry Division
		}
		28 = {
			%dth Cavalry Division
		}
		29 = {
			%dth Cavalry Division
		}
		30 = {
			%dth Cavalry Division
		}
		31 = {
			%dst Cavalry Division
		}
		32 = {
			%dnd Cavalry Division
		}
		33 = {
			%drd Cavalry Division
		}
		34 = {
			%dth Cavalry Division
		}
		35 = {
			%dth Cavalry Division
		}
		36 = {
			%dth Cavalry Division
		}
		37 = {
			%dth Cavalry Division
		}
		38 = {
			%dth Cavalry Division
		}
		39 = {
			%dth Cavalry Division
		}
		40 = {
			%dth Cavalry Division
		}
		41 = {
			%dst Cavalry Division
		}
		42 = {
			%dnd Cavalry Division
		}
		43 = {
			%drd Cavalry Division
		}
		44 = {
			%dth Cavalry Division
		}
		45 = {
			%dth Cavalry Division
		}
		46 = {
			%dth Cavalry Division
		}
		47 = {
			%dth Cavalry Division
		}
		48 = {
			%dth Cavalry Division
		}
		49 = {
			%dth Cavalry Division
		}
		50 = {
			%dth Cavalry Division
		}
		51 = {
			%dst Cavalry Division
		}
		52 = {
			%dnd Cavalry Division
		}
		53 = {
			%drd Cavalry Division
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.10
Constructs: is_triggered_only, limit, has_dlc, has_tech, add_manpower, create_equipment_variant, create_ship
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.10
	title = bftb_bulgaria_equipment_purchases.10.t
	desc = bftb_bulgaria_equipment_purchases.10.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.4.a
		custom_effect_tooltip = lar_portugal_purchase_ships.6.a_tt
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					FROM.FROM = {
						has_tech = advanced_ship_hull_cruiser
					}
				}
				hidden_effect = {
					add_manpower = 1400
				}
				FROM.FROM = {
					create_equipment_variant = {
						name = Sofia Class
						type = ship_hull_cruiser_4
						name_group = BUL_CL_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_medium_battery_2
							fixed_ship_anti_air_slot = ship_anti_air_2
							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 = empty
							front_1_custom_slot = ship_anti_air_1
							mid_1_custom_slot = ship_torpedo_1
							mid_2_custom_slot = ship_airplane_launcher_1
							rear_1_custom_slot = ship_light_medium_battery_2
						}
					}
				}
				create_ship = {
					type = ship_hull_cruiser_4
					equipment_variant = Sofia Class
					creator = FROM.FROM
				}
			}
			else_if = {
				limit = {
					FROM.FROM = {
						has_tech = improved_ship_hull_cruiser
					}
				}
				hidden_effect = {
					add_manpower = 1200
				}
				FROM.FROM = {
					create_equipment_variant = {
						name = Sofia Class
						type = ship_hull_cruiser_3
						name_group = BUL_CL_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_medium_battery_2
							fixed_ship_anti_air_slot = ship_anti_air_2
							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 = empty
							front_1_custom_slot = ship_anti_air_1
							mid_1_custom_slot = ship_torpedo_1
							mid_2_custom_slot = ship_airplane_launcher_1
							rear_1_custom_slot = ship_light_medium_battery_2
						}
					}
				}
				create_ship = {
					type = ship_hull_cruiser_3
					equipment_variant = Sofia Class
					creator = FROM.FROM
				}
			} {
				limit = {

# ... (truncated)
### Entity: Modifier Reference
Component: SOV_seraya_loshad_battery
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_seraya_loshad_battery = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.1
	cas_damage_reduction = 0.1
	dig_in_speed_factor = 0.25
	max_dig_in_factor = 0.1
	pocket_penalty = -0.15
}
### Entity: Event
Component: JUNO_brazil_events.160
Constructs: is_triggered_only, ai_chance, limit, has_opinion, is_in_faction_with, add_offsite_building
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.160
	title = JUNO_brazil_events.160.t
	desc = JUNO_brazil_events.160.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.160.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.161
				hours = 1
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		effect_tooltip = {
			IF = {
				limit = {
					original_tag = USA
				}
				custom_effect_tooltip = JUNO_brazil_events_160_tt
				show_mio_tooltip = USA_marmon_herrington_organization USA_north_american_aviation_organization USA_newport_news_shipbuilding_organization
			} {
				limit = {
					original_tag = ENG
				}
				custom_effect_tooltip = JUNO_brazil_events_160_tt
				show_mio_tooltip = ENG_vauxhall_organization ENG_cammell_laird_organization ENG_avro_organization
			} {
				limit = {
					original_tag = FRA
				}
				custom_effect_tooltip = JUNO_brazil_events_160_tt
				show_mio_tooltip = FRA_acf_organization FRA_bloch_organization FRA_renault_organization
			} {
				limit = {
					original_tag = SWE
				}
				custom_effect_tooltip = JUNO_brazil_events_160_tt
				show_mio_tooltip = SWE_saab_organization SWE_landsverk_organization SWE_gotaverken_organization SWE_scania_vabis_organization
			}
		}
	} {
		name = JUNO_brazil_events.160.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.162
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_expand_the_commercial_tyre_production
Constructs: prerequisite, limit, completion_reward, has_resources_in_country, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_expand_the_commercial_tyre_production
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = CZE_R56_chemical_industry_development
	} {
		focus = CZE_R56_produce_the_slovenska_strela_railcars
	}
	x = 1
	y = 1
	relative_position_id = CZE_R56_produce_the_slovenska_strela_railcars
	cost = 5
	ai_will_do = {
		base = 0.1
		modifier = {
			factor = 50
			has_resources_in_country = {
				resource = rubber
				amount = < 10
			}
		} {
			factor = 50
			has_resources_in_country = {
				resource = rubber
				amount = < 5
			}
		} {
			factor = 100
			has_resources_in_country = {
				resource = rubber
				amount = < 0
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = rubber_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: Name List
Component: TAH
Source: game
File: common/names/00_names.txt

Code:
TAH = {
	male = {
		names = {
			Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili
		}
	}
	female = {
		names = {
			Alamea Alaula Alika Elikapeka Halia Iokina Iolana Kailani Kalea Kamaile Kamea Kanoa Kawena Keala Keola Keona Kiele Kina Kinipela Konane Lahela Lanai Lani Leiko Leilani Liliha Lilo Luana Mahina Maile Makana Makelina Malana Maleah Malia Mana Miliani Moana Nalanie Napua Noelani Nohealani Okalani Onaona Palila Pilialoha Ulani
		}
	}
	surnames = {
		Aalona Ahulani Ainalani Akeakamai Alani Aluala Alealani Alohilani Anakalia Anuenue 'Ehukai 'Ewalani Ha'aheo Heleakala Hanalei Hanohano Hau'oli Hi'iaka Ho'okano Hualani Ikepela Ka'aukai Kahananui Kaheleha Kaikea Kainalu Kalauokalani Kaleoikaika Kamehu Kameha'o Kamehameha Kawaiola Kehaulani Kelupaina Keonoana Lanakila Lehuanani Lokelani Lono Makaleka Makikonu Mauna Momilani Nohealani Polola Sanoe Ualani Uluwehi Wailani Waipuna Pili
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_focus_on_economic_growth_r56
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_stability, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_focus_on_economic_growth_r56
	prerequisite = {
		focus = SIA_continue_the_democratic_transition_r56 SIA_consolidate_the_peoples_assembly_r56
	}
	icon = GFX_focus_generic_economic_recovery
	cost = 10
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_continue_the_democratic_transition_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	available = {
		has_stability = > 0.9
		724 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		OR = {
			has_completed_focus = SIA_steady_path_to_rural_development_r56 SIA_stabilize_our_economic_course_r56
		}
	}
	completion_reward = {
		724 = {
			add_extra_state_shared_building_slots = 1
			add_dynamic_modifier = {
				modifier = SIA_local_industrial_boom_r56
				days = 540
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_stability_and_economic_growth_r56
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_develop_the_zandstad
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_tech_bonus, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_develop_the_zandstad
	available = {
		has_full_control_of_state = 35 36
	}
	prerequisite = {
		focus = HOL_the_zuiderzee_works
	}
	mutually_exclusive = {
		focus = HOL_develop_the_randstad
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = 1
	y = 1
	relative_position_id = HOL_the_zuiderzee_works
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = HOL_develop_the_randstad
			bonus = 1.0
			uses = 1
			category = dispersed_industry_category
		}
		35 = {
			if = {
				limit = {
					35 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		36 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: KMT_event.812
Constructs: is_triggered_only, annex_country, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.812
	title = KMT_event.812.t
	desc = KMT_event.812.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = KMT_event.812.a
		FROM = {
			country_event = CHI_warlords.20
		} {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	} {
		name = KMT_event.812.b
		FROM = {
			country_event = CHI_warlords.19
		} {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
	}
}
### Entity: Character
Component: SWE_frans_severin
Constructs: has_completed_focus
Source: game
File: common/characters/SWE.txt

Code:
SWE_frans_severin = {
	advisor = {
		slot = political_advisor
		idea_token = SWE_frans_severin
		allowed = {
			original_tag = SWE
		}
		traits = {
			SWE_minister_of_transport
		}
		available = {
			has_completed_focus = SWE_infrastructure
		}
		visible = {

		}
	}
	name = SWE_frans_severin
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_frans_severin_small
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_land_tax_reform
Constructs: prerequisite, completion_reward, has_hyper_inflation, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_land_tax_reform
	icon = GFX_focus_generic_land_redistribution
	prerequisite = {
		focus = CHI_sea_welfare
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_welfare
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_hyper_inflation = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_CHI_INFLATION
	}
	completion_reward = {
		CHI_hyper_inflation_level_down = yes
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_in_vargas_we_trust
Constructs: prerequisite, completion_reward, add_country_leader_trait, remove_country_leader_trait
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_in_vargas_we_trust
	icon = GFX_focus_BRA_estado_novo
	prerequisite = {
		focus = BRA_reject_cosmopolitanism BRA_departamento_feminino
	}
	mutually_exclusive = {
		focus = BRA_integrity_of_the_fatherland
	}
	x = 0
	y = 1
	relative_position_id = BRA_reject_cosmopolitanism
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_trait = {
			trait = BRA_reluctant_integralist
		}
		remove_country_leader_trait = {
			trait = BRA_authoritarian_populist
		}
	}
}
### Entity: Idea
Component: SWE_svensk_fascism_idea
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_svensk_fascism_idea = {
	picture = generic_fascism_drift_bonus
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		fascism_acceptance = 50
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_invite_commonwealth_investors
Constructs: prerequisite, completion_reward, add_building_construction, add_offsite_building
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_invite_commonwealth_investors
	icon = GFX_goal_generic_bills
	cost = 10
	x = 0
	y = 4
	relative_position_id = SAM_new_zealand_commisar
	available = {

	}
	prerequisite = {
		focus = SAM_develop_apia_port
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		726 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		SAM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_minor_tank_nations_research_anti_air_1
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_minor_tank_nations_research_anti_air_1 = {
	allowed = {
		country_is_major_nation = yes
		country_is_major_minor_nation = yes
	}
	enable = {
		NOT = {
			has_tech = antiair1
		}
		date = > 1938.1.1
	}
	abort = {
		has_tech = antiair1
	}
	ai_strategy = {
		type = research_tech
		id = antiair1
		value = 20
	}
}
### Entity: Effect Reference
Construct: force_update_map_mode
Constructs: limit, force_update_map_mode
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## force_update_map_mode

* Supported Scopes: any
* Supported Targets: any

```
force rebuilds map mode. no tooltip generated.
force_update_map_mode = { 
  limit = { always = yes } # limit to check against player
  mapmode = scripted_map_mode_name

```
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_create_a_national_directory
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_create_a_national_directory
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = SOV_civil_war_agrarian_socialism
	} {
		focus = SOV_civil_war_abolish_death_penalty
	} {
		focus = SOV_civil_war_cultural_autonomy
	}
	x = 1
	y = 1
	relative_position_id = SOV_civil_war_cultural_autonomy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SOV_agrarian_socialism
			add_idea = SOV_create_a_national_directory
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_establish_iraqi_coastal_defense_force
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_cosmetic_tag, cancel_if_invalid, add_dynamic_modifier, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_establish_iraqi_coastal_defense_force
	icon = {
		GFX_focus_IRQ_navy_alt = {
			OR = {
				has_cosmetic_tag = IRQ_kurdistan_tag greater_kurdistan
			}
		}
		GFX_focus_IRQ_navy = yes
	}
	prerequisite = {
		focus = IRQ_royal_iraqi_army
	}
	x = 5
	y = 1
	relative_position_id = IRQ_royal_iraqi_army
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = IRQ_kurdish_revolt
			}
			add_dynamic_modifier = {
				modifier = IRQ_navy_modifier_KUR
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = IRQ_naval_organization
			mio:IRQ_naval_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = IRQ_navy_modifier_IRQ
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				OR = {
					state = 1011 291 676
				}
			}
			add_dynamic_modifier = {
				modifier = IRQ_river_navy
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_japanese_overtures
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_japanese_overtures
	icon = GFX_SOV_japanese_overtures_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_berlin_moscow_axis
	}
	mutually_exclusive = {
		focus = SOV_memories_of_1905
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_berlin_moscow_axis
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {

	}
	available = {
		is_subject = no
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
		}
		JAP = {
			is_in_faction = no
			has_government = fascism
		}
	}
	completion_reward = {
		GER = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.25
				hours = 6
			}
		}
	}
}