Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_go_with_britain
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_go_with_britain
	icon = GFX_focus_chi_british_cooperation
	available = {
		is_subject = no
		has_government = democratic
		ENG = {
			exists = yes
			has_government = democratic
		}
		NOT = {
			has_war_with = ENG
		}
		is_in_faction = no
	}
	bypass = {
		is_in_faction_with = ENG
		NOT = {
			has_completed_focus = FRA_strengthen_the_little_entente
		}
	}
	prerequisite = {
		focus = FRA_buy_time
	}
	mutually_exclusive = {
		focus = FRA_france_leads
	}
	x = 0
	y = 1
	relative_position_id = FRA_buy_time
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.9
		modifier = {
			factor = 2
			ai_irrationality = < 15
		} {
			factor = 2
			ai_irrationality = < 20
		} {
			factor = 0.5
			ai_irrationality = > 30
		} {
			factor = 0
			has_idea = GER_communist_refugees
		}
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = britain.13
			}
		}
	}
}
### Entity: Modifier Reference
Construct: heat_attrition_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## heat_attrition_factor

* Number with 2 decimal places
* **Categories**: army, aggressive
### Entity: State History
Component: 1034
Constructs: add_core_of
Source: game
File: history/states/1034 - Suzhou.txt

Code:
state = {
	id = 1034
	name = STATE_1034
	manpower = 2472157
	state_category = town
	resources = {

	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10076 3
		} {
			4091 1
		}
		1938.10.25 = {
			controller = JAP
		}
	}
	provinces = {
		996 1089 4091 7120 10076 11928 11982 13142
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.67
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.67
	title = BBA_ethiopia_fascist_events.67.t
	desc = BBA_ethiopia_fascist_events.67.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.67.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: bftb_turkey.56
Constructs: is_triggered_only, limit, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, add_resource, add_tech_bonus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.56
	title = bftb_turkey.56.t
	desc = bftb_turkey.56.desc
	picture = GFX_report_event_tur_kemalists_positive
	is_triggered_only = yes
	option = {
		name = bftb_turkey.56.a
		if = {
			limit = {
				354 = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
					is_controlled_by = TUR
				}
			}
			354 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 3
					instant_build = yes
				}
			}
		}
		350 = {
			add_resource = {
				type = oil
				amount = 16
			}
		}
		add_tech_bonus = {
			bonus = 1.5
			uses = 2
			category = excavation_tech
		}
		hidden_effect = {
			USA = {
				add_tech_bonus = {
					bonus = 0.75
					uses = 1
					category = excavation_tech
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0M
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0M = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^22 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0M
		value = -2000
	}
}
### Entity: Misc Config
Component: the_northern_mandate_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
the_northern_mandate_states = {
	input = game:all_states
	operators = {
		limit = {
			CHI_northern_mandate_states = yes
		}
	}
	name = COLLECTION_STATES_IN_ASIA_AND_IN_OCEANIA
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_mediterranean_entente
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction, is_subject, is_in_faction_with, set_rule, create_faction_from_template
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_mediterranean_entente
	icon = GFX_focus_generic_italy_first
	mutually_exclusive = {
		focus = TUR_join_the_axis TUR_join_the_allies TUR_anti_bolshevik_mediterranean_bloc TUR_readdress_the_montreux_convention
	}
	prerequisite = {
		focus = TUR_the_italo_turkish_naval_academy
	}
	available = {
		NOT = {
			has_war_with = ITA
		}
		is_in_faction = no
		is_subject = no
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_italo_turkish_naval_academy
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		is_in_faction_with = ITA
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_ITA_italian_league
			name = TUR_covenant_of_the_mediterranean
		}
		ITA = {
			country_event = {
				id = bftb_turkey.41
			}
		}
	}
}
### Entity: Idea
Component: ITA_crda_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_crda_improved = {
	name = crda
	picture = crda
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_state = 736
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		battlefleet_designer
	}
	equipment_bonus = {
		ship_hull_heavy = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Idea
Component: SOM_communist_guy
Constructs: has_government
Source: game
File: common/ideas/somalia.txt

Code:
SOM_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = SOM
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: egypt.3
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_stability, fire_only_once, add_political_power, is_historical_focus_on
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.3
	picture = GFX_report_event_generic_riot
	title = egypt.3.t
	desc = egypt.3.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.3.a
		ai_chance = {
			base = 10
			modifier = {
				add = 30
				OR = {
					has_government = democratic communism
				}
				is_historical_focus_on = yes
			} {
				add = 15
				has_opinion = {
					target = EGY
					value = > 19
				}
			} {
				add = 30
				has_war = yes
			}
		}
		add_political_power = 10
		ENG = {
			end_puppet = EGY
		}
	} {
		name = egypt.3.b
		ai_chance = {
			base = 1
			modifier = {
				add = 30
				OR = {
					has_government = neutrality fascism
				}
			} {
				add = 15
				has_opinion = {
					target = EGY
					value = < 49
				}
			}
		}
		add_stability = -0.1
		add_political_power = -100
		set_autonomy = {
			target = EGY
			autonomy_state = autonomy_free
			end_wars = no
			end_civil_wars = no
		}
		EGY = {
			leave_faction = yes
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = EGY
			expire = 0
		}
	}
}
### Entity: AI Strategy
Component: JAP_hold_up_in_china
Constructs: has_war_with, is_historical_focus_on, has_capitulated, is_controlled_by
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_hold_up_in_china = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = > 1941.1.1 < 1945.1.1
		is_historical_focus_on = yes
		CHI = {
			has_capitulated = no
		}
		1035 = {
			OR = {
				is_controlled_by = JAP MAN RNG
			}
		}
		OR = {
			AND = {
				has_war_with = INS
				INS = {
					has_capitulated = no
				}
			} {
				has_war_with = PHI
				PHI = {
					has_capitulated = no
				}
			} {
				has_war_with = MAL
				MAL = {
					has_capitulated = no
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = CHI
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
	} {
		type = front_control
		tag = GXC
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
	} {
		type = front_control
		tag = YUN
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
	} {
		type = front_control
		tag = GDC
		ratio = 0.25
		priority = 100
		ordertype = front
		execution_type = careful
	}
}
### Entity: Event
Component: WW_hungary.120
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_stability, add_political_power, is_ai, is_subject_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.120
	title = WW_hungary.120.t
	desc = WW_hungary.120.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = WW_hungary.120.a
		ai_chance = {
			base = 95
		}
		effect_tooltip = {
			IF = {
				limit = {
					ROOT = {
						OR = {
							owns_state = 76
							any_subject_country = {
								is_ai = yes
								owns_state = 76
							}
						}
					}
				}
				add_political_power = 50
				add_stability = 0.05
				custom_effect_tooltip = generic_skip_one_line_tt
				FROM = {
					transfer_state = 76
				}
			}
		}
		HUN = {
			country_event = {
				id = WW_hungary.121
				days = 1
				random = 2
			}
		}
	} {
		name = WW_hungary.120.b
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
		ai_chance = {
			base = 5
		}
		HUN = {
			country_event = {
				id = WW_hungary.122
				days = 1
				random = 2
			}
		}
		hidden_effect = {
			set_country_flag = HUN_from_refused_north_transylvanian_referendum_results
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_nationalize_arms
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_nationalize_arms
	icon = GFX_goal_generic_national_defense_fund
	x = 0
	y = 1
	relative_position_id = PAL_youth_leagues
	prerequisite = {
		focus = PAL_youth_leagues
	}
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_allied_technology_sharing
Constructs: prerequisite, limit, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_allied_technology_sharing
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = NOR_seek_a_british_alliance
	}
	x = -1
	y = 1
	relative_position_id = NOR_seek_a_british_alliance
	cost = 5
	ai_will_do = {
		base = 25
	}
	available = {
		is_in_faction_with = ENG
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_allied_technology_sharing_tt
		if = {
			limit = {
				ENG = {
					is_in_faction_with = ROOT
				}
			}
			ENG = {
				country_event = naw_norway.13
			}
		} {
			limit = {
				CAN = {
					is_in_faction_with = ROOT
				}
			}
			CAN = {
				country_event = naw_norway.13
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NOR_edgar_otto
Source: game
File: common/characters/NOR.txt

Code:
NOR_edgar_otto = {
	name = Edgar Otto
	portraits = {
		army = {
			large = GFX_portrait_edgar_otto
			small = GFX_portrait_edgar_otto_small
		}
	}
	navy_leader = {
		traits = {
			inshore_fighter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = NOR_edgar_otto
		allowed = {
			original_tag = NOR
		}
		traits = {
			navy_chief_reform_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Achievement
Component: no_one_will_notice_the_difference
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_character, is_in_state
Source: game
File: common/achievements.txt

Code:
no_one_will_notice_the_difference = {
	id = 289
	possible = {
		tag = INS
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		any_unit_leader = {
			is_character = INS_gustav_adolf_ilgen
			is_in_state = 141
		}
	}
}
### Entity: Idea
Component: BEL_pressurized_cabins_ns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_pressurized_cabins_ns = {
	picture = generic_air_bonus
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		air_range_factor = 0.25
	}
}
### Entity: Idea
Component: HAN_arg
Source: game
File: common/ideas/hanover.txt

Code:
HAN_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = HAN
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_accept_refugees
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_accept_refugees
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = PHI_enact_womens_suffrage
	}
	relative_position_id = PHI_enact_womens_suffrage
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.05
		add_timed_idea = {
			idea = PHI_accept_refugees
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Hearts_of_Iron_IV.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: SND_proven_loyalty
Source: game
File: common/country_leader/00_traits.txt

Code:
SND_proven_loyalty = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	army_speed_factor = 0.025
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: Order of Battle
Component: Di 1 Jiandui
Source: game
File: history/units/CHI_1936_naval_legacy.txt

Code:
fleet = {
	name = Di 1 Jiandui
	naval_base = 7014
	task_force = {
		name = Di 1 Jiandui
		location = 7014
		ship = {
			name = Yingrui
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Ninghai
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Hairong
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Zhaohe
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Haiqi
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Dadong
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CHI
				}
			}
		} {
			name = Zejiang
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = CHI
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/VIN_caodaists_militias.txt

Code:
division = {
	location = 4075
	division_template = Caodaists Militias
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Event
Component: denmark.102
Constructs: is_triggered_only, ai_chance, is_historical_focus_on
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.102
	title = denmark.102.t
	desc = denmark.102.d
	picture = GFX_report_event_german_occupation2
	is_triggered_only = yes
	option = {
		name = denmark.102.a
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		den_free_denmark_init = yes
	} {
		name = denmark.102.b
		ai_chance = {
			base = 75
			modifier = {
				is_historical_focus_on = yes
				add = 500
			}
		}
		FROM = {
			den_collab_denmark_init = yes
		}
	}
}
### Entity: Character
Component: AFG_placeholder_fascist
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_placeholder_fascist = {
	name = AFG_placeholder_fascist
	advisor = {
		slot = political_advisor
		idea_token = AFG_placeholder_fascist
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_support_king_zahir AFG_crown_the_bukharan_emir AFG_invite_the_mughal_prince
			}
		}
		available = {
			OR = {
				has_completed_focus = AFG_contact_amanullah_loyalists AFG_form_the_khuddamul_furqan
			}
		}
		traits = {
			AUS_fascist_writer
		}
		cost = 75
	}
	portraits = {
		army = {
			small = GFX_portrait_AFG_sher_ali_sherkanazi_small
		}
	}
}
### Entity: Event
Component: mtg_netherlands.6
Constructs: is_triggered_only, random_days, add_state_claim, set_global_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.6
	title = mtg_netherlands.6.t
	desc = mtg_netherlands.6.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.6.a
		effect_tooltip = {
			VEN = {
				transfer_state = 695
			}
		}
		VEN = {
			country_event = {
				id = mtg_netherlands.2
				days = 1
				random_days = 3
			}
		}
	} {
		name = mtg_netherlands.6.b
		effect_tooltip = {
			VEN = {
				add_state_claim = 695
			}
		}
		VEN = {
			country_event = {
				id = mtg_netherlands.3
				days = 1
				random_days = 3
			}
		}
		set_global_flag = ven_claims_abc_islands
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_congo_rubber3
Constructs: prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_congo_rubber3
	icon = GFX_goal_COG_Rubber_Farming
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_congo_rubber2
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_congo_rubber2
	}
	available = {
		has_tech = excavation3
		controls_state = 295 538 718
	}
	available_if_capitulated = yes
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 4
			state = 538
		} {
			type = rubber
			amount = 2
			state = 295
		} {
			type = rubber
			amount = 1
			state = 718
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.025
					localization = congolese_self_reliance
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_RUBBER
	}
}
### Entity: National Focus
Component: egypt_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/egypt.txt

Code:
focus_tree = {
	id = egypt_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = EGY
		}
	}
	default = no
	continuous_focus_position = {
		x = 450
		y = 2250
	}
	initial_show_position = {
		x = -30
		y = 0
	}
	shared_focus = ARAB_the_holy_war
	focus = {
		id = EGY_solidify_british_ties
		icon = GFX_focus_chi_british_cooperation
		x = 56
		y = 0
		offset = {
			x = -47
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = EGY_solidify_british_ties
			}
		}
		cost = 5
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = EGY_revolt_against_the_opressors EGY_sever_the_ties
				}
			}
		}
		available = {
			OR = {
				has_country_flag = EGY_1936_anglo_egyptian_conference_ended_in_egypts_favor EGY_1936_anglo_egyptian_conference_ended_in_britains_favor
			}
			is_ally_with = ENG
		}
		mutually_exclusive = {
			focus = EGY_sever_the_ties EGY_revolt_against_the_opressors
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			mark_focus_tree_layout_dirty = yes
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
			random_country = {
				limit = {
					original_tag = ENG
					is_in_faction_with = ROOT
				}
				add_opinion_modifier = {
					target = EGY
					modifier = large_increase
				}
			}
		}
	} {
		id = EGY_empower_govenor_general
		icon = GFX_goal_generic_army_elite
		relative_position_id = EGY_solidify_british_ties
		x = -4
		y = 1
		cost = 10
		available = {
			has_country_flag = EGY_fuad_bit_the_dust
			is_subject_of = ENG
		}
		prerequisite = {
			focus = EGY_solidify_british_ties
		}
		mutually_exclusive = {
			focus = EGY_continue_the_status_quo
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_autonomy_score = {
				value = -50
				localization = EGY_empower_govenor_general_autonomy
			}
			add_stability = -0.1
			custom_effect_tooltip = EGY_empower_govenor_general_warning
		}
	} {
		id = EGY_increase_british_military_influence
		icon = GFX_focus_generic_military_dictatorship
		relative_position_id = EGY_empower_gove
# ... (truncated)