Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: BRA_collaboration_with_the_church
Constructs: research_speed_factor, stability_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_collaboration_with_the_church = {
	picture = MEX_church_power_5
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.05
		stability_factor = 0.1
		political_power_factor = 0.2
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_unite_the_caribbean_under_venezuela
Constructs: prerequisite, limit, completion_reward, is_subject, has_full_control_of_state, every_state, add_core_of, every_other_country
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_unite_the_caribbean_under_venezuela
	icon = GFX_goal_generic_befriend_united_caribbean
	relative_position_id = VEN_caribbean_naval_hub
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_full_control_of_state = 315 318 319 994
	}
	prerequisite = {
		focus = VEN_caribbean_naval_hub
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ENG FRA HOL USA
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 686 694 308 692 689 690 693 1079 1080 1081 1082 1083 1084 1085 972
				}
			}
			add_core_of = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 686 694 308 692 689 690 693 1079 1080 1081 1082 1083 1084 1085 972
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_invigorate_national_industry
Constructs: prerequisite, limit, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_invigorate_national_industry
	prerequisite = {
		focus = BUL_improve_the_road_system
	}
	icon = GFX_focus_generic_industry_1
	relative_position_id = BUL_improve_the_road_system
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_attract_foreign_capitals
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = BUL_national_industry_01
			add_idea = BUL_national_industry_02
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = BUL_petrol_ad BUL_ira BUL_pirin BUL_vulkan_cement
		add_ai_strategy = {
			type = building_target
			id = industrial_complex
			value = 17
		}
	}
}
### Entity: Unit Leader
Component: destroyer_officer
Constructs: has_idea, has_dlc
Source: game
File: common/unit_leader/00_traits.txt

Code:
destroyer_officer = {
	type = navy
	trait_type = personality_trait
	country_trigger = {
		NOT = {
			OR = {
				has_idea = best_of_the_best_naval_academy_spirit naval_academy_scholarships_spirit SOV_purged_junior_navy_officers_3
			}
		}
	}
	allowed_ship_equipments = {
		ship_hull_light
	}
	trait_xp_factor = {
		blockade_runner = 0.5
		fleet_protector = 0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		} {
			FROM = {
				has_dlc = Thunder at Our Gates
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_motart_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motart_tech_focus = {
	date = > 1936.7.1
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
		}
	}
}
### Entity: Event
Component: SCA_iceland.1
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.1
	title = SCA_iceland.1.t
	desc = SCA_iceland.1.desc
	picture = GFX_report_event_britain_invades_iceland
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = SCA_iceland.1.a
		ICE = {
			country_event = SCA_iceland.2
		}
	} {
		name = SCA_iceland.1.b
	}
}
### Entity: Event
Component: ireland.2
Constructs: ai_chance, create_country_leader, set_country_flag, complete_national_focus, is_historical_focus_on, set_party_name
Source: game
File: events/r56_ireland.txt

Code:
country_event = {
	id = ireland.2
	title = ireland.2.t
	desc = ireland.2.d
	picture = GFX_report_event_election_vote
	trigger = {
		date = > 1937.7.15 < 1937.8.16
		original_tag = IRE
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = ireland.2.a
		ai_chance = {
			base = 95
		}
		set_country_flag = IRE_finna_fial_flag
		complete_national_focus = IRE_finna_fail
	} {
		name = ireland.2.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		set_country_flag = IRE_fine_gael_flag
		complete_national_focus = IRE_fine_gael
		set_party_name = {
			ideology = democratic
			long_name = IRE_democratic_gael_long
			name = IRE_democartic_gael
		}
		create_country_leader = {
			name = W.T. Cosgrave
			picture = gfx/leaders/IRE/r56_portrait_IRE_WT_Cosgrave.dds
			expire = 1965.1.1
			ideology = conservatism
		}
	}
}
### Entity: Decision
Component: NOR_german_research
Constructs: is_in_tech_sharing_group, is_subject_of, is_in_faction_with, remove_effect, add_to_tech_sharing_group
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_german_research = {
	NOR_invite_country_into_german_research = {
		icon = generic_research
		allowed = {
			original_tag = NOR
		}
		available = {
			is_in_tech_sharing_group = NOR_german_research
			FROM = {
				NOT = {
					is_in_tech_sharing_group = NOR_german_research
				}
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_german_research
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_german_research
				}
			}
		}
		cost = 5
		days_remove = 5
		days_re_enable = 30
		remove_effect = {
			FROM = {
				add_to_tech_sharing_group = NOR_german_research
			}
		}
		ai_will_do = {
			base = 0.1
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_air_base_intiative
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_air_base_intiative
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = AUS_light_specialization AUS_medium_specialization AUS_heavy_specialization AUS_air_research_boost
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_light_specialization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				153
			}
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
		custom_effect_tooltip = AUS_airforce_intro_tt
		add_to_variable = {
			AUS_airforce_production_speed_air_base_factor = 0.1
			tooltip = production_speed_air_base_factor_tt
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_American_Air
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_American_Air
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = SUD_invite_american_investors
	}
	text = GEN_american_air_industry_expansion
	x = 0
	y = 2
	relative_position_id = SUD_invite_american_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		} {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: TMS_ncm
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SPR_ministry_of_religous_affairs
Constructs: mobilization_speed
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_ministry_of_religous_affairs = {
	name = SPR_ministry_of_religous_affairs
	picture = neutrality_idea
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.15
		mobilization_speed = 0.1
		army_morale_factor = 0.05
	}
}
### Entity: Event
Component: NSB_news.200
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_opinion_modifier, has_global_flag, set_global_flag, has_country_leader_ideology
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = NSB_news.200
	title = news.173.t
	picture = GFX_news_event_023
	major = yes
	trigger = {
		NOT = {
			has_global_flag = SOV_fourth_international_fired
		}
		SOV = {
			has_government = communism
		}
		OR = {
			SOV = {
				has_completed_focus = SOV_the_fourth_international
			}
			AND = {
				NOT = {
					SOV = {
						has_completed_focus = SOV_the_left_opposition
					}
				}
				date = > 1938.9.1
			}
		}
	}
	immediate = {
		set_global_flag = SOV_fourth_international_fired
	}
	mean_time_to_happen = {
		days = 2
	}
	desc = {
		text = news.173.d_1
		trigger = {
			SOV = {
				has_completed_focus = SOV_the_left_opposition
			}
		}
	} {
		text = news.173.d_2
		trigger = {
			SOV = {
				NOT = {
					has_completed_focus = SOV_the_left_opposition
				}
			}
		}
	}
	option = {
		name = news.173.a
		trigger = {
			NOT = {
				tag = SOV
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_leader_ideology = stalinism
				} {
					has_country_flag = banned_communism_flag
				}
				OR = {
					has_government = communism
					communism = > 0.3
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		} {
			limit = {
				has_government = communism
				NOT = {
					has_country_leader_ideology = stalinism
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_fourth_international_good
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_fourth_international_good
				}
			}
			add_ai_strategy = {
				type = befriend
				id = FROM
				value = 5
			} {
				type = alliance
				id = FROM
				value = 5
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_country_leader_ideology = stalinism
				} {
					has_country_flag = banned_communism_flag
				}
				communism = > 0.1
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		} {
			limit = {
				has_country_leader_ideology = stalinism
			}
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_fourth_international_bad
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_fourth_international_bad
				}
			}
			add_ai_strategy = {
				type = antagonize
				id = FROM
				value = 5
			}
		}
	} {
		name = news.173.b
		trigger = {
			tag = SOV
		}
		if = {
			limit = {
				has_completed_focus = SOV_the_fourth_international
			}
			add_timed_idea = {
				ide
# ... (truncated)
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Sea_Dominance
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Sea_Dominance
	icon = GFX_goal_sea_navy
	prerequisite = {
		focus = GEN_Naval_Effort
	}
	mutually_exclusive = {
		focus = GEN_Small_Navy
	}
	x = 1
	y = 1
	relative_position_id = GEN_Naval_Effort
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_daily_mastery = {
			name = fleet_in_being_bonus
			amount = 0.2
			days = 180
			grand_doctrine = new_fleet_in_being
		}
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 1
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: france.20
Constructs: is_triggered_only, set_country_flag, add_country_leader_role
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.20
	title = france.20.t
	desc = france.20.d
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		custom_effect_tooltip = france.20.a_tt
		set_country_flag = france_de_gaulle
		hidden_effect = {
			add_country_leader_role = {
				character = FRA_charles_de_gaulle
				country_leader = {
					expire = 1965.1.1
					ideology = conservatism
					traits = {

					}
				}
				promote_leader = yes
			}
		}
		name = france.20.a
	}
}
### Entity: AI Strategy
Component: SWE_r56_strength_in_union_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_in_faction_with
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_strength_in_union_plan = {
	name = Official NSSR moves
	desc = Time to make it official #Not Stalin
	allowed = {
		original_tag = SWE
	}
	enable = {
		original_tag = SWE
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_government = communism
		has_completed_focus = SWE_alliance_with_finland SWE_influence_our_neighbours
		OR = {
			is_in_faction_with = FIN NOR DEN
		} {
			SOV = {
				has_government = communism
				OR = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_the_right_opposition SOV_counter_coup_old SOV_form_a_fifth_column
				}
			}
			GER = {
				OR = {
					has_completed_focus = GER_the_revolution_secured GER_world_revolution
				}
			}
		}
	}
	ai_national_focuses = {
		SWE_strength_in_union
	}
}
### Entity: Character
Component: BRA_deposed_former_president
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_deposed_former_president = {
	sprite = 13
	random = no
	stability_factor = -0.1
	political_power_factor = -0.1
	neutrality_drift = 0.02
	drift_defence_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_masters_of_the_mountain
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_masters_of_the_mountain
	icon = GFX_focus_SMB_special_forces_option_1
	prerequisite = {
		focus = TIB_modern_army_structure TIB_improve_military_tactics
	}
	relative_position_id = TIB_modern_army_structure
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.25
				uses = 2
				category = cat_mountaineers_doctrine
			}
		}
		add_tech_bonus = {
			name = mountaineers_tech
			bonus = 0.75
			uses = 1
			category = mountaineers_tech
			ahead_reduction = 0.5
		}
		add_ideas = TIB_mountaineers_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_enable
Constructs: has_war_with, has_tech, is_controlled_by, is_in_home_area, is_fully_controlled_by, has_manpower
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_enable = {
	NOT = {
		surrender_progress = > 0.2
	}
	OR = {
		has_tech = transport mtg_transport
	} {
		NOT = {
			any_of_scopes = {
				array = owned_states
				is_controlled_by = ROOT
				is_in_home_area = yes
				OR = {
					NOT = {
						is_fully_controlled_by = ROOT
					}
					any_neighbor_state = {
						CONTROLLER = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
		AND = {
			alliance_naval_strength_ratio = > 2
			alliance_strength_ratio = > 2
		}
		any_of_scopes = {
			array = updated_naval_invasion_targets
			EAI_INVASION_invasion_strategies = yes
		}
	}
	has_manpower = > 50000
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHearts_of_iron_iv_packshot.png.html

Doc:
File

File history

File usage

Metadata
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Hearts_of_iron_iv_packshot.png &#8206;(787 × 1,000 pixels, file size: 1.41 MB, MIME type: image/png)
### Entity: Decision
Component: MPL_mandate_collapse_ISR_category
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_mandate_collapse_ISR_category = {
	icon = GFX_decision_category_power_struggle
	picture = GFX_decision_cat_MPL_collapse
	priority = 100
}
### Entity: Decision
Component: form_north_sea_category
Constructs: has_country_flag, has_dlc, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_country_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_north_sea_category = {
	form_north_sea_empire = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = NOR DEN
			}
			has_dlc = Arms Against Tyranny
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = form_nordic_nation_flag
				hidden_trigger = {
					NOT = {
						has_country_flag = form_nordic_nation_flag
					}
				}
			} {
				tooltip = form_north_sea_empire_norway_required_states_tt
				controls_state = 110 142 143 144 920 921 922 923 924 925
			} {
				tooltip = form_scandinavia_denmark_required_states_tt
				controls_state = 37 99 911 912
			} {
				tooltip = form_north_sea_empire_swedish_required_states_tt
				controls_state = 138 915
			}
			is_subject = no
			controls_state = 123 125 126 127 128 129 130 131 931 932 132 338 931
		}
		visible = {
			OR = {
				original_tag = NOR DEN
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = form_nordic_nation_flag
				} {
					has_global_flag = form_north_sea_empire_flag
				}
			}
		}
		complete_effect = {
			set_cosmetic_tag = NSE_UNIFIED
			custom_effect_tooltip = form_country_norway_coring_states_tt form_scandinavia_denmark_coring_states_tt form_north_sea_empire_swedish_coring_states_tt
			hidden_effect = {
				110 = {
					add_core_of = ROOT
				}
				142 = {
					add_core_of = ROOT
				}
				143 = {
					add_core_of = ROOT
				}
				144 = {
					add_core_of = ROOT
				}
				920 = {
					add_core_of = ROOT
				}
				921 = {
					add_core_of = ROOT
				}
				922 = {
					add_core_of = ROOT
				}
				923 = {
					add_core_of = ROOT
				}
				924 = {
					add_core_of = ROOT
				}
				925 = {
					add_core_of = ROOT
				}
			} {
				37 = {
					add_core_of = ROOT
				}
				99 = {
					add_core_of = ROOT
				}
				911 = {
					add_core_of = ROOT
				}
				912 = {
					add_core_of = ROOT
				}
			} {
				138 = {
					add_core_of = ROOT
				}
				915 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = aat_news.666
					hours = 6
				}
				set_country_flag = form_nordic_nation_flag
				set_global_flag = form_north_sea_empire_flag
			}
			ROOT = {
				add_state_core = 123 125 126 127 128 129 130 131 932 132 338 931
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Z Special Unit
Constructs: division_template
Source: game
File: history/units/AST_R56_z_special_unit.txt

Code:
division = {
	name = Z Special Unit
	location = 12406
	division_template = Z Special Unit
	start_experience_factor = 1
}
### Entity: Military Industrial Organization
Component: PER_motor_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/PER_organization.txt

Code:
PER_motor_organization = {
	include = generic_motorized_mechanized_organization
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = PER
	}
	available = {

	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Baltic_Trade
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Baltic_Trade
	icon = GFX_goal_generic_deals
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		}
	}
	prerequisite = {
		focus = DEN_North_Sea_Trade_Agreement DEN_Nordic_Customs_Union
	}
	x = 4
	y = 3
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		add_ideas = den_baltic_trade
		37 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_we_survived
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_war_with_major, is_subject, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_we_survived
	icon = GFX_focus_PER_iran_for_iranians
	prerequisite = {
		focus = PER_we_will_survive PER_establish_northern_buffer_states
	}
	x = -2
	y = 1
	relative_position_id = PER_we_will_survive
	cost = 5
	available = {
		has_war_with_major = no
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.15
		add_political_power = 150
	}
}
### Entity: Idea
Component: fin_interventionism
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_interventionism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteers_tension = -0.5
	}
}