Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_soviet_influence.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, random_country, add_opinion_modifier, is_in_faction_with, has_opinion
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_soviet_influence.4
	title = bftb_bulgaria_soviet_influence.4.t
	desc = bftb_bulgaria_soviet_influence.4.desc
	picture = GFX_report_event_bul_ff_troops_panzer
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_soviet_influence.4.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				BUL = {
					is_in_faction_with = SOV
				}
			} {
				factor = 2
				has_opinion = {
					target = BUL
					value = > 50
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 5
				strength_ratio = {
					tag = BUL
					ratio = < 1
				}
			} {
				factor = 10
				strength_ratio = {
					tag = BUL
					ratio = < 0.5
				}
			} {
				factor = 0
				has_opinion = {
					target = BUL
					value = < -50
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_balkan_communism
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_balkan_communism_trade
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = BUL_balkan_communism
			}
			hidden_effect = {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_balkan_communism_trade
				}
				country_event = {
					id = bftb_bulgaria_soviet_influence.5
					hours = 2
				}
			}
		}
		BUL_remove_balkan_opinion_modifiers = yes
		random_country = {
			limit = {
				is_in_faction_with = FROM
				is_faction_leader = yes
			}
			add_to_faction = ROOT
		}
	} {
		name = bftb_bulgaria_soviet_influence.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = BUL
					value = < 0
				}
			} {
				factor = 5
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 2
				strength_ratio = {
					tag = BUL
					ratio = > 1
				}
			} {
				factor = 10
				strength_ratio = {
					tag = BUL
					ratio = > 2
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_threatening_neighbor
		}
		FROM = {
			create_wargoal = {
				type = annex_everything
				target = ROOT
				expire = 180
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = bftb_bulgaria_soviet_influence.6
					hours = 2
				}
			}
		}
	}
}
### Entity: Event
Component: GER_inner_circle_hess.01
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, has_shine_effect_on_focus, set_country_flag, set_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_hess.01
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_party_chancellor_hess
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 6
			} {
				GER_ascended_advisor_2 = 6
			} {
				GER_ascended_advisor_3 = 6
			}
		}
	}
	immediate = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_optimize_reich_labour_service
				} {
					has_shine_effect_on_focus = GER_optimize_reich_labour_service
				}
			}
			activate_shine_on_focus = GER_optimize_reich_labour_service
			set_country_flag = {
				flag = GER_optimize_reich_labour_service_in_progress_flag
				days = @inner_circle_time_tier_1_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_hess.02
				days = @inner_circle_time_tier_1
			}
			set_variable = {
				GER_optimize_reich_service_focus_advisor = 6
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = GER_rally_the_industrialists
				}
			}
			activate_shine_on_focus = GER_rally_the_industrialists
			set_country_flag = {
				flag = GER_rally_the_industrialists_in_progress_flag
				days = @inner_circle_time_tier_2_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_hess.02
				days = @inner_circle_time_tier_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GER_total_control_over_domestic_affairs
				} {
					has_shine_effect_on_focus = GER_total_control_over_domestic_affairs
				}
			}
			activate_shine_on_focus = GER_total_control_over_domestic_affairs
			set_country_flag = {
				flag = GER_total_control_over_domestic_affairs_in_progress_flag
				days = @inner_circle_time_tier_3_flag
				value = 1
			}
			country_event = {
				id = GER_inner_circle_hess.02
				days = @inner_circle_time_tier_3
			}
			set_variable = {
				GER_total_control_over_domestic_affairs_focus_advisor = 6
			}
		}
		else = {

		}
	}
}
### Entity: Country History
Country: BHU
Component: BHU_characters
Constructs: recruit_character
Source: game
File: history/countries/BHU - Bhutan.txt

Code:
# Leaders & Characters for BHU
recruit_character = BHU_jigme_wangchuck BHU_tsarong_wangyal BHU_gendun_rinpoche BHU_andruk_tashi BHU_reginald_b_stevens BHU_jigme_dorji_wangchuck BHU_chamba_wangyal BHU_namgyal_bahadur BHU_ugyen_tenzin BHU_tommy_gould BHU_bill_collett BHU_gendun_shakabpa BHU_tsarong_rinpoche BHU_dorji_yeshey BHU_tsepon_shatra BHU_dechen_sonam BHU_sonam_pradukha BHU_jigme_palden_dorji BHU_sonam_tobgay_dorji BHU_mang_pos_bhur_bai
### Entity: Military Industrial Organization
Component: TUR_ktf_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_ktf_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_man_five_year_plan_air
	allowed = {
		tag = TUR
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
}
### Entity: Idea
Component: KMT_military_planning_MAN
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_MAN = {
	picture = chi_wargaming_division
	cancel = {
		MAN = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = MAN
		attack_bonus_against = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_add_to_priority_research_queue
Constructs: limit, has_country_flag, check_variable, is_researching_technology, has_tech, set_variable, set_temp_variable, is_in_array
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_add_to_priority_research_queue = {
	if = {
		limit = {
			check_variable = {
				_prio_val = > 0
			}
			NOT = {
				is_researching_technology = var:_prio_tech
				has_tech = var:_prio_tech
			}
		}
		if = {
			limit = {
				check_variable = {
					_prio_val = > EAI_priority_research_value^_prio_tech
				}
			}
			set_variable = {
				EAI_priority_research_value^_prio_tech = _prio_val
			}
			set_temp_variable = {
				sort_priority_list = 1
			} {
				print_change = 1
			}
		} {
			limit = {
				NOT = {
					is_in_array = {
						EAI_priority_research_queue = _prio_tech
					}
				}
			}
			add_to_array = {
				EAI_priority_research_queue = _prio_tech
			}
			set_temp_variable = {
				sort_priority_list = 1
			} {
				print_change = 1
			}
		} {
			limit = {
				check_variable = {
					print_change = 1
				}
				has_country_flag = EAI_priority_research_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | PRIO RESEARCH: added [?_prio_tech.GetTokenKey] prio = [?_prio_val]
		}
	}
	set_temp_variable = {
		print_change = 0
	} {
		_prio_tech = 0
	} {
		_prio_val = 0
	}
}
### Entity: Character
Component: NKR_seo_myung_hoon
Source: game
File: common/characters/NKR.txt

Code:
NKR_seo_myung_hoon = {
	name = Seo Myung-hoon
	portraits = {
		navy = {
			small = gfx/interface/ideas/idea_generic_air_asia_2.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = seo_myung_hoon_high_command
		allowed = {
			original_tag = NKR
		}
		traits = {
			air_air_combat_training_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = air_chief
		idea_token = seo_myung_hoon_air_chief
		allowed = {
			original_tag = NKR
		}
		traits = {
			air_chief_night_operations_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = theorist
		idea_token = seo_myung_hoon_theorist
		allowed = {
			original_tag = NKR
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: GDL_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = GDL
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Military Industrial Organization
Component: GER_rheinmetall_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, add_trait, equipment_bonus, has_tech, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_rheinmetall_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_rheinmetall
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			} {
				original_tag = HUN
				has_dlc = Gotterdammerung
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			FROM = {
				has_completed_focus = wuw_HUN_seek_german_contracts
			}
		}
	}
	add_trait = {
		token = GER_mio_trait_3_7_cm_pak
		name = GER_mio_trait_3_7_cm_pak
		icon = GFX_generic_mio_department_icon_anti_tank
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_big_guns
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		equipment_bonus = {
			ap_attack = 0.05
			hard_attack = 0.05
			soft_attack = 0.1
		}
	} {
		token = GER_mio_trait_7_5_cm_pak
		name = GER_mio_trait_7_5_cm_pak
		icon = GFX_generic_mio_trait_icon_ap_attack
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = GER_mio_trait_3_7_cm_pak
		any_parent = {
			GER_mio_trait_3_7_cm_pak
		}
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		equipment_bonus = {
			ap_attack = 0.05
			hard_attack = 0.1
		}
	} {
		token = GER_mio_trait_versatile_carriage
		name = GER_mio_trait_versatile_carriage
		icon = GFX_generic_mio_department_icon_anti_air
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_rapid_fire
		all_parents = {
			generic_mio_trait_rapid_fire generic_mio_trait_advanced_barrel_forging
		}
		limit_to_equipment_type = {
			anti_tank_equipment anti_air_equipment
		}
		equipment_bonus = {
			ap_attack = 0.03
			hard_attack = 0.03
			air_attack = 0.05
		}
	} {
		token = GER_mio_trait_dual_recoil_mechanism
		name = GER_mio_trait_dual_recoil_mechanism
		icon = GFX_generic_mio_department_icon_artillery
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_advanced_barrel_forging
		all_parents = {
			generic_mio_trait_advanced_barrel_forging generic_mio_trait_big_guns
		}
		available = {
			FROM = {
				has_tech = artillery3

# ... (truncated)
### Entity: National Focus
Tree: bul_focus
Component: BUL_long_live_boris_the_unifier
Constructs: prerequisite, completion_reward, has_full_control_of_state, has_country_leader, add_country_leader_trait
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_long_live_boris_the_unifier
	prerequisite = {
		focus = BUL_demand_vardaria
	} {
		focus = BUL_demand_southern_territories
	} {
		focus = BUL_demand_dobrudja
	}
	relative_position_id = BUL_demand_southern_territories
	icon = GFX_focus_BUL_boris
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_full_control_of_state = 77 106 803
		OR = {
			has_full_control_of_state = 184 731
		}
		has_country_leader = {
			ruling_only = yes
			character = BUL_boris_iii
		}
	}
	completion_reward = {
		add_country_leader_trait = BUL_unifier
	}
}
### Entity: Idea
Component: AFG_hydroelectric_power
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_hydroelectric_power = {
	picture = por_hydroelectric_power
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_infrastructure_factor = 0.1
		local_building_slots = 2
		local_resources_factor = 0.05
	}
}
### Entity: Idea
Component: HOL_bernhard_good_strategy_meddling
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_bernhard_good_strategy_meddling = {
	name = HOL_bernhard_strategy_meddling
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.1
	}
}
### Entity: Country History
Country: NKR
Component: NKR_technology
Constructs: set_technology
Source: game
File: history/countries/NKR - North Korea.txt

Code:
# Starting Technologies for NKR
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
}
### Entity: Scripted Trigger
Component: game_weight_can_add_communist
Constructs: check_variable
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
game_weight_can_add_communist = {
	GER = {
		AND = {
			OR = {
				check_variable = {
					communist_game_weight = < fascist_game_weight
				} {
					communist_game_weight = fascist_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					communist_game_weight = < democratic_game_weight
				} {
					communist_game_weight = democratic_game_weight
				}
			}
		} {
			OR = {
				check_variable = {
					communist_game_weight = < unaligned_game_weight
				} {
					communist_game_weight = unaligned_game_weight
				}
			}
		}
	}
}
### Entity: Character
Component: pan_turkic_doyen
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
pan_turkic_doyen = {
	random = no
	sprite = 13
	compliance_gain = 0.05
	root_out_resistance_effectiveness_factor = 0.1
	non_core_manpower = 0.05
}
### Entity: State History
Component: 877
Constructs: add_core_of
Source: game
File: history/states/877-Verkhoyansk.txt

Code:
state = {
	id = 877
	name = STATE_877
	history = {
		owner = SOV
		victory_points = {
			12549 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAK
	}
	provinces = {
		1745 2877 4878 6211 12549 12634
	}
	manpower = 13055
	buildings_max_level_factor = 1
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_14/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_pilot_training_programme
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_pilot_training_programme
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = PHI_army_air_corps
	}
	relative_position_id = PHI_army_air_corps
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt PHI_philippine_army_air_corps_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_air_corps_air_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		} {
			PHI_philippine_army_air_corps_experience_gain_air_factor = 0.05
			tooltip = experience_gain_air_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
}
### Entity: Idea
Component: idea_RAJ_the_peoples_liberation_army_2
Constructs: army_defence_factor, removal_cost, initiative_factor
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_the_peoples_liberation_army_2 = {
	name = idea_RAJ_the_peoples_liberation_army
	allowed = {
		original_tag = RAJ
	}
	picture = generic_reserve_divisions
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		army_strength_factor = 0.1
		army_org_regain = 0.1
		initiative_factor = 0.05
		army_defence_factor = 0.06
		max_planning = 0.08
		army_speed_factor = 0.1
		conscription = 0.01
	}
}
### Entity: Event
Component: GOT_GER_fading_eagle.02
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GOT_GER_fading_eagle.02
	title = GOT_GER_fading_eagle.02.t
	desc = GOT_GER_fading_eagle.02.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = GOT_GER_fading_eagle.02.a
		puppet = {
			target = FROM
			end_wars = no
		}
	}
}
### Entity: Idea
Component: FLA_jef_van_extergem
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/flanders.txt

Code:
FLA_jef_van_extergem = {
	allowed = {
		original_tag = FLA
	}
	available = {
		has_government = communism
	}
	traits = {
		backroom_backstabber
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			OR = {
				has_completed_focus = internationalism_focus
				date = > 1939.1.1
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rapid_response_force
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_rapid_response_force
	icon = GFX_focus_SWE_rapid_defense_force
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_land_air_warfare
	}
	relative_position_id = SWE_land_air_warfare
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_land_air_warfare_0
			add_idea = SWE_land_air_warfare_1
		}
		add_tech_bonus = {
			name = SWE_rapid_response_force
			bonus = 0.75
			uses = 2
			category = support_tech
		}
	}
}
### Entity: Character
Component: puppet_emperor
Constructs: stability_factor, puppet_emperor
Source: game
File: common/country_leader/r56_traits.txt

Code:
puppet_emperor = {
	sprite = 14
	random = no
	stability_factor = 0.15
	political_power_cost = 0.1
}
### Entity: Event
Component: news.55
Constructs: has_completed_focus, fire_only_once, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.55
	title = news.55.t
	desc = news.55.d
	picture = GFX_news_event_021
	major = yes
	fire_only_once = yes
	trigger = {
		POL = {
			is_in_faction_with = ENG FRA
			NOT = {
				is_in_faction_with = GER
			}
		}
		GER = {
			has_completed_focus = GER_reassert_eastern_claims
			NOT = {
				has_completed_focus = GER_befriend_poland
			}
		}
	}
	option = {
		name = news.55.a
		trigger = {
			NOT = {
				TAG = GER ENG POL FRA
			}
		}
	} {
		name = news.55.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.55.c
		trigger = {
			TAG = ENG
		}
	} {
		name = news.55.e
		trigger = {
			TAG = POL
		}
	} {
		name = news.55.f
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_naval_bombers
Constructs: has_deployed_air_force_size
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_naval_bombers = {
	allowed = {
		tag = ENG
	}
	enable = {
		EAI_NAV_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 400
			type = naval_bomber
		}
		num_of_military_factories = > 50
	}
	abort = {
		NOT = {
			AND = {
				EAI_NAV_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 800
					type = naval_bomber
				}
				num_of_military_factories = > 50
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = naval_bomber
		value = 5
	}
}
### Entity: Decision
Component: AFG_turkestan_legion_cat
Constructs: has_government
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_turkestan_legion_cat = {
	icon = GFX_decision_category_ger_reichskommissariats
	priority = 20
	visible_when_empty = no
	allowed = {
		original_tag = AFG
		OR = {
			has_government = fascism neutrality
		}
	}
	visible = {

	}
}
### Entity: Idea
Component: EAI_DD_6/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_joint_air_development
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, add_to_tech_sharing_group, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_joint_air_development
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = wuw_HUN_make_the_magyar_legiero_known
	}
	mutually_exclusive = {
		focus = wuw_HUN_repulo_muszaki_intezet
	}
	x = 4
	y = 2
	relative_position_id = wuw_HUN_make_the_magyar_legiero_known
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_air_development_group
		every_other_country = {
			limit = {
				is_in_faction_with = HUN
			}
			add_to_tech_sharing_group = HUN_joint_air_development_group
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_trigger = is_allied_seller_trigger
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_red_fred
Constructs: prerequisite, add_stability, completion_reward, add_country_leader_role
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_red_fred
	icon = GFX_focus_AST_red_fred
	prerequisite = {
		focus = AST_make_common_cause
	}
	relative_position_id = AST_make_common_cause
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_role = {
			character = AST_fred_paterson
			promote_leader = yes
			country_leader = {
				ideology = marxism
				traits = {
					AST_voice_of_workers
				}
				expire = 1989.1.1.1
			}
		}
		add_stability = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Character
Component: industrial_conglomerate
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
industrial_conglomerate = {
	random = no
	political_power_factor = -0.1
	production_speed_buildings_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}