Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_institute_of_fundamental_research
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_tech, add_tech_bonus, add_breakthrough_progress, has_scientist_level
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_institute_of_fundamental_research
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = RAJ_indian_institute_of_science
	}
	x = 0
	y = 3
	relative_position_id = RAJ_industrial_expansion
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = RAJ_institute_of_fundamental_research
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		} {
			limit = {
				RAJ_homi_j_bhabha = {
					has_scientist_level = {
						specialization = specialization_nuclear
						level = < 5
					}
				}
			}
			RAJ_homi_j_bhabha = {
				add_scientist_level = {
					specialization = specialization_nuclear
					level = 1
				}
			}
		}
		else = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: JAP_press_association_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_press_association_idea = {
	picture = JAP_press_association_idea
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.001
	}
}
### Entity: Character
Component: LIE_alois_ritter
Constructs: has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_alois_ritter = {
	name = Alois Ritter
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_alois_ritter
		allowed = {
			original_tag = LIE
		}
		visible = {
			has_government = democratic
		}
		available = {
			power_balance_value = {
				id = LIE_landtag_balance_of_power
				value = < -0.4
			}
		}
		traits = {
			backroom_backstabber
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: TUR_hilmi_uran
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_hilmi_uran = {
	name = TUR_hilmi_uran
	portraits = {
		army = {
			small = GFX_idea_tur_hilmi_uran
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_hilmi_uran
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: Order of Battle
Component: air_wing_613
Source: game
File: history/units/r56_CHI_1936_air_bba.txt

Code:
air_wings = {
	613 = {
		small_plane_airframe_0 = {
			owner = CHI
			amount = 50
			creator = USA
			version_name = P-6
		}
		medium_plane_airframe_1 = {
			owner = CHI
			amount = 15
			creator = USA
			version_name = B-10
		}
	}
}
### Entity: State History
Component: 1099
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1099-Deccan States.txt

Code:
state = {
	id = 1099
	name = STATE_1099
	manpower = 1697161
	state_category = rural
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = KOL
		add_to_array = {
			state_victory_points = 12295
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12295 2
		}
	}
	provinces = {
		4278 4291 4395 7250 12105 12208 12295
	}
	local_supplies = 0.0
}
### Entity: Event
Component: south_american_news.3
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.3
	title = south_american_news.3.t
	desc = south_american_news.3.d
	picture = GFX_news_event_generic_read_write
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.3.a
		trigger = {
			NOT = {
				TAG = URG
			}
		}
	} {
		name = south_american_news.3.b
		trigger = {
			TAG = URG
		}
	}
}
### Entity: Character
Component: LIE_max_held
Source: game
File: common/characters/LIE.txt

Code:
LIE_max_held = {
	name = Max Held
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_max_held
		allowed = {
			original_tag = LIE
		}
		available = {

		}
		traits = {
			quartermaster_general
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: WW_hungary.84
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_political_power, add_offsite_building
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.84
	title = WW_hungary.84.t
	desc = WW_hungary.84.desc
	picture = GFX_report_event_hungary_gains_transylvania
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.84.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_ideas = HUN_payments_from_hungary_idea
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
		}
		add_political_power = -120
		transfer_state = 975
	}
}
### Entity: Character
Component: under_democratic_guise
Constructs: democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
under_democratic_guise = {
	resistance_target = -0.06
	command_power_gain_mult = 0.15
	democratic_drift = 0.01
	communism_drift = 0.02
	neutrality_drift = 0.02
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/GER_1939_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 6462
	division_template = Leichte Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = GER
			version_name = Panzer 35(t)
		}
	}
}
### Entity: Character
Component: army_entrenchment_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_entrenchment_2 = {
	sprite = 9
	dig_in_speed_factor = 0.16
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_purchase_aircraft
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_purchase_aircraft
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = AFG_expand_academy
	}
	x = 2
	y = 1
	relative_position_id = AFG_expand_academy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = small_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER SOV
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_0
				amount = 25
				producer = ENG
			} {
				type = small_plane_airframe_1
				amount = 25
				producer = GER
			}
		}
		ELSE = {
			custom_effect_tooltip = SMB_purchase_aircraft_tt generic_skip_one_line_tt
		} {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 25
				producer = ENG
			} {
				type = fighter_equipment_1
				amount = 25
				producer = GER
			}
		}
	}
}
### Entity: Order of Battle
Component: 10th Provisional Brigade
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 10th Provisional Brigade
	location = 4925
	division_template = Juntuán
	start_equipment_factor = 0.1
	officer = {
		name = SIC_mu_suzhong
	}
}
### Entity: Scripted Effect
Component: JAP_big_army_faction_gain
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_big_army_faction_gain = {
	if = {
		limit = {
			check_variable = {
				JAP_army_faction_influence_level = < JAP_tier_4_minimum_limit
			}
		}
		if = {
			limit = {
				JAP_army_faction_is_tier_1 = yes
			}
			custom_effect_tooltip = JAP_big_army_faction_gain_tt
			JAP_army_faction_goes_up_from_tier_1_to_tier_2 = yes
		}
		else_if = {
			limit = {
				JAP_army_faction_is_tier_2 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_army_faction_influence_level = < JAP_tier_2_to_tier_3_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_army_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_army_faction_gain_tt
				JAP_army_faction_goes_up_from_tier_2_to_tier_3 = yes
			}
		} {
			limit = {
				JAP_army_faction_is_tier_3 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_army_faction_influence_level = < JAP_tier_3_to_tier_4_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_army_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_army_faction_gain_tt
				JAP_army_faction_goes_up_from_tier_3_to_tier_4 = yes
			}
		}
		add_to_variable = {
			JAP_army_faction_influence_level = JAP_big_influence_point
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_regional_defense_council_of_iberia
Constructs: prerequisite, limit, owns_state, completion_reward, set_cosmetic_tag, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_regional_defense_council_of_iberia
	available = {
		owns_state = 180 181 112 179 795
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_portuguese_anarchism
	}
	icon = GFX_goal_generic_alliance
	x = 0
	y = 1
	relative_position_id = SPR_portuguese_anarchism
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_regional_defense_council_of_iberia_tt
		hidden_effect = {
			drop_cosmetic_tag = yes
			set_cosmetic_tag = SPC_regional_defense_council_of_iberia
		}
		every_state = {
			limit = {
				is_core_of = POR
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Character
Component: army_chief_reform_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_reform_2 = {
	sprite = 5
	experience_gain_army = @chief_experience_gain_medium
	experience_gain_army_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_naval_air_force
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_naval_air_force
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = NOR_expand_merchant_marine
	}
	x = -2
	y = 1
	relative_position_id = NOR_expand_merchant_marine
	available_if_capitulated = yes yes
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_naval_strike_attack_factor
			value = 0.25
			tooltip = naval_strike_attack_factor_tt
		} {
			var = NOR.NOR_royal_navy_dmod_naval_strike_targetting_factor
			value = 0.2
			tooltip = naval_strike_targetting_factor_tt
		}
	}
}
### Entity: Event
Component: mongol_democratic.20
Constructs: is_triggered_only, ai_chance, has_war, limit, has_war_with, add_stability, add_political_power, every_other_country
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.20
	title = mongol_democratic.20.t
	desc = mongol_democratic.20.d
	picture = GFX_report_event_MON_tsedenbal_speech
	is_triggered_only = yes
	option = {
		name = mongol_democratic.20.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 0.25
				FROM = {
					has_war = yes
				}
			}
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					has_war_with = MON
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				ROOT = {
					declare_war_on = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
			ROOT = {
				set_autonomy = {
					target = MON
					autonomous_state = autonomy_dominion
					freedom_level = 0.1
				}
			}
			MON = {
				set_rule = {
					can_decline_call_to_war = yes
				}
			}
		}
	} {
		name = mongol_democratic.20.b
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			MON = {
				add_political_power = 25
				add_stability = 0.02
			}
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_liberty_ethos
Constructs: prerequisite, add_ideas, has_government, is_major, completion_reward
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_liberty_ethos
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = EFR_a_new_regime
	}
	relative_position_id = EFR_a_new_regime
	available = {
		OR = {
			has_government = democratic
		}
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 95
		modifier = {
			factor = 0.1
			any_neighbor_country = {
				is_major = yes
				OR = {
					has_government = communism fascism
				}
			}
			NOT = {
				any_neighbor_country = {
					is_major = yes
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		add_ideas = liberty_ethos_focus
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_expand_riflemans_union
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_expand_riflemans_union
	icon = GFX_rt56_goal_expand_riflemans_union
	relative_position_id = LIT_form_the_youth_branch
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_form_the_youth_branch
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_lithuanian_riflemen_union_1
			add_idea = LIT_lithuanian_riflemen_union_2
		}
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_reinforce_the_gustav_line
Constructs: prerequisite, limit, has_war_with, completion_reward, every_core_state, is_island_state, is_fully_controlled_by, is_core_of
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_reinforce_the_gustav_line
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = ITA_battaglioni_m
	}
	x = 1
	y = 1
	relative_position_id = ITA_battaglioni_m
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_island_state = no
				is_fully_controlled_by = ROOT
				any_neighbor_state = {
					is_core_of = ROOT
					OR = {
						is_controlled_by = RDS
						controller = {
							has_war_with = ROOT
						}
					}
				}
			}
			every_neighbor_state = {
				limit = {
					is_core_of = ROOT
					OR = {
						is_controlled_by = RDS
						controller = {
							has_war_with = ROOT
						}
					}
				}
				if = {
					limit = {
						NOT = {
							is_in_array = {
								ROOT.targetcountries = THIS.controller
							}
						}
					}
					PREV = {
						add_building_construction = {
							type = bunker
							level = 2
							instant_build = yes
							province = {
								all_provinces = yes
								limit_to_border_country = PREV.controller
							}
						}
					}
					add_to_array = {
						ROOT.targetcountries = THIS.controller
					}
				}
			}
			clear_array = ROOT.targetcountries
		}
	}
}
### Entity: Operation
Component: rescue_mussolini
Constructs: has_government, has_war_with, has_global_flag, operation_cost, random_list
Source: game
File: common/operations/LaR_historical_operations.txt

Code:
rescue_mussolini = {
	icon = GFX_historical_mussolini_rescue
	map_icon = GFX_historical_mussolini_rescue_small
	name = rescue_mussolini
	desc = rescue_mussolini_desc
	days = 90
	allowed = {
		original_tag = GER
	}
	available = {
		has_government = fascism
		has_war_with = ITA
		ITA = {
			not = {
				has_government = fascism
			}
		}
	}
	visible = {
		has_government = fascism
		FROM = {
			original_tag = ITA
			not = {
				has_government = fascism
			}
		}
		not = {
			has_global_flag = mussolini_rescued_flag
		}
		network_national_coverage = {
			target = ITA
			value = > 0
		}
	}
	operatives = 1
	experience = 5
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	network_strength = 35
	equipment = {
		infantry_equipment = 2000
	}
	on_start = {

	}
	outcome_potential = {
		custom_effect_tooltip = rescue_mussolini_outcome_tt
	}
	risk_chance = 0.3
	outcome_execute = {
		ROOT = {
			random_list = {
				25 = {
					country_event = lar_rescue_mussolini.1
				}
				75 = {
					country_event = lar_rescue_mussolini.2
				}
			}
		}
	}
	phases = {
		rescue_mussolini_infiltration = {
			base = 100
		}
	} {
		rescue_mussolini_attack = {
			base = 100
		}
	} {
		rescue_mussolini_exfiltration = {
			base = 100
		}
	}
}
### Entity: Military Industrial Organization
Component: ARG_arsenales_de_marina_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ARG_organization.txt

Code:
ARG_arsenales_de_marina_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_ARG_arsenal_naval_buenos_aires
	allowed = {
		has_dlc = Trial of Allegiance
		tag = ARG
	}
}
### Entity: Modifier Reference
Component: JAP_proclaim_philippines_liberation
Constructs: is_subject, is_subject_of, compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
JAP_proclaim_philippines_liberation = {
	valid_relation_trigger = {
		PHI = {
			OR = {
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
				is_subject = no
				exists = yes
			}
		}
	}
	compliance_gain = 0.2
}
### Entity: Character
Component: minister_of_finance_deressa
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_finance_deressa = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.1
	min_export = -0.05
	industrial_capacity_factory = 0.1
	production_lack_of_resource_penalty_factor = -0.05
}
### Entity: Modding Documentation
Construct: total_constructed_nuclear_reactor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_nuclear_reactor
* description: Total constructions of nuclear_reactor
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_22
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_22 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 22
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 22
	}
}
### Entity: Character
Component: MPL_charles_tegart
Constructs: has_completed_focus
Source: game
File: common/characters/MPL.txt

Code:
MPL_charles_tegart = {
	name = Charles Tegart
	portraits = {
		army = {
			large = GFX_kr_portrait_britain_generic_land_2
			small = GFX_kr_portrait_britain_generic_land_2_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		available = {
			NOT = {
				has_completed_focus = MPL_two_people_union
			}
		}
		slot = high_command
		idea_token = MPL_charles_tegart
		allowed = {
			original_tag = MPL
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_air_2
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_air_2
	icon = GFX_focus_generic_air_defense
	ai_will_do = {
		factor = 2
	}
	x = 35
	y = 3
	prerequisite = {
		focus = MAL_the_air_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		}
		951 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		}
		333 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		}
		971 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_retake_gibraltar
Constructs: shared_focus, has_completed_focus, prerequisite, has_country_flag, completion_reward, is_in_faction_with, has_capitulated, add_state_claim
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_retake_gibraltar
	icon = GFX_goal_spr_take_back_gibraltar
	cost = 10.0
	ai_will_do = {
		factor = 45
		modifier = {
			factor = 0
			OR = {
				POR = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					} {
						has_capitulated = yes
					}
				}
				has_completed_focus = SPR_befriend_portugal
			}
		}
	}
	prerequisite = {
		focus = SPR_unify_iberia SPR_befriend_portugal
	}
	available = {
		r56_script_i_am_sane = yes
		ENG = {
			r56_script_target_is_sane = yes
		}
	}
	completion_reward = {
		add_state_claim = 118
		create_wargoal = {
			type = take_state_focus
			target = ENG
			expire = 0
			generator = {
				118
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	relative_position_id = SPR_befriend_portugal
	x = 0
	y = 1
	offset = {
		trigger = {
			has_country_flag = sided_with_the_republicans_spanish_civil_war_flag
		}
		x = -17
		y = 0
	}
}
### Entity: Idea
Component: r56_CYP_mining_corporation
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_mining_corporation = {
	name = r56_CYP_mining_corporation
	picture = generic_exploit_mines
	allowed = {
		original_tag = CYP
	}
	available = {
		OR = {
			has_completed_focus = CYP_develop_heavy_industry CYP_mining_effort
		}
	}
	traits = {
		mining_concern
	}
	modifier = {

	}
	research_bonus = {
		excavation_tech = 0.15
	}
}
### Entity: Event
Component: wtt_burma_road.2
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_burma_road.2
	title = wtt_burma_road.1.t
	desc = {
		text = wtt_burma_road.2.desc
		trigger = {
			NOT = {
				FROM = {
					has_war_with = ROOT
				}
			}
		}
	} {
		text = wtt_burma_road.2.desc_war_with_from
		trigger = {
			FROM = {
				has_war_with = ROOT
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}