Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_embolden_patriotism
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_embolden_patriotism
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = BRA_R56_the_estado_novo
	}
	relative_position_id = BRA_R56_the_estado_novo
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0.5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia_neu_1
			add_idea = bra_antropofagia_neu_2
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Technology
Component: advanced_heavy_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1944
	enable_equipment_modules = {
		ship_heavy_battery_4 ship_medium_battery_4
	}
	on_research_complete = {
		custom_effect_tooltip = heavy_battery_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 3
			y = 19
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_tech = advanced_ship_hull_heavy
			factor = 20
		} {
			OR = {
				tag = GER JAP
			}
			factor = 2
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_heavy_battery mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Order of Battle
Component: OdVO Voz.-Desantnye Voyska
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = OdVO Voz.-Desantnye Voyska
	location = 3686
	division_template = Vozdushno-Desantnaya
	start_experience_factor = 0.3
}
### Entity: Idea
Component: SPA_expand_conscription
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_expand_conscription = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription = 0.02
	}
}
### Entity: Modifier Reference
Component: idea_SIA_military_expansion_costs
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_military_expansion_costs = {
	icon = GFX_idea_generic_war_preparation
	civilian_factory_use = SIA_military_expansion_costs_cg
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_abwehr_contacts_2
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_abwehr_contacts_2
	text = LIE_abwehr_contacts
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = LIE_brothers_in_arms
	}
	x = -1
	y = 1
	relative_position_id = LIE_brothers_in_arms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = GER_abwehr_contacts
			create_operative_leader = {
				name = Gilbert von In der Maur
				gfx = GFX_portrait_europe_generic_operative_m_11
				traits = {
					operative_natural_orator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					LIE AUS
				}
			} {
				name = Alfred Quaderer
				gfx = GFX_portrait_europe_generic_operative_m_13
				traits = {
					operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					LIE
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = LIE_otto_schaedler
		}
		else = {
			add_ideas = HON_soviet_spies
			custom_effect_tooltip = generic_skip_one_line_tt
			add_tech_bonus = {
				name = LIE_abwehr_contacts
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
	}
}
### Entity: Idea
Component: USA_lima_locomotive_works
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_lima_locomotive_works = {
	cost = 150
	picture = generic_tank_manufacturer_3
	available = {
		has_completed_focus = USA_mobilize_the_railways
	}
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		converted_train_manufacturer
	}
}
### Entity: Idea
Component: GRE_loyal_monarchists
Constructs: stability_factor, check_variable, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_loyal_monarchists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_monarchist_loyalty = 2
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		conscription_factor = 0.2
	}
}
### Entity: Character
Component: SOV_karl_radek
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_karl_radek = {
	name = SOV_karl_radek
	portraits = {
		army = {
			small = GFX_idea_SOV_karl_radek
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				SOV_is_left_opposition = yes
				has_completed_focus = SOV_bring_old_trotskyists_back
			} {
				tag = SOV
				SOV_is_right_opposition = yes
				has_completed_focus = SOV_cooperation_against_stalin
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_karl_radek
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				AND = {
					SOV_is_left_opposition = yes
					has_completed_focus = SOV_bring_old_trotskyists_back
				} {
					SOV_is_right_opposition = yes
					has_completed_focus = SOV_cooperation_against_stalin
				}
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			international_revolutionary
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_british_influence.3
Constructs: is_triggered_only, limit, every_country, add_opinion_modifier, is_in_faction_with
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_british_influence.3
	title = bftb_bulgaria_british_influence.3.t
	desc = bftb_bulgaria_british_influence.3.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_british_influence.3.a
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_strengthened_relations_with_us
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_strengthened_relations_with_us
				}
			}
			every_country = {
				limit = {
					BUL_country_can_influence_bulgaria = yes
					NOT = {
						is_in_faction_with = ROOT
					} {
						is_in_faction_with = FROM
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_approached_greece
				}
			}
		}
	}
}
### Entity: Country History
Country: GEO
Component: GEO_politics
Constructs: set_popularities
Source: game
File: history/countries/GEO - Georgia.txt

Code:
# Politics & Parties for GEO
set_popularities = {
	democratic = 40
	communism = 40
	fascism = 10
	neutrality = 10
}
### Entity: Character
Component: naval_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
naval_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			air_range = 0.1
			naval_strike_attack = 0.1
		}
		large_plane_maritime_patrol_plane_airframe = {
			naval_strike_targetting = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_modern_shogunate
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_modern_shogunate
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = JAP_support_the_kodoha_faction
	}
	mutually_exclusive = {
		focus = JAP_showa_restoration
	}
	x = -1
	y = 1
	relative_position_id = JAP_support_the_kodoha_faction
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		JAP_small_army_faction_gain = yes
		swap_ideas = {
			remove_idea = JAP_militarism
			add_idea = JAP_militarism_shogunate
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_jonas_lie_coup
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_jonas_lie_coup
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = NOR_norwegian_reichsprotectorate
	}
	mutually_exclusive = {
		focus = NOR_bring_back_quisling
	}
	x = -1
	y = 1
	relative_position_id = NOR_norwegian_reichsprotectorate
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		promote_character = {
			character = NOR_jonas_lie
			ideology = gen_nazism
		}
	}
}
### Entity: Character
Component: CHI_chen_bijun
Constructs: has_country_leader, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_bijun = {
	name = CHI_chen_bijun
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_chen_bijun_small
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = CHI_chen_bijun
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_wang_jingwei
			}
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			first_lady
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: veteran_communist
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
veteran_communist = {
	sprite = 12
	random = no
	stability_factor = 0.05
	industrial_capacity_factory = 0.05
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_comm_damage
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_comm_damage = {
	if = {
		limit = {
			check_variable = {
				NOR_state_preparation = 1
			}
		}
		damage_building = {
			type = arms_factory
			damage = 1.5
		} {
			type = industrial_complex
			damage = 1.5
		} {
			type = infrastructure
			damage = 1.5
		}
	}
	else_if = {
		limit = {
			check_variable = {
				NOR_state_preparation = 2
			}
		}
		damage_building = {
			type = arms_factory
			damage = 1
		} {
			type = industrial_complex
			damage = 1
		} {
			type = infrastructure
			damage = 1
		}
	} {
		limit = {
			check_variable = {
				NOR_state_preparation = 3
			}
		}
		damage_building = {
			type = arms_factory
			damage = 0.5
		} {
			type = industrial_complex
			damage = 0.5
		} {
			type = infrastructure
			damage = 0.5
		}
	}
}
### Entity: Character
Component: MON_haidav
Source: game
File: common/characters/MON.txt

Code:
MON_haidav = {
	advisor = {
		slot = high_command
		idea_token = MON_haidav
		ledger = navy
		allowed = {
			original_tag = MON
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_haidav
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
}
### Entity: Joint Focus
Component: CONGO_congo_army
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_congo_army
	dynamic = yes
	icon = GFX_focus_CONGO_congo_army
	prerequisite = {
		focus = CONGO_force_publique
	}
	relative_position_id = CONGO_force_publique
	x = 0
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_conscription = 0.015
				tooltip = conscription_tt
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_congo_army
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_conscription = 0.015
				tooltip = conscription_tt
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_congo_army
			}
		}
	}
}
### Entity: Idea
Component: ICE_home_defense2
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense2 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
		army_morale_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_osterreichische_bundesheer
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_osterreichische_bundesheer
	icon = GFX_focus_AUS_osterreichische_bundesheer
	prerequisite = {
		focus = AUS_militarization_effort
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_militarization_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_completed_focus = AUS_legacy_of_the_empire
				}
			}
			IF = {
				limit = {
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = AUS_army
							} {
								modifier = AUS_army_monarchy
							}
						}
					}
				}
				add_dynamic_modifier = {
					modifier = AUS_army
				}
				add_to_variable = {
					AUS_army_army_core_attack_factor = 0.1
					tooltip = army_core_attack_factor_tt
				} {
					AUS_army_army_core_defence_factor = 0.1
					tooltip = army_core_defence_factor_tt
				}
			}
			ELSE = {
				custom_effect_tooltip = AUS_army_intro_tt
				add_to_variable = {
					AUS_army_army_core_attack_factor = 0.1
					tooltip = army_core_attack_factor_tt
				} {
					AUS_army_army_core_defence_factor = 0.1
					tooltip = army_core_defence_factor_tt
				}
			}
		}
		ELSE = {
			IF = {
				limit = {
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = AUS_army
							} {
								modifier = AUS_army_monarchy
							}
						}
					}
				}
				add_dynamic_modifier = {
					modifier = AUS_army_monarchy
				}
			}
			ELSE = {
				custom_effect_tooltip = AUS_army_monarchy_intro_tt
			}
			add_to_variable = {
				AUS_army_army_core_attack_factor = 0.1
				tooltip = army_core_attack_factor_tt
			} {
				AUS_army_army_core_defence_factor = 0.1
				tooltip = army_core_defence_factor_tt
			}
		}
	}
}
### Entity: Idea
Component: fabrica_de_armas_trubia
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
fabrica_de_armas_trubia = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		artillery_producer_mass_0
	}
	available = {
		has_completed_focus = SPR_Doc_Bonus_2
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	modifier = {

	}
	research_bonus = {
		artillery = 0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_secure_internal_politics
Constructs: completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_secure_internal_politics
	icon = GFX_goal_generic_major_alliance
	x = 6
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		warlord_rule_all_parties = yes
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_reclaim_gibraltar
Constructs: shared_focus, prerequisite, completion_reward, add_state_claim, create_wargoal, take_state_focus
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_reclaim_gibraltar
	icon = GFX_focus_attack_britain
	cost = 10.0
	ai_will_do = {
		factor = 15
	}
	available = {
		r56_script_i_am_sane = yes
		ENG = {
			r56_script_target_is_sane = yes
		}
	}
	prerequisite = {
		focus = ITA_align_with_italy
	}
	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 = ITA_align_with_italy
	x = 0
	y = 1
}
### Entity: Unit Template
Component: DDR_PAR_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
		40 = {
			Luftsturm-Division 'Willi Sänger'
		}
	}
}
### Entity: Event
Component: belgium.170
Constructs: fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.170
	title = belgium.170.t
	desc = belgium.170.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = BEL_try_to_recruit_dutch_generals
	}
	mean_time_to_happen = {
		days = 7
	}
	fire_only_once = yes
	option = {
		name = belgium.170.a
		country_event = {
			id = belgium.171
			days = 7
		}
		random_list = {
			30 = {

			}
			70 = {
				HOL = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_is_monarchist_ai
Constructs: has_country_flag, is_ai, has_game_rule
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_is_monarchist_ai = {
	is_ai = yes
	OR = {
		has_game_rule = {
			rule = NOR_AI_BEHAVIOR
			option = NOR_MONARCHIST
		}
		has_country_flag = NOR_AI_RANDOM_MONARCHIST
	}
}
### Entity: Character
Component: SHX_zhao_daiwen
Source: game
File: common/characters/SHX.txt

Code:
SHX_zhao_daiwen = {
	name = Zhao Daiwen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SHX_zhao_daiwen
		allowed = {
			original_tag = SHX
		}
		available = {
			date = < 1943.12.16
		}
		visible = {
			date = < 1943.12.16
		}
		traits = {
			mediator
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_african_diplomacy
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_country_leader, set_rule, is_faction_leader
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_african_diplomacy
	icon = GFX_goal_african_diplomacy
	mutually_exclusive = {
		focus = COG_join_comintern
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = COG_albert_decoster
			}
		}
	}
	prerequisite = {
		focus = COG_doctrinal_marxism
	}
	x = 20
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 20
			SAF = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = COG_Union_if_the_African_People_tooltip
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				SAF = {
					has_government = communism
					is_faction_leader = yes
					exists = yes
				}
			}
			SAF = {
				country_event = {
					id = belgium.73
					days = 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Modifier Reference
Component: turanist_assimilation
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
turanist_assimilation = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_pan_turkic_propaganda
	local_non_core_manpower = 0.25
	compliance_growth = 0.05
	resistance_growth = -0.1
}