Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: alg_focus
Component: ALG_special_forces
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_special_forces
	icon = GFX_goal_generic_desert_warfare
	prerequisite = {
		focus = ALG_general_staff
	}
	x = 36
	y = 7
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 2
			uses = 1
			category = r56_desert_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
}
### Entity: AI Strategy
Component: HUN_research_late
Source: game
File: common/ai_strategy/HUN.txt

Code:
HUN_research_late = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = research_weight_factor
		id = antiair2
		value = 250
	} {
		type = research_weight_factor
		id = antiair3
		value = 250
	} {
		type = research_weight_factor
		id = antiair4
		value = 250
	} {
		type = research_weight_factor
		id = antitank2
		value = 250
	} {
		type = research_weight_factor
		id = antitank3
		value = 250
	} {
		type = research_weight_factor
		id = antitank4
		value = 250
	} {
		type = research_weight_factor
		id = artillery4
		value = 250
	} {
		type = research_weight_factor
		id = advanced_small_airframe
		value = 250
	} {
		type = research_weight_factor
		id = engines_4
		value = 250
	} {
		type = research_weight_factor
		id = aa_cannon_2
		value = 250
	} {
		type = research_weight_factor
		id = advanced_medium_tank_chassis
		value = 250
	} {
		type = research_weight_factor
		id = improved_light_tank_chassis
		value = 250
	} {
		type = research_weight_factor
		id = mechanised_infantry
		value = 250
	} {
		type = research_weight_factor
		id = improved_infantry_weapons_2
		value = 150
	} {
		type = research_weight_factor
		id = advanced_infantry_weapons
		value = 150
	} {
		type = research_weight_factor
		id = support_weapons4
		value = 150
	} {
		type = research_weight_factor
		id = infantry_at
		value = 150
	} {
		type = research_weight_factor
		id = tech_field_hospital
		value = 150
	} {
		type = research_weight_factor
		id = tech_logistics_company
		value = 150
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.63
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, has_opinion, has_war_with_major, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.63
	title = AAT_Sweden_flashpoints.63.t
	desc = AAT_Sweden_flashpoints.63.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.63.a
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_opinion = {
					target = GER
					value = < -40
				}
			} {
				add = 10
				GER = {
					has_war_with_major = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.64
				random_days = 7
				days = 3
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SWE_GER_threatened_war
		}
	} {
		name = AAT_Sweden_flashpoints.63.b
		trigger = {
			NOT = {
				has_war_with = FROM
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = GER
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.65
				random_days = 7
				days = 3
			}
		}
		break_embargo = FROM
		add_opinion_modifier = {
			target = FROM
			modifier = SWE_GER_threatened_war
		}
	}
}
### Entity: Event
Component: wtt_infiltration.615
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.615
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Character
Component: POR_manuel_quintao_meireles
Source: game
File: common/characters/POR.txt

Code:
POR_manuel_quintao_meireles = {
	advisor = {
		slot = high_command
		idea_token = POR_manuel_quintao_meireles
		ledger = navy navy
		allowed = {
			original_tag = POR
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_manuel_quintao_meireles
	portraits = {
		army = {
			small = GFX_idea_POR_manuel_quintao_meireles
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_intervention_in_spain
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, completion_reward, is_in_faction_with, add_ai_strategy
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_intervention_in_spain
	select_effect = {
		every_country = {
			limit = {
				original_tag = SPR
				NOT = {
					has_government = ROOT
				} {
					is_in_faction_with = ROOT
				}
			}
			POR = {
				add_ai_strategy = {
					type = befriend
					id = PREV
					value = -100
				} {
					type = alliance
					id = PREV
					value = -100
				} {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		has_global_flag = scw_over
		OR = {
			has_government = democratic communism
		}
		any_country = {
			original_tag = SPR
			NOT = {
				has_government = ROOT
			} {
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_completed_focus = POR_support_the_spanish_republic
			NOT = {
				has_completed_focus = POR_join_the_comintern
			}
		} {
			factor = 100
			has_completed_focus = POR_join_the_comintern
			SPD = {
				has_completed_focus = SPR_against_trotskyism_and_stalinism
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_they_need_our_help POR_allow_free_elections
	}
	icon = GFX_focus_focus_fra_intervention_spain
	x = 0
	y = 1
	relative_position_id = POR_they_need_our_help
	cost = 10
	completion_reward = {
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = SPR
					NOT = {
						has_government = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				POR = {
					create_wargoal = {
						target = PREV
						type = topple_government
					}
				}
			}
		} {
			every_country = {
				limit = {
					original_tag = SPR
					NOT = {
						has_government = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				POR = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
		custom_effect_tooltip = POR_intervention_in_spain_tt
	}
}
### Entity: Idea
Component: POL_april_constitution_fas
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_fas = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		political_advisor_cost_factor = -0.1
		economy_cost_factor = -0.1
		political_power_factor = 0.15
		drift_defence_factor = 0.15
		fascism_drift = 0.1
	}
}
### Entity: Event
Component: DOD_hungary.147
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, set_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.147
	title = DOD_hungary.147.t
	desc = DOD_hungary.147.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.147.a
		ai_chance = {
			factor = 80
		}
		HUN = {
			country_event = DOD_hungary.142
		} {
			add_opinion_modifier = {
				target = FROM
				modifier = offered_support
			}
		}
		if = {
			limit = {
				tag = FRA
			}
			set_global_flag = HUN_FRA_engaged
			ROM = {
				country_event = DOD_hungary.141
			}
			YUG = {
				country_event = DOD_hungary.141
			}
			CZE = {
				country_event = DOD_hungary.141
			}
		} {
			limit = {
				tag = ROM
			}
			YUG = {
				country_event = DOD_hungary.141
			}
			CZE = {
				country_event = DOD_hungary.141
			}
		}
	} {
		name = DOD_hungary.147.b
		ai_chance = {
			factor = 20
		}
		HUN = {
			country_event = DOD_hungary.148
		} {
			add_opinion_modifier = {
				target = FROM
				modifier = offered_support
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = PREV
				modifier = HUN_stubborn_fools
			}
		}
	}
}
### Entity: Idea
Component: CZE_agrarian_reform
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_agrarian_reform = {
	picture = generic_agrarian_reform
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.2
		industrial_capacity_factory = 0.1
		communism_drift = 0.05
		political_power_factor = 0.15
	}
}
### Entity: Character
Component: GER_unifier_of_the_classes_c
Constructs: stability_factor, political_power_gain, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_unifier_of_the_classes_c = {
	sprite = 13
	random = no
	communism_drift = 0.03
	stability_factor = 0.05
	production_factory_max_efficiency_factor = 0.05
	political_power_gain = 0.05
	economy_cost_factor = -0.35
}
### Entity: Idea
Component: KMT_beacon_of_fascism
Constructs: has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_beacon_of_fascism = {
	removal_cost = -1
	picture = AUS_austrofascissm
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = 0.03
		army_attack_factor = 0.025
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_new_weapons_and_tactics
Constructs: prerequisite, has_government, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_new_weapons_and_tactics
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = ETH_the_junior_officer_corps ETH_camouflage
	}
	mutually_exclusive = {
		focus = ETH_old_reliable
	}
	x = 0
	y = 1
	relative_position_id = ETH_the_junior_officer_corps
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_government = neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ETH_new_weapons_and_tactics_bonus
			bonus = 0.5
			uses = 3
			category = infantry_weapons armor artillery
		}
	}
}
### Entity: Character
Component: AST_war_funder_alp
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_war_funder_alp = {
	random = no
	sprite = 10
	consumer_goods_factor = -0.05
	industrial_capacity_factory = 0.04
	industrial_capacity_dockyard = 0.04
	custom_modifier_tooltip = AST_advisor_alp_increase_modifier_tt
}
### Entity: Event
Component: greece.40
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.40
	title = greece.40.t
	desc = greece.40.d
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = greece.40.a
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_reclaim_the_coast
Constructs: prerequisite, has_government, owns_state, completion_reward, is_historical_focus_on, has_army_manpower, allow_branch, has_game_rule
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_reclaim_the_coast
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 2
	y = 1
	prerequisite = {
		focus = CRO_political_effort
	}
	relative_position_id = CRO_political_effort
	cost = 10
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			has_army_manpower = {
				size = < 49999
			}
		}
	}
	allow_branch = {
		OR = {
			has_game_rule = {
				rule = ita_fragmentation_status
				option = ITA_FRAGMENTED_SERENISSIMA
			} {
				rule = ita_fragmentation_status
				option = ITA_FRAGMENTED_SERENISSIMA_TWO_SICILES
			} {
				rule = ita_fragmentation_status
				option = ITA_FRAGMENTED
			}
		}
		NOT = {
			owns_state = 103
		}
	}
	available = {
		is_subject = no
		r56_script_i_am_sane = yes
		NOT = {
			owns_state = 103
		}
	}
	bypass = {
		owns_state = 103
	}
	completion_reward = {
		add_threat = 1
		103 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							103
						}
					}
					add_ai_strategy = {
						type = conquer
						id = PREV
						value = 200
					}
				}
			}
		}
		163 = {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							163
						}
					}
					add_ai_strategy = {
						type = conquer
						id = PREV
						value = 200
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: industry_reformer
Source: game
File: common/country_leader/00_traits.txt

Code:
industry_reformer = {
	random = no
	sprite = 10
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.05
	consumer_goods_factor = -0.1
}
### Entity: Event
Component: ARG_political_events.44
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.44
	title = ARG_political_events.44.t
	desc = ARG_political_events.44.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ARG_political_events.41.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = SOU
			modifier = medium_decrease
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_integrate_the_princes2
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_integrate_the_princes2
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = RAJ_high_altitude_training
	}
	x = 0
	y = 1
	relative_position_id = RAJ_high_altitude_training
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_india_indivisible_tt
	}
}
### Entity: Event
Component: poland.215
Constructs: is_triggered_only, add_war_support, fire_only_once, add_political_power
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.215
	title = poland.215.t
	desc = poland.215.d
	picture = GFX_report_event_Polish_Regiment_Soviet_War
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.215.a
		add_political_power = 50
		add_war_support = 0.05
	}
}
### Entity: Character
Component: CHI_civilian_unifier
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_civilian_unifier = {
	sprite = 10
	random = no
	subjects_autonomy_gain = -0.02
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: jungle_tanks
Constructs: research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	light_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_tank_destroyer_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_sp_artillery_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	light_sp_anti_air_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	amphibious_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_tank_destroyer_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_sp_artillery_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	medium_sp_anti_air_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_tank_destroyer_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_sp_artillery_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	modern_sp_anti_air_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_tank_destroyer_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_sp_artillery_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	heavy_sp_anti_air_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_armor = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_tank_destroyer_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_sp_artillery_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	super_heavy_sp_anti_air_brigade = {
		jungle = {
			attack = 0.15
			movement = 0.15
		}
	}
	categories = {
		cat_anti_tank artillery mio_cat_all_artillery_equipment
	}
}
### Entity: Joint Focus
Component: INSHOL_modernize_knil
Constructs: has_completed_focus, prerequisite, limit, joint_focus, is_subject_of, is_hired_as_advisor, is_ai, add_doctrine_cost_reduction
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_modernize_knil
	icon = GFX_focus_chi_army_reform
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_manado_military_academy INSHOL_military_equipment_contracts
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INSHOL_manado_military_academy
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.4
			original_tag = HOL
			date = < 1939.8.1
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
				name = INSHOL_modernize_knil
			}
			add_mastery_bonus = {
				bonus = 0.1
				days = 240
				track = infantry
				name = INSHOL_modernize_knil
			} {
				bonus = 0.1
				days = 240
				track = combat_support
				name = INSHOL_modernize_knil
			}
			custom_effect_tooltip = INS_netherlands_can_remove_autonomy_tt_150
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			INS = {
				add_autonomy_score = {
					value = -150
					localization = INSHOL_modernize_knil
				}
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_usurp_the_mantle
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, has_war_with, completion_reward, allow_branch, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_usurp_the_mantle
	icon = GFX_focus_POL_habsburg
	allow_branch = {
		OR = {
			has_completed_focus = CZE_proclaim_the_restoration_of_bohemia
		}
	}
	prerequisite = {
		focus = CZE_integrate_lost_territories
	} {
		focus = CZE_demand_the_istrian_peninsula
	}
	cost = 10
	relative_position_id = CZE_proclaim_the_restoration_of_bohemia
	x = 2
	y = 2
	available = {
		is_subject = no
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = form_hre
			show_effect_tooltip = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
					ROOT = {
						has_wargoal_against = PREV
					}
				}
				OR = {
					any_owned_state = {
						is_in_array = {
							HRE_states = THIS
						}
					}
					any_controlled_state = {
						is_in_array = {
							HRE_states = THIS
						}
					}
				}
			}
			hidden_effect = {
				clear_temp_array = temp_states
				every_owned_state = {
					limit = {
						is_in_array = {
							HRE_states = THIS
						}
						NOT = {
							is_in_array = {
								temp_states = THIS
							}
						}
					}
					add_to_temp_array = {
						temp_states = THIS
					}
				}
				every_controlled_state = {
					limit = {
						is_in_array = {
							HRE_states = THIS
						}
						NOT = {
							is_in_array = {
								temp_states = THIS
							}
						}
					}
					add_to_temp_array = {
						temp_states = THIS
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = temp_states
				}
			}
		}
		add_relation_modifier = {
			target = GER
			modifier = CZE_usurp_the_mantle
		}
	}
}
### Entity: Idea
Component: continuous_strike_spirit
Constructs: has_air_force_command, has_doctrine, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
continuous_strike_spirit = {
	ledger = air
	available = {
		AND = {
			has_air_force_command = yes
			has_doctrine = new_battlefield_support
		}
	}
	modifier = {
		air_cas_efficiency = 0.25
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_the_armed_forces_of_iceland
Constructs: limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_the_armed_forces_of_iceland
	icon = GFX_focus_ICE_the_armed_forces_of_iceland
	x = 35
	y = 0
	cost = 10
	available = {
		threat = > 0.1
	}
	cancel_if_invalid = no
	bypass = {
		NOT = {
			has_idea = disarmed_nation
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = disarmed_nation
			}
			swap_ideas = {
				remove_idea = disarmed_nation
				add_idea = volunteer_only
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_lion_of_the_north_rises
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_lion_of_the_north_rises
	icon = GFX_focus_SWE_the_lion_of_the_north
	prerequisite = {
		focus = SWE_karnvapenprogram SWE_specialized_equipment
	}
	x = 1
	y = 1
	relative_position_id = SWE_karnvapenprogram
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = {
			SWE_lion_of_the_north
		}
	}
}