Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kor_focus
Component: KOR_Industrial_Expansion
Constructs: prerequisite, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_Industrial_Expansion
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = KOR_Industrial_Boom
	}
	x = 0
	y = 1
	relative_position_id = KOR_Industrial_Boom
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	bypass = {

	}
	available = {
		has_tech = construction3
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ENG_king_edward
Constructs: has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_king_edward = {
	allowed = {
		original_tag = ENG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = ENG
				has_government = democratic
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	picture = king_edward
	removal_cost = -1
	modifier = {
		stability_weekly = -0.001
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_ships_destruction
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_ships_destruction
	icon = GFX_goal_generic_air_naval_bomber
	cost = 10
	prerequisite = {
		focus = VIN_troops_destruction VIN_buildings_destruction
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1.0
				uses = 1
				category = cat_torpedoes
			} {
				name = nav_bomber_bonus
				bonus = 0.75
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1.0
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 71
	y = 4
}
### Entity: Idea
Component: GER_MAN_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_MAN_improved = {
	name = GER_MAN
	picture = GER_MAN
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_advanced_panzer_research
	}
	research_bonus = {
		armor = 0.15
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Joint Focus
Component: NORDIC_mountaineers
Constructs: prerequisite, joint_focus, add_ideas, add_doctrine_cost_reduction
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_mountaineers
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = NORDIC_mechanized_army NORDIC_infantry_first
	}
	mutually_exclusive = {
		focus = NORDIC_ground_operations NORDIC_carrier_effort NORDIC_submarine_cooperation NORDIC_amphibious_forces
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_mechanized_army
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		army_experience = 50
		add_doctrine_cost_reduction = {
			cost_reduction = 0.75
			uses = 1
			category = special_forces_doctrine
		}
		add_ideas = NORDIC_joint_mountaineers_effort
	}
	completion_reward_joint_member = {
		navy_experience = 20
		add_doctrine_cost_reduction = {
			cost_reduction = 0.5
			uses = 1
			category = special_forces_doctrine
		}
		add_ideas = NORDIC_joint_mountaineers_effort
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_petition_territorial_restoration
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_wargoal_against, is_justifying_wargoal_against, is_ally_with
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_petition_territorial_restoration
	icon = GFX_focus_PRC_restore_territorial_integrity
	prerequisite = {
		focus = CHI_victory_over_the_invaders
	}
	x = -2
	y = 1
	relative_position_id = CHI_victory_over_the_invaders
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			NOT = {
				has_wargoal_against = ROOT
				is_justifying_wargoal_against = ROOT
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
				any_enemy_country = {
					is_ally_with = ROOT
				}
			}
			custom_trigger_tooltip = {
				tooltip = CHI_request_territory_trigger_tt
				any_controlled_state = {
					is_core_of = ROOT
					controller = {
						is_literally_china_tooltip = no
					}
					OR = {
						NOT = {
							is_owned_by = controller
						}
						controller = {
							has_government = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_request_territory_tt
		every_other_country = {
			limit = {
				NOT = {
					has_wargoal_against = ROOT
					is_justifying_wargoal_against = ROOT
					has_war_with = ROOT
					any_allied_country = {
						has_war_with = ROOT
					}
					any_enemy_country = {
						is_ally_with = ROOT
					}
				}
				any_controlled_state = {
					is_core_of = ROOT
					NOT = {
						is_core_of = PREV
						state = 326 729 728
					}
					OR = {
						NOT = {
							is_owned_by = PREV
						}
						PREV = {
							has_government = ROOT
						}
					}
					is_fully_controlled_by = PREV
				}
			}
			country_event = {
				id = SEA_PRC_misc_events.13
				days = 2
			}
		}
	}
}
### Entity: State History
Component: 926
Constructs: add_core_of, add_to_array
Source: game
File: history/states/926-Luang Prabang.txt

Code:
state = {
	id = 926
	name = STATE_926
	provinces = {
		10330 10356 10456
	}
	state_category = pastoral
	history = {
		owner = FRI
		add_core_of = LAO FRI
		add_to_array = {
			state_victory_points = 10330
		}
		victory_points = {
			10330 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	manpower = 50000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Operation
Component: free_operative_free_in_transit
Source: game
File: common/operation_phases/lar_free_operative.txt

Code:
free_operative_free_in_transit = {
	name = free_operative_free_in_transit
	desc = free_operative_free_in_transit_desc
	outcome = free_operative_free_in_transit_outcome
	picture = GFX_phase_free_operative_free_in_transit
	icon = GFX_phase_free_operative_free_in_transit_small
	requirements = {

	}
	equipment = {
		infantry_equipment = 200
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_democraticize_the_administration
Constructs: prerequisite, completion_reward, add_popularity, set_politics, add_country_leader_role
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_democraticize_the_administration
	icon = GFX_goal_democracy_people
	cost = 8
	prerequisite = {
		focus = SAU_introduce_the_constitution
	}
	relative_position_id = SAU_introduce_the_constitution
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			long_name = National Assembly Party
			name = National Assembly Party
		}
		SAU_abdulaziz_ibn_saud = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = oligarchic_democracy
					traits = {
						SAU_abdulaziz_al_saud_of_saudi_arabia SAU_the_great_unifier
					}
				}
				promote_leader = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 1
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_romanian_volunteer_brigades
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_romanian_volunteer_brigades
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ROM_basing_rights_for_soviet_union
	}
	x = -1
	y = 3
	relative_position_id = ROM_a_deal_with_the_devil
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_romanian_volunteer_brigades
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_jungle_specialization
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_jungle_specialization
	icon = GFX_goal_generic_jungle_warfare
	prerequisite = {
		focus = CUB_special_forces
	}
	relative_position_id = CUB_special_forces
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = summer_clothing_tech
		} {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = r56_jungle_infantry_tech
		}
		add_ideas = SAF_hot_climate_training
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol.54
Constructs: is_triggered_only, fire_only_once, add_country_leader_trait
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.54
	title = mongol.54.t
	desc = mongol.54.d
	picture = GFX_CZKE_masaryk_hospital_report
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.54.a
		add_country_leader_trait = sick
	}
}
### Entity: Idea
Component: MNT_nt
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = MNT
	}
	traits = {
		naval_theorist
	}
}
### Entity: Scripted Effect
Component: EAI_DEBUG_milestones_log_start_too_late
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_milestones_log_start_too_late = {
	log = *STARTED TOO LATE*
}
### Entity: Event
Component: nuke_dropped.2
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.2
	title = nuke_dropped.2.t
	desc = nuke_dropped.2.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 529
		}
	}
	option = {
		name = nuke_dropped.2.a
		trigger = {
			NOT = {
				owns_state = 529
			}
		}
	} {
		name = nuke_dropped.2.b
		trigger = {
			owns_state = 529
		}
	}
}
### Entity: National Focus
Component: uk_small_arms_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_small_arms_focus
	prerequisite = {
		focus = royal_ordinance_focus
	}
	icon = GFX_goal_generic_production2
	x = 1
	y = 1
	relative_position_id = royal_ordinance_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = british_arms_discount
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NFL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7758
	division_template = Artillery Regiment
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: NIC_CV_HISTORICAL
Source: game
File: common/units/names_ships/NIC_ship_names.txt

Code:
NIC_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		NIC
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARN 
	fallback_name = Portaaviones %d
	unique = {
		Somoza y Nicaragua Tachito
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.88
Constructs: is_triggered_only, limit, annex_country, every_controlled_state, is_core_of, add_compliance, add_extra_state_shared_building_slots
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.88
	title = SEA_japan_foreign_policy.88.t
	desc = SEA_japan_foreign_policy.88.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.88.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		every_controlled_state = {
			limit = {
				is_core_of = FROM
			}
			add_compliance = 25
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: MPL_yigal_allon
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_yigal_allon = {
	name = Yigal Allon
	portraits = {
		army = {
			large = gfx/leaders/ISR/r56_portrait_ISR_yigal_alon.dds
			small = GFX_idea_ISR_yigal_alon
		}
	}
	advisor = {
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = high_command
		idea_token = MPL_yigal_allon
		ledger = army
		allowed = {
			original_tag = MPL
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Event
Component: INS_revolution_events.43
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.43
	title = INS_revolution_events.43.t
	desc = INS_revolution_events.43.desc
	picture = GFX_report_event_INS_militia_campaign
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.43.a
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_peace_in_the_world
Constructs: prerequisite, has_war, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_peace_in_the_world
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = TUR_the_hatay_issue
	}
	x = 0
	y = 1
	relative_position_id = TUR_the_hatay_issue
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {
		TUR = {
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = kemalist_neutrality_idea
		add_stability = 0.05
	}
}
### Entity: Character
Component: SUD_ncm
Source: game
File: common/characters/SUD.txt

Code:
SUD_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = SUD_ncm
		allowed = {
			original_tag = SUD
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: AI Strategy
Component: r56_JAP_southern_expansion_strategy
Constructs: has_completed_focus, force_build_armies
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_southern_expansion_strategy = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = > 1938.1.1
		ROOT = {
			exists = yes
			has_completed_focus = JAP_nanshin_ron
		}
		OR = {
			country_exists = HOL ENG USA
		}
	}
	abort = {
		date = > 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 15
	}
}
### Entity: Idea
Component: HOL_cheap_lumber
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_cheap_lumber = {
	picture = INS_cheap_lumber
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: National Focus
Tree: oma_focus
Component: OMA_across_the_gulf
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/oman.txt

Code:
focus = {
	id = OMA_across_the_gulf
	icon = GFX_goal_PER_against_pahlavi_regime
	prerequisite = {
		focus = OMA_reclaim_the_northern_lands
	}
	relative_position_id = OMA_reclaim_the_northern_lands
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		any_country = {
			owns_state = 980
			NOT = {
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		980 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				owns_state = 980
				NOT = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					generator = {
						980
					}
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_council_of_peoples_commissars
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_council_of_peoples_commissars
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = HUN_economic_intervention
	}
	mutually_exclusive = {
		focus = HUN_strengthen_fascists
	}
	relative_position_id = HUN_economic_intervention
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			add_idea = HUN_interventionism_communism
			remove_idea = HUN_interventionism
		}
	}
}
### Entity: Event
Component: EAI_DM_borders.4
Constructs: limit, has_war_with, has_country_flag, fire_only_once, is_ai, is_historical_focus_on, has_capitulated, is_in_faction_with
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM_borders.4
	hidden = yes
	fire_only_once = yes
	trigger = {
		always = no
		tag = GER
		is_ai = yes
		is_historical_focus_on = yes
		has_war_with = NOR
		NOR = {
			has_capitulated = yes
		}
		any_of_scopes = {
			array = NOR.owned_states
			OR = {
				state = 142 110 143 144
			}
			CONTROLLER = {
				is_ai = yes
				NOT = {
					tag = GER
				}
				is_in_faction_with = GER
				has_full_control_of_state = PREV
			}
		}
		NOT = {
			any_of_scopes = {
				array = NOR.owned_states
				OR = {
					state = 142 110 143 144
				}
				CONTROLLER = {
					has_war_with = GER
				}
			}
		}
	}
	immediate = {
		for_each_scope_loop = {
			array = NOR.owned_states
			if = {
				limit = {
					OR = {
						state = 142 110 143 144
					}
					CONTROLLER = {
						is_ai = yes
						NOT = {
							tag = GER
						}
						is_in_faction_with = GER
						has_full_control_of_state = PREV
					}
				}
				ROOT = {
					set_state_controller = PREV
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_diplomacy_event_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO-AI-EVENT: NOR invasion fix
		}
	}
	option = {
		name = OK
	}
}
### Entity: Character
Component: COS_roberto_brenes_mesen
Source: game
File: common/characters/COS.txt

Code:
COS_roberto_brenes_mesen = {
	advisor = {
		slot = political_advisor
		idea_token = COS_roberto_brenes_mesen
		allowed = {
			original_tag = COS
		}
		traits = {
			captain_of_industry
		}
	}
	name = Roberto Brenes Mesen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: Character
Component: BEL_gilles_wyvekens
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_gilles_wyvekens = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_gilles_wyvekens
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_gilles_wyvekens
			}
		}
		country_leader = {
			ideology = centrism
			traits = {
				financial_expert
			}
			expire = 1945.1.1
			 = .12
			id = -1
		}
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_anticentralism
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_anticentralism
	available = {

	} {

	}
	icon = GFX_focus_generic_workers_and_farmers_rise
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_ruralism
	}
	relative_position_id = URG_ruralism
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		945 = {
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = idea_URG_ruralism_good
				}
			}
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_good_2
			}
		}
		946 = {
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = idea_URG_ruralism_good
				}
			}
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_good_2
			}
		}
		300 = {
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = idea_URG_ruralism_bad
				}
			}
			add_dynamic_modifier = {
				modifier = idea_URG_ruralism_bad_2
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_army_of_aggression
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, set_country_flag, is_in_faction_with
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_army_of_aggression
	icon = GFX_goal_generic_occupy_states_ongoing_war
	available = {
		OR = {
			has_government = fascism
			fascism = > 0.4
		}
	}
	prerequisite = {
		focus = FRA_right_wing_rhetoric
	}
	x = 0
	y = 1
	relative_position_id = FRA_right_wing_rhetoric
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = FRA_protected_by_the_maginot_line FRA_disjointed_government
		add_ideas = FRA_army_of_aggression_focus
		USA = {
			set_country_flag = {
				flag = USA_army_of_aggression_window
				days = 60
				value = 1
			}
		}
		if = {
			limit = {
				ENG = {
					is_in_faction_with = FRA
					is_faction_leader = yes
				}
			}
			ENG = {
				remove_from_faction = FRA
			}
		}
	}
}
### Entity: Modifier Reference
Construct: _mastery_ga
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_mastery_gain_factor"></span><Doctrine>_mastery_gain_factor

* **Description**: Mastery gain bonus factor.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: air, land, naval, special_forces
### Entity: Trigger Reference
Construct: has_any_custom_difficulty_setting
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_any_custom_difficulty_setting

* Supported Scopes: any
* Supported Targets: any

```
Returns true if the game has any custom difficulty on
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_600
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_600 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 600
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 600
	}
}