Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_build_the_slapy_reservoir
Constructs: prerequisite, limit, completion_reward, has_tech, has_full_control_of_state, cancel_if_invalid, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_build_the_slapy_reservoir
	icon = GFX_focus_focus_generic_build_dam
	prerequisite = {
		focus = CZE_complete_the_power_grid
	}
	relative_position_id = CZE_complete_the_power_grid
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = construction3
		has_full_control_of_state = 9
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_energy_infrastructure_factor = 0.05
			tooltip = production_speed_energy_infrastructure_factor_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		9 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 9569
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_contact_former_sakurakai_members
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_contact_former_sakurakai_members
	icon = GFX_goal_generic_dangerous_deal
	x = 1
	y = 1
	relative_position_id = JAP_ally_the_league_of_blood
	prerequisite = {
		focus = JAP_ally_the_league_of_blood
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_conscription_factor = 0.08
			tooltip = conscription_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor available_chief_of_army
		show_ideas_tooltip = kingoro_hashimoto JAP_morihei_ueshiba JAP_kuniaki_koiso
	}
}
### Entity: Idea
Component: r56_GER_rally_the_technocrats_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_GER_rally_the_technocrats_idea = {
	allowed = {
		original_tag = GER
		always = no
	}
	available = {
		original_tag = GER
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = -0.05
		war_support_factor = 0.05
		sp_tag_nuclear_power_speed_factor = 0.05
		sp_tag_rocket_speed_factor = -0.05
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_a_stab_in_the_back
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with, is_subject_of, every_state, is_core_of
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_a_stab_in_the_back
	icon = GFX_focus_attack_switzerland
	prerequisite = {
		focus = LIE_through_the_alps LIE_over_the_alps
	}
	x = 1
	y = 1
	relative_position_id = LIE_through_the_alps
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		country_exists = SWI
		NOT = {
			LIE = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = SWI
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			target = SWI
			type = puppet_wargoal_focus
			expire = 0
		}
	}
}
### Entity: Scripted Effect
Component: play_guns_are_silent_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_guns_are_silent_effect = {
	hidden_effect = {
		play_song = guns_are_silent
	}
}
### Entity: Scripted Trigger
Component: BUL_is_not_alone_in_faction
Constructs: is_in_faction
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_not_alone_in_faction = {
	custom_trigger_tooltip = {
		tooltip = BUL_is_not_alone_in_faction_tt
		is_in_faction = yes
		any_allied_country = {
			NOT = {
				tag = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: WTT_all_warlords_support_china_in_war
Constructs: has_war, has_dlc, is_literally_china_not_prc, is_faction_leader, is_in_faction_with
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
WTT_all_warlords_support_china_in_war = {
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		is_literally_china_not_prc = yes
	}
	enable = {
		CHI = {
			is_faction_leader = yes
		}
		is_in_faction_with = CHI
		has_war = yes
	}
	abort = {
		OR = {
			CHI = {
				is_faction_leader = no
			}
			NOT = {
				is_in_faction_with = CHI
			}
			has_war = no
		}
	}
	ai_strategy = {
		type = spare_unit_factor
		value = 50
	}
}
### Entity: Joint Focus
Component: CONGO_uranium_development_trust
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_uranium_development_trust
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	dynamic = yes
	icon = GFX_focus_generic_nuclear_development
	prerequisite = {
		focus = CONGO_shinkolobwe_mine
	}
	relative_position_id = CONGO_shinkolobwe_mine
	x = -1
	y = 1
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_uranium_development_trust
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = CONGO_invite_from_to_uranium_development_trust_tt
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = 100
				localization = CONGO_uranium_development_trust
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = CONGO_invite_from_to_uranium_development_trust_tt
		}
	}
}
### Entity: Event
Component: AAT_norway.18
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, clr_country_flag, is_owned_and_controlled_by, annex_country
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.18
	title = AAT_norway.18.t
	desc = {
		text = AAT_norway.18.desc_monarchist
		trigger = {
			has_government = neutrality
		}
	} {
		text = AAT_norway.18.desc_fascist
		trigger = {
			has_government = fascism
		}
	}
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = AAT_norway.18.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		if = {
			limit = {
				has_country_flag = NOR_claiming_iceland
			}
			100 = {
				transfer_state_to = NOR
			}
			clr_country_flag = NOR_claiming_iceland
		}
		else_if = {
			limit = {
				has_country_flag = NOR_claiming_greenland
			}
			101 = {
				transfer_state_to = NOR
			}
			clr_country_flag = NOR_claiming_greenland
		} {
			limit = {
				has_country_flag = NOR_claiming_faroes
			}
			337 = {
				transfer_state_to = NOR
			}
			clr_country_flag = NOR_claiming_faroes
		} {
			limit = {
				has_country_flag = NOR_claiming_sweden
			}
			915 = {
				if = {
					limit = {
						is_owned_and_controlled_by = FROM
					}
					transfer_State_to = NOR
				}
			}
			916 = {
				if = {
					limit = {
						is_owned_and_controlled_by = FROM
					}
					transfer_State_to = NOR
				}
			}
			917 = {
				if = {
					limit = {
						is_owned_and_controlled_by = FROM
					}
					transfer_State_to = NOR
				}
			}
			clr_country_flag = NOR_claiming_sweden
		} {
			limit = {
				has_country_flag = NOR_claiming_denmark
			}
			if = {
				limit = {
					FROM = {
						NOR_is_only_core_denmark = yes
					}
				}
				NOR = {
					annex_country = {
						target = DEN
						transfer_troops = yes
					}
				}
			}
			else = {
				912 = {
					if = {
						limit = {
							is_owned_and_controlled_by = FROM
						}
						transfer_state_to = NOR
					}
				}
				99 = {
					if = {
						limit = {
							is_owned_and_controlled_by = FROM
						}
						transfer_state_to = NOR
					}
				}
				911 = {
					if = {
						limit = {
							is_owned_and_controlled_by = FROM
						}
						transfer_state_to = NOR
					}
				}
				37 = {
					if = {
						limit = {
							is_owned_and_controlled_by = FROM
						}
						transfer_state_to = NOR
					}
				}
				910 = {
					if = {
						limit = {
							is_owned_and_controlled_by = FROM
						}
						transfer_state_to = NOR
					}
				}
			}
			clr_country_flag = NOR_claiming_denmark
		} {
			limit = {
				has_country_flag = NOR_cla
# ... (truncated)
### Entity: Trigger Reference
Construct: any_owned_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_owned_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any owned state meets the trigger. tooltip=key can be defined to override title
```
### Entity: Character
Component: conservative_communist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
conservative_communist = {
	random = no
	political_power_factor = 0.1
	democratic_acceptance = 50
	stability_factor = 0.1
	war_support_factor = -0.05
}
### Entity: Character
Component: SIA_gifted_minister_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_gifted_minister_r56 = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	political_advisor_cost_factor = -0.1
	economy_cost_factor = -0.25
}
### Entity: Character
Component: socialist_revolutionary_leader
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
socialist_revolutionary_leader = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.05
}
### Entity: AI Strategy
Component: ai_focus_naval_air_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_naval_air_ENG = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_soviet_technological_cooperation
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, add_to_tech_sharing_group, add_tech_bonus, electronics_bonus, industrial_bonus
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_soviet_technological_cooperation
	icon = GFX_goal_communist_brain
	prerequisite = {
		focus = COL_join_the_comintern
	}
	relative_position_id = COL_join_the_comintern
	x = 0
	y = 1
	available = {
		has_government = communism
		is_in_faction_with = SOV
	}
	cost = 8
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_to_tech_sharing_group = comintern_research
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = electronics
		} {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = industry
		} {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SLO_MAR_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Divize Námorni Pechoty
	ordered = {
		1 = {
			%d. Divize Námorni Pechoty
		}
		2 = {
			%d. Divize Námorni Pechoty
		}
		3 = {
			%d. Divize Námorni Pechoty
		}
		4 = {
			%d. Divize Námorni Pechoty
		}
		5 = {
			%d. Divize Námorni Pechoty
		}
		6 = {
			%d. Divize Námorni Pechoty
		}
		7 = {
			%d. Divize Námorni Pechoty
		}
		8 = {
			%d. Divize Námorni Pechoty
		}
		9 = {
			%d. Divize Námorni Pechoty
		}
		10 = {
			%d. Divize Námorni Pechoty
		}
	}
}
### Entity: Character
Component: submarine_manufacturer
Constructs: equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
submarine_manufacturer = {
	random = no
	equipment_bonus = {
		carrier = {
			build_cost_ic = 0.1
		}
		capital_ship = {
			build_cost_ic = 0.1
		}
		screen_ship = {
			build_cost_ic = 0.1
		}
		submarine = {
			build_cost_ic = -0.1
			sub_visibility = -0.1
			surface_visibility = -0.1
			naval_speed = 0.1
			naval_range = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Faction
Component: faction_template_pan_american
Constructs: is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_pan_american = {
	name = pan_american_faction
	manifest = faction_manifest_pan_americanism
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_17
	visible = {
		capital_scope = {
			OR = {
				is_on_continent = north_america south_america
			}
		}
	}
	goals = {
		faction_goal_control_panama_canal faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_americas_only faction_peace_rule_liberation_focus guarantee_threat_reduction_15 change_leader_rule_manpower
	}
}
### Entity: Country History
Country: POK
Component: POK_technology
Constructs: set_technology
Source: game
File: history/countries/POK - Pontianak.txt

Code:
# Starting Technologies for POK
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
{
	early_ship_hull_submarine = 1
	early_ship_hull_light = 1
	early_ship_hull_cruiser = 1
}
### Entity: State History
Component: 994
Constructs: add_core_of
Source: game
File: history/states/994-Tenasserim.txt

Code:
state = {
	id = 994
	name = STATE_994
	state_category = rural
	manpower = 136693
	history = {
		owner = BRM
		add_core_of = BRM
		victory_points = {
			1403 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
	}
	provinces = {
		1296 1315 1385 1403 1417 4275 4293 4336 4408 7295 7441 10217 12125 12238 12256 12292
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: LAT_neopaganism_idea
Constructs: war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_neopaganism_idea = {
	picture = LAT_neopaganism_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		fascism_drift = 0.1
	}
}
### Entity: Misc Config
Component: faction_controlled_pax_romana_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
faction_controlled_pax_romana_states = {
	input = constant:state_groups.pax_romana_states
	operators = {
		limit = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_PAX_ROMANA_STATES
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACleanup.html

Doc:
|
This article or section requires cleanup to meet the wiki's style guidelines
Please help improve this article if you can. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Cleanup/doc. (edit | history)
Cleanup can be used to highlight articles that need rewriting into a style suited to the wiki.

Contents

1 Usage

2 Parameters

3 Effects

4 Updating this template

5 Example
### Entity: Scripted Trigger
Component: SOV_basic_pressure_government_triggers
Constructs: has_government, has_war_with, is_subject_of, is_in_faction_with
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_basic_pressure_government_triggers = {
	country_exists = FROM
	NOT = {
		has_war_with = FROM
	} {
		FROM = {
			is_subject_of = ROOT
		}
	}
	OR = {
		NOT = {
			is_in_faction_with = FROM
		} {
			has_government = FROM
		}
	}
}
### Entity: Scripted Effect
Component: AST_nauru_pact_effect
Constructs: limit, remove_ideas, has_country_flag, has_idea, is_in_faction, is_faction_leader, is_subject, set_autonomy
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_nauru_pact_effect = {
	IF = {
		limit = {
			original_tag = GER
			ROOT = {
				has_idea = AST_the_promise_of_nauru
			}
		}
		remove_ideas = {
			AST_the_promise_of_nauru
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	} {
		limit = {
			GER = {
				OR = {
					has_country_flag = AST_ast_to_ger_faction_flag
					AND = {
						is_in_faction = yes
						is_faction_leader = yes
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				AST = {
					is_subject = no
				}
			}
			effect_tooltip = {
				set_autonomy = {
					target = AST
					autonomy_state = autonomy_free
				}
			}
		}
		GER = {
			add_to_faction = AST
			set_country_flag = AST_ast_to_ger_faction_flag
		}
	}
	725 = {
		transfer_state_to = GER
	}
	ELSE = {
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				AST = {
					OR = {
						has_country_flag = AST_nauru_pact_leave_faction_flag
						is_in_faction_with = ROOT.OVERLORD
					}
				}
			}
			AST = {
				ROOT.OVERLORD = {
					set_autonomy = {
						target = AST
						autonomy_state = autonomy_free
					}
					remove_from_faction = AST
				}
				set_country_flag = AST_nauru_pact_leave_faction_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE_IF = {
			limit = {
				AST = {
					OR = {
						has_country_flag = AST_nauru_pact_autonomy_free_flag
						is_subject = yes
					}
				}
			}
			AST = {
				ROOT.OVERLORD = {
					set_autonomy = {
						target = AST
						autonomy_state = autonomy_free
					}
				}
				set_country_flag = AST_nauru_pact_autonomy_free_flag
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		GER = {
			give_guarantee = AST
		}
	}
}
### Entity: AI Strategy
Component: HON_monarchist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/HON_alternate_strategy_plan.txt

Code:
HON_monarchist_plan = {
	name = HON: Monarchist AI Plan
	desc = Monarchist behavior for Honduras.
	allowed = {
		original_tag = HON
	}
	enable = {
		OR = {
			has_country_flag = HON_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = HON_ai_behavior
				option = MONARCHIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HON_politics HON_suggest_monarchy HON_invite_juan HON_monarchist_coup
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: POL_habsburg_events.2
Constructs: is_triggered_only, ai_chance, fire_only_once, save_event_target_as, add_to_faction, add_ai_strategy, set_country_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = POL_habsburg_events.2
	title = POL_habsburg_events.2.t
	desc = POL_habsburg_events.2.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = alliance_applicant
			FROM = {
				save_event_target_as = alliance_inviter
			}
		}
	}
	option = {
		name = POL_habsburg_events.2.a
		ai_chance = {
			base = 10
		}
		FROM = {
			add_to_faction = PREV
			country_event = {
				id = generic.6
				hours = 6
			}
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 200
		}
		hidden_effect = {
			set_country_flag = alliance_applicant@ROOT
			FROM = {
				set_country_flag = alliance_inviter@ROOT
			}
			news_event = {
				id = news.289
				hours = 12
			}
		}
	} {
		name = POL_habsburg_events.2.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			POL = {
				country_event = {
					id = POL_habsburg_events.201
				}
			}
		}
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_cruiser_effort
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = EFR_pride_of_the_nation
	}
	relative_position_id = EFR_pride_of_the_nation
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_convoy
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_convoy
* description: Total produced equipment of typeconvoy
### Entity: Idea
Component: PRC_soviet_tribute_4
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
PRC_soviet_tribute_4 = {
	name = PRC_soviet_tribute
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	targeted_modifier = {
		tag = SOU
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.35
		extra_trade_to_target_factor = 0.7
		trade_cost_for_target_factor = -0.6
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_royal_egyptian_airforce
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_royal_egyptian_airforce
	icon = GFX_goal_EGY_airforce
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = EGY_abu_suweir_air_base
	} {
		focus = EGY_victor_taits_legacy
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = EGY_royal_egyptian_airforce
			uses = 1
			cost_reduction = 0.5
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_found_the_contraloria_general_de_la_republica
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_found_the_contraloria_general_de_la_republica
	icon = GFX_focus_CHL_found_the_contraloria_general_de_la_republica
	relative_position_id = CHL_an_attempt_to_maintain_our_neutrality
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_an_attempt_to_maintain_our_neutrality
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		CHL_anarchic_society_level_down = yes
		add_ideas = CHL_comptroller_general_of_chile
	}
}