Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_develop_baku_oil_fields
Constructs: limit, has_tech, complete_effect, add_faction_power_projection, has_completed_goal, every_state, add_resource
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_develop_baku_oil_fields = {
	name = develop_baku_oil_fields_goal_name
	description = develop_baku_oil_fields_goal_desc
	category = short_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		OR = {
			229 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			232 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			821 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	available = {
		FROM = {
			has_tech = excavation1 excavation2
		}
		229 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		232 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		821 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	completed = {
		229 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
		232 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
		821 = {
			CONTROLLER = {
				has_tech = excavation3
			}
			infrastructure = > 4
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		if = {
			limit = {
				NOT = {
					has_completed_goal = faction_goal_develop_baku_oil_fields
				}
			}
			every_state = {
				limit = {
					OR = {
						state = 232 821
					}
				}
				add_resource = {
					type = oil
					amount = 4
				}
			}
			229 = {
				add_resource = {
					type = oil
					amount = 14
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			controls_state = 46
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		}
	}
}
### Entity: Unit Template
Component: POL_MAR_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_MAR_01 = {
	name = Marine Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		POL_INF_01
	}
	fallback_name = %d Dywizja Piechoty Morskiej
	ordered = {
		1 = {
			%d Dywizja Piechoty Morskiej
		}
	}
}
### Entity: AI Strategy
Component: GER_light_tank_flame
Constructs: has_war, is_special_project_completed
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_light_tank_flame = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_light_tank_flame
	}
	priority = {
		factor = 50
	}
	light_tank_flame_1 = {
		priority = {
			factor = 100
		}
		enable = {
			is_special_project_completed = sp:sp_land_flamethrower_tank
		}
		target_variant = {
			match_value = 1000
			type = light_tank_flame_chassis
			modules = {
				main_armament_slot = flamethrower
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 4
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			flamethrower advanced_flamethrower tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine tank_radio_module additional_machine_guns
		}
	}
}
### Entity: Unit Template
Component: TML_CAV_01
Source: game
File: common/units/names_divisions/TML_names_divisions.txt

Code:
TML_CAV_01 = {
	name = Border Cavalry Platoon
	for_countries = {
		TML
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %da Pelotão de Cavalaria de Fronteira
	ordered = {
		1 = {
			%da Pelotão de Cavalaria de Fronteira
		}
		2 = {
			%da Pelotão de Cavalaria de Fronteira
		}
		3 = {
			%da Pelotão de Cavalaria de Fronteira
		}
		4 = {
			%da Pelotão de Cavalaria de Fronteira
		}
		5 = {
			%da Pelotão de Cavalaria de Fronteira
		}
		6 = {
			%da Pelotão de Cavalaria de Fronteira
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_a_multiethnic_conglomeration
Constructs: prerequisite, limit, has_government, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_a_multiethnic_conglomeration
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = COG_children_of_woot
	}
	x = 1
	y = 1
	relative_position_id = COG_children_of_woot
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = COG_children_of_woot_idea_trade
				}
			}
			swap_ideas = {
				remove_idea = COG_children_of_woot_idea
				add_idea = COG_children_of_woot_idea_conglomeration
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = COG_children_of_woot_idea_trade
			}
			swap_ideas = {
				remove_idea = COG_children_of_woot_idea_trade
				add_idea = COG_children_of_woot_idea_trade_conglomeration
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/YEM_civil_war.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1973
	division_template = Militia
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: Event
Component: mtg_britain.26
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.26
	title = mtg_britain.26.t
	desc = mtg_britain.26.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.26.a
		set_country_flag = ENG_germany_rejected_isolate_the_italian_threat
	}
}
### Entity: Character
Component: communist_theorist
Source: game
File: common/country_leader/00_traits.txt

Code:
communist_theorist = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	political_power_factor = 0.15
}
### Entity: Character
Component: TUR_fakhri_pasha
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_fakhri_pasha = {
	name = TUR_fakhri_pasha
	portraits = {
		army = {
			small = GFX_portrait_TUR_fakhri_pasha_small
			large = GFX_portrait_TUR_fakhri_pasha
		}
	}
	advisor = {
		slot = army_chief
		idea_token = TUR_fakhri_pasha
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		visible = {
			has_country_flag = TUR_ottoman_officers_invited_back
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: BUL_the_fight_against_bolshevism
Constructs: removal_cost, set_country_flag
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_the_fight_against_bolshevism = {
	picture = ger_bulwark_against_bolshevism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	on_remove = {
		set_country_flag = BUL_the_fight_against_bolshevism_ns_expired_flag
	}
	modifier = {
		custom_modifier_tooltip = BUL_the_fight_against_bolshevism_ns_target_tt
	}
}
### Entity: Order of Battle
Component: air_wing_279
Source: game
File: history/units/CHL_1939_air_bba.txt

Code:
air_wings = {
	279 = {
		small_plane_airframe_0 = {
			owner = CHL
			amount = 18
			creator = USA
			version_name = P-6
		}
		small_plane_cas_airframe_1 = {
			owner = CHL
			amount = 20
			creator = ITA
			version_name = Ba.65
		}
		medium_plane_airframe_0 = {
			owner = CHL
			amount = 16
			creator = GER
			version_name = Ju 86
		}
	}
}
### Entity: Decision
Component: governments_in_exile
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_war_with, has_country_flag, fire_only_once, check_variable, has_opinion
Source: game
File: common/decisions/ETH.txt

Code:
governments_in_exile = {
	ETH_formal_request_to_host = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = ETH
		}
		available = {
			has_completed_focus = ETH_reclaiming_ethiopia
			IF = {
				limit = {
					check_variable = {
						ETH.host_nation = GER
					}
				}
				var:ETH.host_nation = {
					has_opinion = {
						target = ITA
						value = < 1
					}
				}
			}
			ITA = {
				has_civil_war = no
			}
		}
		visible = {
			is_government_in_exile = yes
			NOT = {
				has_global_flag = ethiopia_recognized_flag
			}
		}
		fire_only_once = yes
		cost = 150
		days_remove = 7
		complete_effect = {

		}
		remove_effect = {
			ETH_no_longer_alone = yes
			set_global_flag = ethiopia_recognized_flag
			ETH_haile_selassie_returns = yes
			custom_effect_tooltip = ETH_reclaiming_ethiopia_event_tt
			effect_tooltip = {
				country_event = {
					id = BBA_ethiopia_exile_events.01
					hours = 1
				}
			}
			hidden_effect = {
				var:ETH.host_nation = {
					country_event = {
						id = BBA_ethiopia_exile_events.01
						hours = 1
					}
				}
			}
		}
		ai_will_do = {
			base = 250
			modifier = {
				factor = 0
				date = < 1941.1.1
				is_historical_focus_on = yes
				var:ETH.host_nation = {
					NOT = {
						has_war_with = ITA
					}
				}
			} {
				factor = 0
				date = < 1938.1.1
			}
		}
	}
	ETH_false_flag_operation_decision = {
		icon = GFX_decision_generic_ignite_civil_war
		allowed = {
			original_tag = ETH
		}
		available = {
			has_completed_focus = ETH_sabotage_italo-german_relations
		}
		visible = {
			is_government_in_exile = yes
			var:ETH.host_nation = {
				NOT = {
					has_war_with = ITA
				}
				is_neighbor_of = ITA
				original_tag = GER
			}
		}
		fire_only_once = yes
		days_remove = 90
		custom_cost_trigger = {
			has_equipment = {
				infantry_equipment = > 999
			}
		}
		custom_cost_text = decision_cost_ie_1000
		modifier = {

		}
		complete_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
			}
		}
		remove_effect = {
			var:ETH.host_nation = {
				country_event = {
					id = BBA_ethiopia_exile_events.50
					hours = 1
				}
			}
		}
		ai_will_do = {
			base = 250
			modifier = {
				factor = 0
				date = < 1938.1.1
			}
		}
	}
	ETH_throw_grand_party_for_host = {
		icon = GFX_decision_gre_investment_decisions
		allowed = {
			original_tag = ETH
		}
		available = {


# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_urban_projects_capital_industry
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_urban_projects_capital_industry
	icon = GFX_goal_generic_construction
	relative_position_id = BEL_urban_projects_capital
	x = -1
	y = 1
	prerequisite = {
		focus = BEL_urban_projects_capital
	}
	available = {
		6 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = BEL_recovery_from_the_great_depression1
			}
			swap_ideas = {
				remove_idea = BEL_recovery_from_the_great_depression1
				add_idea = BEL_recovery_from_the_great_depression2
			}
			else = {
				if = {
					limit = {
						has_idea = BEL_recovery_from_the_great_depression2
					}
					swap_ideas = {
						remove_idea = BEL_recovery_from_the_great_depression2
						add_idea = BEL_recovery_from_the_great_depression3
					}
					else = {
						if = {
							limit = {
								has_idea = BEL_recovery_from_the_great_depression3
							}
							swap_ideas = {
								remove_idea = BEL_recovery_from_the_great_depression3
								add_idea = BEL_recovery_from_the_great_depression4
							}
							else = {
								if = {
									limit = {
										has_idea = BEL_recovery_from_the_great_depression4
									}
									swap_ideas = {
										remove_idea = BEL_recovery_from_the_great_depression4
										add_idea = BEL_recovery_from_the_great_depression5
									}
									else = {
										if = {
											limit = {
												has_idea = BEL_recovery_from_the_great_depression5
											}
											remove_ideas = BEL_recovery_from_the_great_depression5
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Country History
Country: MLI
Component: MLI_technology
Constructs: set_technology
Source: game
File: history/countries/MLI - Mali.txt

Code:
# Starting Technologies for MLI
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: denmark_expansion_event.600
Constructs: is_triggered_only, ai_chance, has_government, is_major, has_civil_war, has_opinion, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.600
	title = denmark_expansion_event.600.t
	desc = denmark_expansion_event.600.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.600.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_civil_war = yes
			} {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				any_neighbor_country = {
					is_major = yes
				}
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				factor = 0
				FROM = {
					has_wargoal_against = ROOT
				}
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_tech_sharing_group = DEN_northern_technological_advancements_group
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.601
				days = 2
			}
		}
	} {
		name = denmark_expansion_event.600.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.602
				days = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NOR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 9296
	division_template = Binærdivisjon
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_neutrality_focus
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_neutrality_focus
	text = neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = TAN_Defence_Act
	}
	mutually_exclusive = {
		focus = TAN_interventionism_focus
	}
	x = -1
	y = 1
	relative_position_id = TAN_Defence_Act
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: PER_communist_events.10
Constructs: is_triggered_only, ai_chance, has_war, has_war_with, add_war_support, add_stability, fire_only_once, is_in_faction_with
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_communist_events.10
	title = PER_communist_events.10.t
	desc = PER_communist_events.10.desc
	picture = GFX_report_event_merchant_ship_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_communist_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.2
				has_war = yes
			} {
				factor = 5
				is_in_faction_with = SOU
			}
		}
		add_war_support = 0.1
		declare_war_on = {
			target = FROM
			type = liberate_wargoal
		}
	} {
		name = PER_communist_events.10.b
		ai_chance = {
			base = 3
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		add_stability = -0.05
		FROM = {
			country_event = {
				id = PER_communist_events.9
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_aftermath_of_the_victory_of_the_people
Constructs: prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_aftermath_of_the_victory_of_the_people
	icon = GFX_focus_GRE_red_victory
	prerequisite = {
		focus = GRE_divided_nation
	}
	mutually_exclusive = {
		focus = GRE_democratic_approach GRE_reinforce_royal_dictatorship GRE_national_security_concerns GRE_national_union
	}
	x = -20
	y = 1
	relative_position_id = GRE_divided_nation
	cost = 10
	ai_will_do = {
		factor = 90
	}
	available = {
		has_civil_war = no
		has_government = communism
	}
	completion_reward = {
		country_event = {
			id = greece.51
		}
	}
}
### Entity: Character
Component: INU_inuit_council
Source: game
File: common/characters/INU.txt

Code:
INU_inuit_council = {
	name = INU_inuit_council
	portraits = {
		civilian = {
			large = GFX_portrait_INU_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: Character
Component: RAJ_GOE_ishar_singh
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_ishar_singh = {
	name = RAJ_GOE_ishar_singh
	portraits = {
		army = {
			large = GFX_portrait_RAJ_ishar_singh
			small = GFX_portrait_RAJ_ishar_singh_small
		}
	}
	corps_commander = {
		traits = {
			trait_reckless aggressive_assaulter hill_fighter
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
		visible = {
			OR = {
				has_completed_focus = RAJ_sikh_religious_guarantees RAJ_the_punjab_accord
			}
		}
	}
}
### Entity: Idea
Component: POR_restoring_the_portuguese_armed_forces
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_restoring_the_portuguese_armed_forces = {
	picture = generic_infantry_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		political_power_factor = -0.1
		command_power_gain = 0.1
		army_leader_start_level = 1
	}
}
### Entity: Idea
Component: idea_PAR_florishing_economy
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_florishing_economy = {
	name = idea_PAR_flourishing
	picture = chi_hyper_inflation5
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.15
		industrial_capacity_factory = 0.15
		production_speed_buildings_factor = 0.15
		consumer_goods_factor = -0.1
	}
}
### Entity: Unit Template
Component: CSA_CA_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
CSA_CA_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_CA
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = CSS 
	fallback_name = Heavy Cruiser CA-%d
	unique = {
		Birmingham New Orleans Miami Atlanta Charlotte Dallas Richmond Montgomery Houston Mobile Little Rock Baton Rouge Raleigh Jacksonville Vicksburg Nashville Ft Worth Pensacola Memphis Portsmouth San Antonio Knoxville Norfolk Tallahassee Lafayette Huntsville Savannah Jackson Fort Smith Chattanooga Alexandria Tampa Oklahoma City Austin Decatur Columbus Shreveport Fayetteville Tuscaloosa Wilmington Greensboro Biloxi Athens Jonesboro Macon Orlando Pine Bluff Tulsa Asheville Lake Charles Tupelo Winston-Salem Danville Shawnee Greenville Columbia Spartanburg Sumter Hattiesburg El Paso Roanoke
	}
}
### Entity: Faction
Component: faction_goal_guerilla_expansion
Constructs: has_war, limit, add_war_support, is_literally_china, check_variable, complete_effect, add_faction_power_projection, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_guerilla_expansion = {
	name = guerilla_expansion_goal_name
	description = guerilla_expansion_goal_desc
	category = short_term
	group = FOCUS_FILTER_POLITICAL_CHARACTER
	allowed = {

	}
	visible = {
		FROM = {
			has_war = yes
			is_literally_china = yes
		}
	}
	completed = {
		custom_trigger_tooltip = {
			tooltip = GUERILLA_TOTAL_ABOVE_THRESHOLD
			check_variable = {
				global.guerilla_counter = > 4
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						check_variable = {
							THIS.guerilla_counter = > 2
						}
					}
				}
				name = GUERILLA_ABOVE_THRESHOLD
			}
			add_faction_influence_ratio = 0.2
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_guerilla_expansion
					}
				}
				add_war_support = 0.05
			}
		}
	}
	ai_will_do = {
		base = 3
		modifier = {
			add = 2
			original_tag = PRC
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_divided_nation
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_divided_nation
	icon = GFX_goal_pp
	text = GRE_divided_nation
	prerequisite = {
		focus = GRE_political_awakening
	}
	x = 0
	y = 1
	relative_position_id = GRE_political_awakening
	cost = 5
	ai_will_do = {
		factor = 90
	}
	completion_reward = {
		add_political_power = 75
		unlock_decision_tooltip = GRE_work_on_government
		custom_effect_tooltip = GRE_divided_nation_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}