Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nzl_focus
Component: NZL_national_defense_institute
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_national_defense_institute
	icon = GFX_focus_research
	prerequisite = {
		focus = NZL_project_seal
	}
	x = 0
	y = 1
	relative_position_id = NZL_project_seal
	cost = 10
	ai_will_do = {
		factor = 35
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Decision
Component: IRQ_flood_the_plains_cat
Constructs: has_completed_focus, has_war, fire_only_once, complete_effect, add_province_modifier, remove_effect, remove_flooding_tt, remove_province_modifier
Source: game
File: common/decisions/IRQ.txt

Code:
IRQ_flood_the_plains_cat = {
	IRQ_flood_the_plains = {
		icon = hol_inundate_water_lines
		allowed = {
			original_tag = IRQ
		}
		available = {
			has_war = yes
			ROOT = {
				controls_province = 2097
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 120
		highlight_states = {
			highlight_state_targets = {
				state = 291 1011
			}
			highlight_provinces = {
				12839 3795 12046 7994 10876 2097 2089 8001 2004 12726 7977
			}
			highlight_only_provinces = yes
		}
		modifier = {

		}
		visible = {
			IRQ = {
				has_completed_focus = IRQ_construct_the_kut_barrage
			}
		}
		complete_effect = {
			291 = {
				add_province_modifier = {
					static_modifiers = {
						flooded
					}
					province = {
						id = 12839 3795 12046 7994 10876 2097
					}
				}
				damage_building = {
					type = infrastructure
					damage = 2
				} {
					type = industrial_complex
					damage = 0.5
				} {
					type = arms_factory
					damage = 0.5
				}
			}
			1011 = {
				add_province_modifier = {
					static_modifiers = {
						flooded
					}
					province = {
						id = 2089 8001 2004 12726 7977
					}
				}
				damage_building = {
					type = infrastructure
					damage = 2
				} {
					type = industrial_complex
					damage = 0.5
				} {
					type = arms_factory
					damage = 0.5
				}
			}
		}
		remove_effect = {
			custom_effect_tooltip = remove_flooding_tt
			hidden_effect = {
				291 = {
					remove_province_modifier = {
						static_modifiers = {
							flooded
						}
						province = {
							id = 12839 3795 12046 7994 10876 2097
						}
					}
				}
				1011 = {
					remove_province_modifier = {
						static_modifiers = {
							flooded
						}
						province = {
							id = 2089 8001 2004 12726 7977
						}
					}
				}
			}
		}
		ai_will_do = {
			modifier = {
				add = 50
				surrender_progress = > 0.15
			}
		}
	}
}
### Entity: Modifier Reference
Component: ARG_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_navy
	experience_gain_navy = JUNO_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = JUNO_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = JUNO_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = JUNO_navy_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = JUNO_navy_convoy_retreat_speed
	refit_speed = JUNO_navy_refit_speed
	spotting_chance = JUNO_navy_spotting_chance
	repair_speed_factor = JUNO_navy_repair_speed_factor
	production_speed_dockyard_factor = JUNO_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = JUNO_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = JUNO_navy_extra_marine_supply_grace
	naval_invasion_capacity = JUNO_navy_naval_invasion_capacity
	naval_mines_effect_reduction = JUNO_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = JUNO_navy_experience_gain_navy_unit_factor
	naval_coordination = JUNO_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = JUNO_navy_naval_equipment_upgrade_xp_cost
	naval_morale_factor = JUNO_naval_morale_factor
	screening_efficiency = JUNO_screening_efficiency
	convoy_escort_efficiency = JUNO_convoy_escort_efficiency
	navy_capital_ship_defence_factor = JUNO_navy_capital_ship_defence_factor
	naval_accidents_chance = JUNO_naval_accidents_chance
	navy_screen_defence_factor = JUNO_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = JUNO_modifier_production_speed_coastal_bunker_factor
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_enact_womens_suffrage
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_enact_womens_suffrage
	icon = GFX_focus_generic_universal_suffrage
	prerequisite = {
		focus = PHI_the_agricultural_tenancy_act
	}
	relative_position_id = PHI_the_agricultural_tenancy_act
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_stability = -0.05
		add_ideas = r56i_laws_gender_equality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKB_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKB_state = {
	OR = {
		state = 6 29 34 977 980
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_anti_capitalist_policies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_anti_capitalist_policies
	icon = GFX_focus_spr_class_war
	prerequisite = {
		focus = SOV_the_comintern
	}
	x = 2
	y = 1
	relative_position_id = SOV_policy_of_individual_security
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		NOT = {
			has_government = democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				OR = {
					has_government = fascism communism
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_capitalist_policies_good
			}
		} {
			limit = {
				is_major = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_anti_capitalist_policies_bad
			}
		}
		if = {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_anti_capitalism
		}
	}
}
### Entity: Decision
Component: NOR_communist_preparation_decisions_category
Constructs: has_completed_focus, has_war, has_government
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_communist_preparation_decisions_category = {
	icon = GFX_decision_category_generic_communism
	picture = GFX_decision_cat_picture_NOR_rousing_proletariat
	priority = 7
	visible = {
		has_completed_focus = NOR_the_seeds_of_the_revolution
		has_war = no
		NOT = {
			has_government = communism
		}
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_attain_american_advisors
Constructs: prerequisite, completion_reward, create_operative_leader
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_attain_american_advisors
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = TIB_open_the_chamdo_road TIB_establish_the_tibetan_mirror
	}
	relative_position_id = TIB_open_the_chamdo_road
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		create_operative_leader = {
			name = Ilya Tolstoy
			portrait_path = gfx/leaders/r56_generic/r56_portrait_generic_operative_europe_3.dds
			traits = {
				operative_infiltrator operative_commando
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				USA SOV
			}
		}
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = TIB_brooke_dolan
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_demand_hungarian_submission
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, completion_reward, has_country_leader
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_demand_hungarian_submission
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = AUS_rebellious_rearmament
	}
	mutually_exclusive = {
		focus = AUS_bring_hungary_back_into_the_fold
	}
	x = 8
	y = 1
	relative_position_id = AUS_rebellious_rearmament
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = neutrality
		has_country_leader = {
			ruling_only = yes
			character = HUN_otto_von_habsburg
		}
		is_subject = no
		NOT = {
			has_war_with = HUN
		}
		HUN = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		HUN = {
			is_subject_of = ROOT
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_austromarxism_focus AUS_hold_elections AUS_totalitarian_safety AUS_bring_hungary_back_into_the_fold AUS_the_danubian_federation
				}
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_demand_hungarian_submission_tt generic_skip_one_line_tt HABSBURG_joint_ft_unlock_tt
		hidden_effect = {
			HUN = {
				capital_scope = {
					add_to_array = {
						array = AUS.expansion_targets
						value = THIS
					}
				}
			}
			set_global_flag = AH_joint_tree_activated_flag
			every_country = {
				limit = {
					HABSBURG_is_a_habsburg_viable_nation = yes
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_variable = {
			global.AH_originator_country = ROOT
		}
	}
}
### Entity: Technology
Component: jet_tactical_bomber2
Constructs: is_special_project_completed, enable_equipments, research_cost, is_special_project_tech
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_axial_jet_engine
		}
	}
	enable_equipments = {
		jet_tac_bomber_equipment_2
	}
	research_cost = 2
	start_year = 1950
	folder = {
		name = air_techs_folder
		position = {
			x = 2
			y = 14
		}
	}
	categories = {
		medium_air jet_technology tactical_bomber mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	is_special_project_tech = yes
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: r56_china_has_mio_selected
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
r56_china_has_mio_selected = {
	OR = {
		has_country_flag = CHI_shanghai_arsenal_selected_flag CHI_liaoning_arsenal_organization_selected_flag CHI_jinling_arsenal_organization_selected_flag CHI_kiangnan_shipyard_group_organization_selected_flag CHI_dagu_shipyard_organization_selected_flag CHI_sinaw_organization_selected_flag CHI_mukden_arsenal_organization_selected_flag CHI_taiyuan_arsenal_organization_selected_flag CHI_china_automobile_corporation_organization_selected_flag CHI_hanyan_arsenal_organization_selected_flag CHI_taku_shipyard_organization_selected_flag CHI_dalian_shipyard_organization_selected_flag CHI_shaoguan_aircraft_manufacturing_factory_organization_selected_flag CHI_central_nachang_aircraft_manufacturing_factory_organization_selected_flag CHI_naval_air_establishment_shanghai_organization_selected_flag CHI_chengdu_aviation_research_institute_organization_selected_flag
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_radicalize_salazars_allies
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_radicalize_salazars_allies
	prerequisite = {
		focus = POR_restore_valiance_to_the_nation
	}
	mutually_exclusive = {
		focus = POR_one_revolution_to_end_them_all
	}
	icon = GFX_focus_generic_infiltration
	cost = 5
	ai_will_do = {
		base = 20
	}
	x = -1
	y = 1
	relative_position_id = POR_restore_valiance_to_the_nation
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.04
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		swap_ideas = {
			add_idea = POR_radicalize_salazars_allies_idea
			remove_idea = POR_disgruntled_republicans_fas
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: IRQ_yusuf_salman_yusuf
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_yusuf_salman_yusuf = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_yusuf_salman_yusuf
		portraits = {
			civilian = {
				large = GFX_portrait_IRQ_yusuf_salman_yusuf
				small = GFX_portrait_IRQ_yusuf_salman_yusuf_small
			}
		}
		country_leader = {
			ideology = leninism
			expire = 1965.1.1.1
			id = -1
			traits = {
				IRQ_comrade_fahd
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_yusuf_salman_yusuf
			allowed = {
				original_tag = IRQ
			}
			traits = {
				ARG_communist_insurrectionist
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_yusuf_salman_yusuf
		portraits = {
			civilian = {
				large = GFX_portrait_Yusuf_Salman_Yusuf
			}
		}
		country_leader = {
			ideology = leninism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Idea
Component: r56_LUX_farm_subsidies
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_farm_subsidies = {
	picture = generic_agrarian_society
	modifier = {
		consumer_goods_factor = 0.05
		monthly_population = 0.25
	}
}
### Entity: Technology
Component: paratroopers
Constructs: has_completed_focus, limit, enable_subunits, has_dlc, research_cost, has_template_containing_unit, load_oob, unlock_paratroopers
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_subunits = {
		paratrooper
	} {
		limit = {
			has_dlc = Thunder at Our Gates
		}
		 = hq_paratrooper
	}
	path = {
		leads_to_tech = paratroopers2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1936
		}
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = paratrooper
		}
	}
	on_research_complete = {
		hidden_effect = {
			load_oob = unlock_paratroopers
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_RAID
				RAID_TYPE = raid_type_mine_sabotage_raid
			} {
				localization_key = SP_UNLOCK_RAID
				RAID_TYPE = raid_type_pathfinder_raid
			}
		}
	}
	categories = {
		para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 20
			tag = USA
			date = > 1943.1.1
		} {
			factor = 2
			tag = GER
		} {
			factor = 5
			tag = ENG
		} {
			factor = 20
			tag = GER
			has_completed_focus = GER_anschluss
			CZE = {
				is_ai = no
			}
		} {
			factor = 5
			tag = GER
			has_completed_focus = GER_fallschirmjager
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_unify_the_military
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_active_mission, cancel_if_invalid, set_politics
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_unify_the_military
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = LIT_organize_the_iron_wolf
	}
	x = 0
	y = 2
	relative_position_id = LIT_organize_the_iron_wolf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.4
		has_active_mission = LIT_iron_wolf_partisans
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		remove_ideas = {
			LIT_military_idea_1 LIT_seimas_idea_1
		}
		remove_mission = LIT_iron_wolf_partisans
		if = {
			limit = {
				NOT = {
					has_idea = LIT_iron_wolf_idea_good_2
				}
			}
			LIT_remove_iron_wolf_effect = yes
			add_ideas = LIT_iron_wolf_idea_good_2
		}
	}
}
### Entity: Effect Reference
Construct: set_victory_points
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_victory_points

* Supported Scopes: any
* Supported Targets: any

```
sets victory points for a province
set_victory_points = {
  province = 42
  value = 5
}
```
### Entity: Operation
Component: coordinated_strike_direct_units
Source: game
File: common/operation_phases/lar_coordinated_strike.txt

Code:
coordinated_strike_direct_units = {
	name = coordinated_strike_direct_units
	desc = coordinated_strike_direct_units_desc
	outcome = coordinated_strike_direct_units_outcome
	picture = GFX_phase_coordinated_strike_direct_units
	icon = GFX_phase_coordinated_strike_direct_units_small
	requirements = {

	}
	equipment = {
		support_equipment = 100
	}
}
### Entity: Decision
Component: SWE_ebba_palmstierna_cat
Constructs: has_dlc, has_character_flag, is_hired, has_trait
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_ebba_palmstierna_cat = {
	allowed = {
		tag = SWE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		SWE_ebba_palmstierna = {
			has_character_flag = is_hired
			NOT = {
				has_trait = SWE_ebba_add_production SWE_ebba_political_clout SWE_ebba_add_research
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Invite_American
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy, send_volunteers_desire
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Invite_American
	text = GEN_invite_american_investors
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = VNZ_construction_effort_2
	}
	x = 4
	y = 1
	relative_position_id = VNZ_construction_effort_2
	mutually_exclusive = {
		focus = VNZ_Invite_German
	} {
		focus = VNZ_Invite_Soviets
	}
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = democratic
		}
	}
	available = {
		num_of_controlled_states = > 0
		AND = {
			USA = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	bypass = {

	}
	completion_reward = {
		USA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_opinion_modifier = {
			target = USA
			modifier = gen_invited_american
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: sp_available
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_available

"Trigger available returns true for all Special Projects.
ex:
sp_available"
### Entity: National Focus
Tree: lit_focus
Component: LIT_arm_monarchist_militants
Constructs: prerequisite, has_country_flag, completion_reward, is_subject_of, unlock_decision_tooltip
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_arm_monarchist_militants
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = LIT_support_monarchism_in_POL
	}
	relative_position_id = LIT_support_monarchism_in_POL
	x = -1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	bypass = {
		POL = {
			OR = {
				exists = no
				is_subject_of = ROOT
				has_country_flag = POL_banned_monarchy_flag
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = POL_arm_monarchist_militants
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_demand_slovenia
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, is_ally_with, every_other_country
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_demand_slovenia
	icon = GFX_focus_generic_attack_slovenia
	cost = 5
	prerequisite = {
		focus = CZE_the_legacy_of_ottokar
	}
	mutually_exclusive = {
		focus = CZE_demand_overlordship_of_yugoslav_league
	}
	relative_position_id = CZE_the_legacy_of_ottokar
	x = 0
	y = 1
	available = {
		is_subject = no
		controls_state = 976
		NOT = {
			has_war_with = 102
			 = .owner .owner
			is_ally_with = 102
		}
	}
	bypass = {
		OR = {
			controls_state = 102
			owns_state = 102
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				owns_state = 102
			}
			country_event = MUN_czech.1005
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_press_for_pakistan
Constructs: has_completed_focus, prerequisite, has_war, limit, owns_state, has_war_with, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_press_for_pakistan
	icon = GFX_goal_AFG_press_for_pakistan
	x = -2
	y = 1
	cost = 8
	available = {
		is_subject = no
		any_country = {
			NOT = {
				has_war_with = AFG
				is_in_faction_with = AFG
				is_subject_of = AFG
			}
			owns_state = 442 444 445
		}
	}
	bypass = {
		any_country = {
			OR = {
				has_war_with = AFG
				is_in_faction_with = AFG
				is_subject_of = AFG
			}
			any_controlled_state = {
				state = 442 444 445
			}
		}
	}
	prerequisite = {
		focus = AFG_join_allies AFG_neutrality_reaffirmed
	}
	relative_position_id = AFG_join_allies
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			has_completed_focus = AFG_neutrality_reaffirmed
			PAK = {
				exists = yes
			}
		} {
			factor = 0
			is_historical_focus_on = yes
		} {
			add = 25
			has_completed_focus = AFG_neutrality_reaffirmed
			PAK = {
				exists = yes
			}
		} {
			add = 75
			has_completed_focus = AFG_neutrality_reaffirmed
			PAK = {
				exists = yes
				has_war = yes
			}
		} {
			factor = 0
			has_completed_focus = AFG_join_allies
			PAK = {
				exists = yes
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
		} {
			add = 50
			has_completed_focus = AFG_join_allies
			PAK = {
				exists = yes
			}
		} {
			add = 100
			has_completed_focus = AFG_join_allies
			PAK = {
				exists = no
			}
			RAJ = {
				owns_state = 442 444 445
				controls_state = 442 444 445
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				442 = {
					is_owned_and_controlled_by = PAK
				}
				444 = {
					is_owned_and_controlled_by = PAK
				}
				445 = {
					is_owned_and_controlled_by = PAK
				}
			}
			PAK = {
				country_event = {
					id = r56_afghanistan.51
					hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt AFG_gets_pakistan_press
		} {
			limit = {
				442 = {
					is_owned_and_controlled_by = RAJ
				}
				444 = {
					is_owned_and_controlled_by = RAJ
				}
				445 = {
					is_owned_and_controlled_by = RAJ
				}
			}
			RAJ = {
				country_event = {
					id = r56_afghanistan.51
					hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt AFG_gets_pakistan_press
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}