Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_three_thousand
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_funds, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_three_thousand
	icon = GFX_goal_generic_army_motorized
	mutually_exclusive = {
		focus = LIT_db_six_hundred
	}
	relative_position_id = LIT_mercedes_benz_engine_plant
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_mercedes_benz_engine_plant
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = LIT_german_mercedes_mot
			mio:LIT_german_mercedes_mot = {
				add_mio_funds = 750
			}
			else = {
				custom_effect_tooltip = new_idea_available_material
				show_ideas_tooltip = lit_german_mercedes_mot
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = LIT_three_thousand
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Scripted Effect
Component: ITA_set_special_characters_as_monarchist_effect
Constructs: has_completed_focus, limit, set_unit_leader_flag, set_character_flag, has_character_flag, clr_character_flag, has_unit_leader_flag, clr_unit_leader_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_special_characters_as_monarchist_effect = {
	ITA_giovanni_messe = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_giovanni_duca = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_amedeo_guillet = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_annibale_bergonzoli = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_hamid_idris_awate = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_ibrahim_farag_mohammed = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_junio_valerio_borghese = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_gaetano_crocco = {
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_romeo_bernotti = {
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_alberto_pariani = {
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_francesco_pricolo = {
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_aldo_pellegrini = {
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_italo_balbo_focus
			}
		}
		ITA_italo_balbo = {
			if = {
				limit = {
					has_character_flag = ITA_cw_character_fascist_side_flag
				}
				clr_character_flag = ITA_cw_character_fascist_side_flag
			} {
				limit = {
					has_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
				}
				clr_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
			}
			set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
			set_character_flag = ITA_cw_character_monarchist_side_flag
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = ITA_dino_grandi_focus
			}
		}
		ITA_dino_grandi = {
			if = {
				limit = {
					has_character_flag = ITA_cw_character_fascist_side_flag
				}
				clr_character_flag = ITA_cw_character_fascist_side_fl
# ... (truncated)
### Entity: Character
Component: UKR_stepan_bandera
Source: game
File: common/characters/UKR.txt

Code:
UKR_stepan_bandera = {
	name = UKR_stepan_bandera
	portraits = {
		civilian = {
			large = GFX_portrait_Stepan_Bandera
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1953.3.1
		id = -1
		traits = {

		}
	}
}
### Entity: Idea
Component: sino_soviet_resource_surveyors
Constructs: limit, has_war_with, has_country_flag, has_dlc, is_literally_china_not_prc, is_literally_china, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
sino_soviet_resource_surveyors = {
	picture = stalingrad_tractor_factory
	available = {
		controls_state = 617
		NOT = {
			has_war_with = SOV
		}
		IF = {
			limit = {
				original_tag = SIK
			}
			has_country_flag = SIK_established_the_xinjiangneft_flag
		}
	}
	allowed = {
		OR = {
			AND = {
				has_dlc = No Compromise, No Surrender
				OR = {
					original_tag = MAN
					is_literally_china_not_prc = yes
				}
			} {
				has_DLC = Waking the Tiger
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
				OR = {
					original_tag = MAN
					is_literally_china = yes
				}
			}
		}
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: wartime_industry_focus
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
wartime_industry_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
	}
}
### Entity: Order of Battle
Component: air_wing_408
Source: game
File: history/units/SOV_1936_air_legacy.txt

Code:
air_wings = {
	408 = {
		fighter_equipment_0 = {
			owner = SOV
			amount = 94
		} {
			owner = SOV
			amount = 94
		}
		strat_bomber_equipment_1 = {
			owner = SOV
			amount = 24
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_secure_the_corridor
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_secure_the_corridor
	icon = GFX_focus_generic_attack_tunganistan
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_country = {
			owns_state = 619
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		any_country = {
			owns_state = 619
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_revolution_through_force
	}
	relative_position_id = AFG_revolution_through_force
	cost = 5
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = 619
			 = .owner
			generator = {
				619
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Armada Nacional
Source: game
File: history/units/COL_1936_naval_legacy.txt

Code:
fleet = {
	name = Armada Nacional
	naval_base = 12790
	task_force = {
		name = Armada Nacional
		location = 12790
		ship = {
			name = ARC Antioquia
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = COL
				}
			}
		} {
			name = ARC Caldas
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = COL
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_first_album
Constructs: add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_first_album
	icon = GFX_focus_spr_masters_of_our_own_fate
	x = 17
	y = 0
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 100
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: HUN_promises_of_peace
Constructs: war_support_factor, conscription_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_promises_of_peace = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_army_problems
	modifier = {
		conscription_factor = -0.1
		war_support_factor = -0.1
		justify_war_goal_time = 0.5
	}
}
### Entity: Technology
Component: advanced_infantry_weapons
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	enable_equipments = {
		infantry_equipment_3
	}
	path = {
		leads_to_tech = advanced_infantry_weapons2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1942
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		base = 1
		modifier = {
			tag = GER
			factor = 2.5
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 2
			date = > 1944.1.1
		} {
			num_of_military_factories = > 150
			factor = 2.5
		} {
			num_of_military_factories = < 50
			factor = 0.5
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.3
Constructs: is_triggered_only, ai_chance, remove_claim_by, add_core_of, set_state_flag, create_wargoal, take_state_focus, is_ai
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.3
	title = BBA_swiss_expansion.3.t
	desc = BBA_swiss_expansion.3.desc
	picture = GFX_report_event_SWI_president_talking_flag
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.3.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		effect_tooltip = {
			var:SWI.SWI_state_being_claimed = {
				remove_claim_by = FROM
				add_core_of = FROM
				set_state_flag = SWI_claiming_failed
			}
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.5
				hours = 4
			}
		}
	} {
		name = BBA_swiss_expansion.3.b
		ai_chance = {
			base = 5
			modifier = {
				add = 2
				FROM = {
					is_ai = no
				}
			} {
				factor = 1.3
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 1.7
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				add = 10
				is_historical_focus_on = no
			} {
				add = 15
				SWI_country_opinion_is_good = yes
			}
		}
		trigger = {

		}
		effect_tooltip = {
			var:SWI.SWI_state_being_claimed = {
				remove_claim_by = FROM
				add_core_of = FROM
				set_state_flag = SWI_claiming_succeeded
				FROM = {
					transfer_state = PREV
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.4
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: hon.26
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.26
	title = hon.26.t
	desc = hon.26.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.26.a
		ai_chance = {
			base = 99
		}
		white_peace = HON
		HON = {
			country_event = hon.27
		}
	} {
		name = hon.26.b
		ai_chance = {
			base = 1
		}
		HON = {
			country_event = hon.28
		}
	}
}
### Entity: Event
Component: bftb_greece.213
Constructs: is_triggered_only, limit, add_opinion_modifier, add_political_power, is_faction_leader, is_in_faction_with, remove_from_faction
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.213
	title = bftb_greece.213.t
	desc = bftb_greece.213.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_greece.213.a
		add_political_power = -120
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		if = {
			limit = {
				original_tag = ENG
				ENG = {
					is_faction_leader = yes
				}
				GRE = {
					is_in_faction_with = ENG
				}
			}
			remove_from_faction = GRE
		} {
			limit = {
				original_tag = FRA
				FRA = {
					is_faction_leader = yes
				}
				GRE = {
					is_in_faction_with = FRA
				}
			}
			remove_from_faction = GRE
		} {
			limit = {
				original_tag = ITA
				ITA = {
					is_faction_leader = yes
				}
				GRE = {
					is_in_faction_with = ITA
				}
			}
			remove_from_faction = GRE
		}
	} {
		name = bftb_greece.213.b
		add_political_power = -150
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_scandinavian_collaboration
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, every_other_country, is_in_faction, is_subject
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_scandinavian_collaboration
	icon = GFX_focus_generic_scandinavian_alliance
	prerequisite = {
		focus = SWE_hansson_iii_cabinet
	}
	relative_position_id = SWE_hansson_iii_cabinet
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction = no
				is_subject = no
				NOT = {
					has_government = fascism communism
				}
				gen_is_nordic_country = yes
			}
			country_event = sweden_nap.3
		}
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Country History
Country: PSR
Component: PSR_misc
Constructs: limit, set_technology, set_grand_doctrine, has_dlc, set_convoys
Source: game
File: history/countries/PSR - Philippine Second Republic.txt

Code:
# Misc for PSR
capital = 327
set_grand_doctrine = grand_battleplan new_fleet_in_being
IF = {
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
	ELSE = {
		set_technology = {
			gwtank = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		coastal_defense_ships = 1
	}
}
set_convoys = 25
### Entity: National Focus
Tree: phi_focus
Component: PHI_makapili
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, add_manpower
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_makapili
	icon = GFX_focus_PHI_makapili
	prerequisite = {
		focus = PHI_assassination_of_quezon
	}
	relative_position_id = PHI_assassination_of_quezon
	x = -1
	y = 1
	cost = 5
	available = {
		has_country_flag = PHI_sakdalista_exiles_returned_flag
		if = {
			limit = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
			NOT = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 25000
		add_war_support = 0.075
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Shared Focus
Component: ARCTIC_start_them_young
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_start_them_young
	icon = GFX_focus_SWE_Sami_reconcilliation
	prerequisite = {
		focus = ARCTIC_sharpshooting_tradition
	}
	relative_position_id = ARCTIC_sharpshooting_tradition
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	cancel_if_invalid = yes
	completion_reward = {
		army_experience = 5
		add_ideas = military_youth_focus
	}
}
### Entity: Event
Component: sik.8
Constructs: is_triggered_only
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.8
	title = sik.8.t
	desc = sik.8.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	option = {
		name = sik.8.a
	}
}
### Entity: Event
Component: r56_iraq_faction.2
Constructs: is_triggered_only
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.2
	title = r56_iraq_faction.2.t
	desc = r56_iraq_faction.2.d
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.2.a
	}
}
### Entity: Modifier Reference
Construct: ai_focus_war_production_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_war_production_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Character
Component: the_director
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
the_director = {
	random = no
	planning_speed = -0.1
	max_planning = 0.1
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15
}
### Entity: Event
Component: NSB_polish_fascist_events.202
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.202
	title = NSB_polish_fascist_events.202.t
	desc = NSB_polish_fascist_events.202.desc
	picture = GFX_report_event_generic_conference
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.202.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_6 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 0
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_great_japan_industrial_patriotic_association
Constructs: prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_great_japan_industrial_patriotic_association
	icon = GFX_focus_ICE_state_corporatism
	x = 1
	y = 1
	relative_position_id = JAP_form_the_central_economic_council
	prerequisite = {
		focus = JAP_form_the_central_economic_council
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = JAP_central_economic_council_idea
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				532 531
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor available_political_advisor
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			JAP_industry_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		}
		show_ideas_tooltip = JAP_naoki_hoshino JAP_gotaro_ogawa
	}
}
### Entity: Event
Component: r56.lootbox.event.26
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.26
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.26.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.legendary
		add_timed_idea = {
			idea = r56_lootbox_war_prep_idea
			days = 60
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Collectivist_Ethos
Constructs: shared_focus, prerequisite, has_government, completion_reward, add_political_power, has_global_flag, is_historical_focus_on, is_puppet
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Collectivist_Ethos
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = GEN_State_Matter
	}
	mutually_exclusive = {
		focus = GEN_Liberty_Ethos
	}
	available = {

	}
	x = -2
	y = 1
	relative_position_id = GEN_State_Matter
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			has_global_flag = rt56_old_school
			add = 0.1
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = MON
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = TAN
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = PAR
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					OR = {
						has_government = communism fascism
					}
				}
			}
		} {
			factor = 0
			original_tag = MPL
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = democratic neutrality
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				NOT = {
					OVERLORD = {
						OR = {
							has_government = fascism communism
						}
					}
				}
			}
		} {
			factor = 0.02
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = fascism communism
				}
			}
		} {
			factor = 10
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					AND = {
						is_in_faction_with = SOV
						SOV = {
							has_government = communism
						}
					}
					tag = DDR
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 1395
		}
	}
}
### Entity: Character
Component: LIB_george_remond
Source: game
File: common/characters/LIB.txt

Code:
LIB_george_remond = {
	advisor = {
		slot = air_chief
		idea_token = LIB_george_remond
		allowed = {
			original_tag = LIB
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = George Remond
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_support_the_finns
Constructs: add_equipment_to_stockpile, prerequisite, has_war, has_war_with, completion_reward, is_subject, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_support_the_finns
	icon = GFX_focus_invite_finland
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_review_foreign_policy
	}
	relative_position_id = FRA_review_foreign_policy
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		FIN = {
			has_war = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 10
		FIN = {
			add_manpower = 10000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
				producer = FRA
			}
		}
	}
}