Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: NORDIC_navy_member_to_originator
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_navy_member_to_originator = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_navy_member_dmod
			}
		}
		custom_effect_tooltip = NORDIC_becomes_navy_leader_tooltip
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NORDIC_navy_member_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_navy_originator_dmod
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_south_subjugated
Constructs: has_completed_focus, limit, has_country_flag, has_faction_template, is_owned_by, complete_effect, add_faction_power_projection, every_collection_element
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_south_subjugated = {
	name = faction_goal_south_subjugated_name
	description = faction_goal_south_subjugated_desc
	group = FOCUS_FILTER_ANNEXATION
	category = short_term
	visible = {
		FROM = {
			original_tag = CHI
			has_faction_template = faction_template_chinese_united_front
			NOT = {
				has_country_flag = CHI_tour_the_north_flag CHI_tour_the_west_flag
			}
		}
	}
	available = {
		FROM = {
			has_completed_focus = CHI_tour_the_south
		}
	}
	completed = {
		GDC = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		GXC = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
		YUN = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 50
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						is_subject = yes
					}
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_south_subjugated
					}
				}
				add_timed_idea = {
					idea = idea_CHI_central_government_integration_pressure
					days = 365
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Character
Component: FRA_alfred_heurtaux
Source: game
File: common/characters/FRA.txt

Code:
FRA_alfred_heurtaux = {
	name = FRA_alfred_heurtaux
	portraits = {
		army = {
			small = GFX_idea_alfred_heurtaux
		}
	}
	advisor = {
		slot = high_command
		idea_token = alfred_heurtaux
		ledger = air
		allowed = {
			original_tag = FRA
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_hegemony_of_the_ss
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, add_field_marshal_role, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_hegemony_of_the_ss
	icon = GFX_focus_GER_hegemony_of_the_ss
	prerequisite = {
		focus = GER_absorb_the_abwehr GER_strengthen_the_waffen_ss
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_absorb_the_abwehr
	cost = @inner_circle_time_tier_3
	available = {
		if = {
			limit = {
				has_country_flag = GER_hegemony_of_the_ss_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_3
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_heinrich_himmler
					FLAG_DAYS = [?GER_hegemony_of_the_ss_in_progress_flag:days]
				}
				always = no
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_heinrich_himmler
					FOCUS = GER_ascension_of_himmler
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		GER_heinrich_himmler = {
			add_field_marshal_role = {
				traits = {
					politically_connected militias_officer
				}
				skill = 2
				attack_skill = 1
				defense_skill = 3
				planning_skill = 1
				logistics_skill = 2
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_modifier_army_sub_unit_militia_max_org_factor = 0.1
			tooltip = modifier_army_sub_unit_militia_max_org_factor_tt
		} {
			GER_military_modifier_army_sub_unit_militia_attack_factor = 0.05
			tooltip = modifier_army_sub_unit_militia_attack_factor_tt
		} {
			GER_military_modifier_army_sub_unit_militia_defence_factor = 0.05
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_light_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_light_tank_anti-tank.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Event
Component: BBA_italo_ethiopian_war_events.201
Constructs: is_triggered_only, fire_only_once, add_to_variable
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.201
	title = BBA_italo_ethiopian_war_events.201.t
	desc = BBA_italo_ethiopian_war_events.201.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.201.a
		custom_effect_tooltip = ETH_morale_boost_tt
		add_to_variable = {
			ETH_army_army_defence_factor = 0.1
		} {
			ETH_army_army_org_factor = 0.05
		}
		ETH_improve_army_spirit_effect = yes
	}
}
### Entity: Event
Component: SPR_spain.2
Constructs: create_country_leader, has_government, has_country_flag, fire_only_once, retire_ideology_leader, set_party_name
Source: game
File: events/SPR_spain.txt

Code:
country_event = {
	id = SPR_spain.2
	title = SPR_spain.2.t
	desc = SPR_spain.2.desc
	picture = GFX_report_event_spain_civil_war_soldiers
	fire_only_once = yes
	hidden = yes
	trigger = {
		AND = {
			original_tag = SPR
			has_country_flag = sided_with_the_nationalists_spanish_civil_war_flag
			NOT = {
				tag = SPR
			}
			has_government = fascism
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = SPR_spain.2.a
		retire_ideology_leader = democratic
		set_party_name = {
			ideology = democratic
			long_name = SPR_democratic_party_ceda_long
			name = SPR_democratic_party_ceda
		}
		create_country_leader = {
			name = J.M. Gil-Robles Quiñones
			desc = 
			picture = gfx/leaders/SPR/Portrait_SPR_J_M_Gil_Robles_Quinones.dds
			expire = 1965.1.1
			ideology = conservatism
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_outlaw_the_communist_party
Constructs: prerequisite, limit, add_ideas, has_government, is_major, completion_reward, is_subject, is_historical_focus_on
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_outlaw_the_communist_party
	icon = GFX_goal_generic_anti_communism
	prerequisite = {
		focus = SLO_reinforce_hlinka_guard
	}
	relative_position_id = SLO_reinforce_hlinka_guard
	available = {
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = communism_banned
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ARM_cherish_what_we_have_idea
Constructs: has_government
Source: game
File: common/ideas/armenia.txt

Code:
ARM_cherish_what_we_have_idea = {
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		industry_repair_factor = 0.25
		global_building_slots_factor = 0.2
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_departamento_feminino
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_departamento_feminino
	icon = GFX_focus_SOV_womens_fascist_movement
	prerequisite = {
		focus = BRA_anaue
	}
	x = 4
	y = 1
	relative_position_id = BRA_anaue
	cost = 10
	ai_will_do = {
		factor = 11
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = BRA_modify_estado_moderno_ns_intro
		add_to_variable = {
			BRA_estado_moderno_recruitable_population_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			BRA_estado_moderno_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.55
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, is_capital, is_core_of, random_owned_controlled_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.55
	title = BBA_ethiopia_balance_of_power_events.55.t
	desc = BBA_ethiopia_balance_of_power_events.55.desc
	is_triggered_only = yes
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	picture = GFX_report_event_generic_parliament
	option = {
		name = BBA_ethiopia_balance_of_power_events.55.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 50
		add_stability = -0.02
	} {
		name = BBA_ethiopia_balance_of_power_events.55.b
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_small_effect = yes
		add_stability = 0.02
		add_political_power = -50
		var:ROOT.ETH_bop_state = {
			add_to_variable = {
				ETH_state_independence = 1
			}
		}
	}
}
### Entity: Character
Component: CHL_manuel_manquilef
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_manuel_manquilef = {
	name = CHL_manuel_manquilef
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_manuel_manquilef
			small = GFX_portrait_CHL_manuel_manquilef_small
		}
		army = {
			large = GFX_portrait_CHL_manuel_manquilef
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_manuel_manquilef
		allowed = {
			original_tag = CHL
		}
		available = {
			NOT = {
				has_government = fascism
			} {
				has_country_leader = {
					ruling_only = yes
					character = CHL_manuel_manquilef
				}
			}
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
		}
		visible = {
			NOT = {
				has_government = fascism
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			}
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
		}
		traits = {
			JUNO_defender_of_araucanian_soverighnty
		}
	}
	corps_commander = {
		traits = {
			infantry_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_industrial_investment
Constructs: limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_industrial_investment
	icon = GFX_goal_generic_construct_civ_factory
	x = 12
	y = 0
	relative_position_id = CHI_secure_internal_politics
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CHI_industrial_investment_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = CHI_industrial_investment_IC
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_northern_steel_plants
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_northern_steel_plants
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = MEX_focus_oil_field_expansion
	}
	x = 7
	y = 1
	relative_position_id = MEX_focus_oil_field_expansion
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		480 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 4
			}
		}
		482 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 4
			}
		}
	}
}
### Entity: Character
Component: SWI_enrico_celio
Source: game
File: common/characters/SWI.txt

Code:
SWI_enrico_celio = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_enrico_celio
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_conservative_democrat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			}
		}
		can_be_fired = no
	}
	name = SWI_enrico_celio
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_enrico_celio_small
			large = GFX_portrait_SWI_enrico_celio
		}
	}
}
### Entity: Event
Component: mutiny_event.2
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.2
	title = mutiny_event.2.t
	desc = mutiny_event.2.desc
	picture = GFX_report_event_canada_army
	is_triggered_only = yes
	option = {
		name = mutiny_event.2.a
		add_stability = -0.05
		add_war_support = -0.05
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: Faction
Component: generate_wargoal_threat_reduction_20
Constructs: stability_factor, has_government
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
generate_wargoal_threat_reduction_20 = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = neutrality
		}
	}
	modifier = {
		generate_wargoal_tension = -0.2
		stability_factor = -0.05
	}
	effect = {

	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_withdraw_forces_from_yanan
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_political_power, has_border_war_with, is_owned_and_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_withdraw_forces_from_yanan
	icon = GFX_focus_PRC_usurp_control_over_yanan
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_anti_japanese_national_salvation_agreement
	}
	relative_position_id = XIC_anti_japanese_national_salvation_agreement
	available = {
		PRC = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				has_border_war_with = ROOT
			}
		}
		1032 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		1032 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		CHI = {
			add_opinion_modifier = {
				target = ROOT
				modifier = tsr_rebellious_warlord_opm
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC = {
			country_event = {
				id = SEA_warlords.54
				hours = 6
			}
			effect_tooltip = {
				1032 = {
					transfer_state_to = PRC
				}
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_heavy_industry_plan
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_heavy_industry_plan
	text = NOR_heavy_industry_plan
	icon = GFX_goal_BEL_steel
	prerequisite = {
		focus = IRQ_workers_culture
	} {
		focus = IRQ_welfare_state
	}
	x = 2
	y = 1
	relative_position_id = IRQ_workers_culture
	cost = 10
	ai_will_do = {
		base = 25
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = idea_heavy_industry_plan
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: r56_LUX_nationalised_companies
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_nationalised_companies = {
	picture = eng_spirit_of_the_industrial_revolution
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.15
	}
}
### Entity: State History
Component: 808
Constructs: add_core_of
Source: game
File: history/states/808-Riga.txt

Code:
state = {
	id = 808
	name = STATE_808
	resources = {
		steel = 1.0
	}
	history = {
		owner = LAT
		victory_points = {
			9340 5
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 4
			air_base = 3
			9340 = {
				naval_base = 3
			}
		}
		add_core_of = LAT
	}
	provinces = {
		9240 9340 10323
	}
	manpower = 420250
	buildings_max_level_factor = 1.0
	state_category = city
}
### Entity: Idea
Component: SWE_foreign_fighter_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_foreign_fighter_idea = {
	picture = man_five_year_plan_air
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: IA_sakutaro_iwasa
Constructs: has_completed_focus, limit, has_country_flag, has_anarchist_government, has_idea, has_power_balance
Source: game
File: common/characters/IA.txt

Code:
IA_sakutaro_iwasa = {
	name = IA_sakutaro_iwasa
	portraits = {
		army = {
			small = GFX_portrait_IA_sakutaro_iwasa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IA_sakutaro_iwasa
		allowed = {
			OR = {
				original_tag = ETH SWE JAP
			}
		}
		available = {
			OR = {
				SWE_refuge_for_revolutionaries_trigger = yes
				AND = {
					has_anarchist_government = yes
					NOT = {
						has_idea = IA_sanshiro_ishikawa
					}
				}
				has_completed_focus = JAP_cooperate_with_anarchists
			}
		}
		visible = {
			OR = {
				has_country_flag = IA_anarchists_recruited_flag
				SWE_refuge_for_revolutionaries_trigger = yes
				has_completed_focus = JAP_cooperate_with_anarchists
			}
		}
		traits = {
			anti_unionist_pure_anarchist
		}
		on_add = {
			owner = {
				IF = {
					limit = {
						NOT = {
							original_tag = SWE
						}
						has_power_balance = {
							id = ETH_centralization_balance
						}
					}
					hidden_effect = {
						ETH_BOP_decentralization_large_effect = yes
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_expand_varna_naval_base
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_expand_varna_naval_base
	prerequisite = {
		focus = BUL_acquire_modern_tools
	}
	icon = GFX_goal_generic_build_navy
	relative_position_id = BUL_acquire_modern_tools
	x = 15
	y = 2
	cost = 10
	available = {
		controls_state = 211
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 15
		211 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 9783
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BUL_varna_naval_dockyard_organization
			mio:BUL_varna_naval_dockyard_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BUL_varna_naval_dockyard
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_security_council
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, is_in_faction, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_security_council
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CZE_invite_yugoslavia CZE_invite_romania
	}
	x = 1
	y = 2
	relative_position_id = CZE_an_entente_of_our_own
	cost = 10
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 1.5
			has_completed_focus = CZE_invite_romania
		} {
			factor = 1.5
			has_completed_focus = CZE_invite_yugoslavia
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CZE_planning_bonus
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_ideas = CZE_planning_bonus
		}
	}
}
### Entity: Character
Component: HYD_acas
Source: game
File: common/characters/HYD.txt

Code:
HYD_acas = {
	advisor = {
		slot = high_command
		idea_token = HYD_acas
		ledger = air
		allowed = {
			original_tag = HYD
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}