Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: brm_focus
Component: BRM_defence_services_academy
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_defense, add_doctrine_cost_reduction
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_defence_services_academy
	icon = GFX_focus_generic_military_academy
	relative_position_id = BRM_preserve_burma
	x = 3
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_preserve_burma BRM_unite_the_burmese_people
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		every_army_leader = {
			add_defense = 1
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
}
### Entity: Decision
Component: LIT_iron_wolf_managment
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_iron_wolf_managment = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_reform_the_iron_wolf
	}
	priority = {
		base = 28
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_invade_manchuria
Constructs: prerequisite, limit, owns_state, completion_reward, has_army_manpower, add_claim_by, create_wargoal, take_state_focus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_invade_manchuria
	icon = GFX_goal_JAP_attack_manchukuo
	prerequisite = {
		focus = KOR_apply_democratic_program KOR_internationalism_focus KOR_nationalism_focus KOR_restore_imperial_power
	}
	x = 0
	y = 2
	relative_position_id = KOR_internationalism_focus
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		r56_script_i_am_sane = yes
		has_army_manpower = {
			size = > 99000
		}
	}
	bypass = {

	}
	completion_reward = {
		716 = {
			add_claim_by = ROOT
		}
		328 = {
			add_claim_by = ROOT
		}
		717 = {
			add_claim_by = ROOT
		}
		941 = {
			add_claim_by = ROOT
		}
		942 = {
			add_claim_by = ROOT
		}
		943 = {
			add_claim_by = ROOT
		}
		if = {
			limit = {
				any_other_country = {
					owns_state = 716
				}
			}
			716 = {
				OWNER = {
					ROOT = {
						create_wargoal = {
							target = PREV
							expire = 0
							type = take_state_focus
							generator = {
								716 328 717 941 942 943
							}
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SHX_kong_fang
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_kong_fang = {
	name = SHX_kong_fang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SHX_kong_fang
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Excavation
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Excavation
	icon = GFX_focus_continuous_extraction
	prerequisite = {
		focus = KAT_Civilian_Two
	} {
		focus = KAT_gold_mining KAT_katangese_copper
	}
	text = GEN_reveal_mineral_wealth
	x = 1
	y = 1
	relative_position_id = KAT_Civilian_Two
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	available = {
		OR = {
			num_of_controlled_states = > 1
			AND = {
				has_tech = excavation3
				num_of_controlled_states = > 0
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				amount_taken_ideas = {
					amount = < 1
					slots = {
						industrial_concern
					}
				}
			}
			add_ideas = COG_union_miniere
		} {
			limit = {
				num_of_controlled_states = < 2
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 889
			}
			889 = {
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_develop_eritrea
Constructs: prerequisite, completion_reward, is_owned_by, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_develop_eritrea
	available = {
		550 = {
			is_owned_by = ETH
		}
	}
	prerequisite = {
		focus = ETH_red_sea_focus
	}
	icon = GFX_focus_generic_develop_eritrea
	x = 17
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		550 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: greece.39
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.39
	title = greece.39.t
	desc = greece.39.d
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = greece.39.a
		GRE = {
			transfer_state = 183
		}
		add_timed_idea = {
			idea = GRE_british_exchange
			days = 725
		}
	}
}
### Entity: Event
Component: bftb_news.202
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.202
	title = bftb_news.202.t
	desc = bftb_news.202.desc
	picture = GFX_news_event_montreux_convention_fails
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.202.a
		trigger = {
			tag = SOV
		}
	} {
		name = bftb_news.202.b
		trigger = {
			tag = TUR
		}
	} {
		name = bftb_news.202.c
		trigger = {
			tag = ENG
		}
	} {
		name = bftb_news.202.d
		trigger = {
			NOT = {
				OR = {
					tag = SOV ENG TUR GER ITA BUL HUN
				}
			}
		}
	} {
		name = bftb_news.202.e
		trigger = {
			OR = {
				tag = GER ITA BUL HUN
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_super_heavy_armor_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_super_heavy_armor_anti-tank.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Event
Component: r56_afghanistan.108
Constructs: is_triggered_only, add_stability, fire_only_once, has_active_mission, set_temp_variable, add_popularity, set_party_name
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.108
	picture = GFX_report_event_AFG_national_front
	title = r56_afghanistan.108.t
	desc = r56_afghanistan.108.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_active_mission = AFG_elections_mission
	}
	option = {
		name = r56_afghanistan.108.a
		add_stability = -0.05
		hidden_effect = {
			set_temp_variable = {
				var = coalition_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = coalition_var
				value = 0.75
			}
		} {
			multiply_temp_variable = {
				var = coalition_var
				value = -0.95
			}
			add_popularity = {
				ideology = communism
				popularity = coalition_var
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = coalition_var
		}
		custom_effect_tooltip = AFG_coalition_tt
		set_party_name = {
			ideology = democratic
			long_name = Jabha-ye Melli
			name = Jabha-ye Melli
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_proclaim_the_second_republic
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_country_flag, unlock_decision_tooltip, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_proclaim_the_second_republic
	icon = GFX_goal_AUS_liberty
	relative_position_id = AUS_national_unity_government
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_national_unity_government
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_global_flag = AUS_minigame_disabled
			}
			set_country_flag = AUS_nazis_crushed
			custom_effect_tooltip = AUS_crush_nazis_effect
		}
		else = {
			unlock_decision_tooltip = AUS_crush_nazis
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = AUS_july_followed_june_2
			add_idea = AUS_proclaim_the_second_republic
		}
	}
}
### Entity: Operation
Component: operation_collaboration_government
Constructs: has_war, has_rule, has_collaboration, add_collaboration, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_collaboration_government = {
	icon = GFX_operations_collaboration_government
	map_icon = GFX_operations_collaboration_government_map
	name = operation_collaboration_government
	desc = operation_collaboration_government_desc
	priority = 10
	days = 90
	network_strength = 50
	operatives = 2
	cost_multiplier = 0.25
	visible = {
		network_strength = {
			target = FROM
			value = > 25
		}
	}
	equipment = {
		support_equipment = 200
		infantry_equipment = 1000
		civilian_factories = {
			amount = 10
			days = 60
		}
	}
	allowed = {
		has_rule = can_create_collaboration_government
	}
	available = {
		has_collaboration = {
			target = FROM
			value = < 1.0
		}
	}
	risk_chance = 0.1
	experience = 1.5
	outcome_extra_chance = 0.33
	outcome_execute = {
		ROOT = {
			add_collaboration = {
				target = FROM
				value = 0.3
			}
		}
	}
	outcome_extra_execute = {
		ROOT = {
			add_collaboration = {
				target = FROM
				value = 0.45
			}
		}
	}
	outcome_potential = {
		ROOT = {
			add_collaboration = {
				target = FROM
				value = 0.3
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		collaboration_government_set_up_planning_committees = {
			base = 33
		}
		collaboration_government_train_paramilitary_forces = {
			base = 33
		}
		collaboration_government_contact_military_officers = {
			base = 33
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		exfiltration_border = {
			base = 30
		}
		exfiltration_go_to_ground = {
			base = 30
		}
		exfiltration_submarine_pickup = {
			base = 25
		}
	}
}
### Entity: Idea
Component: SIK_caught_off_guard
Constructs: has_war_with, removal_cost, initiative_factor
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
SIK_caught_off_guard = {
	picture = generic_war_preparation
	removal_cost = -1
	available = {
		ROOT = {
			has_war_with = KHM
		}
	}
	allowed = {
		always = no
	}
	modifier = {
		initiative_factor = 0.01
	}
	targeted_modifier = {
		tag = KHM
		attack_bonus_against = 0.25
	}
}
### Entity: Unit Template
Component: POL_THEME_RIVERS
Source: game
File: common/units/names_ships/POL_ship_names.txt

Code:
POL_THEME_RIVERS = {
	name = NAME_THEME_RIVERS
	for_countries = {
		POL
	}
	type = ship
	prefix = ORP 
	unique = {
		Wisła Bug Narew Warta San Noteć Wieprz Dniestr Prypeć Lida Pilica Wilia
	}
}
### Entity: Modding Documentation
Construct: capture_commander
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## capture_commander
* Arguments: <owner_tag>, <leader>

Capture an enemy commander for the player country. <province_id> is required if the commander is not deployed.
### Entity: Idea
Component: EAI_DD_18/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: Character
Component: stalin_servant_of_lenin_final
Constructs: stability_factor, guarantee_cost
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_servant_of_lenin_final = {
	random = no
	drift_defence_factor = 0.15
	guarantee_cost = -0.25
	stability_factor = 0.15
	party_popularity_stability_factor = 0.15
	defensive_war_stability_factor = 0.4
	political_advisor_cost_factor = -0.25
}
### Entity: AI Strategy
Component: CHI_sea_fascist_path
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CHI_sea_alternative_strategy_plan.txt

Code:
CHI_sea_fascist_path = {
	name = Fascist Path
	desc = 
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = CHI_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = CHI_ai_behavior
				option = FASCIST_SEA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CHI_a_party_unified CHI_second_father_of_the_nation CHI_expand_academica_sinica CHI_strengthening_our_resolve CHI_co_opt_the_koh_hsin_movement CHI_outlaw_opposition_parties CHI_secure_the_northern_front CHI_china_reborn CHI_reform_the_blue_shirts CHI_a_chapter_in_every_village CHI_promote_the_national_currency CHI_institute_a_national_registry_of_property CHI_military_affairs_commission_sea CHI_mend_the_rift_with_hu CHI_revive_the_western_hills_group CHI_extend_compulsory_education CHI_militarize CHI_productive CHI_target_upper_society CHI_revise_the_national_curriculum CHI_empower_the_bureau_of_investigation_and_statistics CHI_a_brotherhood_for_china CHI_a_popular_movement CHI_whampoa_ideological_primacy CHI_formalize_field_promotions CHI_crackdown_on_corruption_in_recruitment CHI_decisive_battles CHI_prepare_the_war_zones CHI_redistribute_land CHI_introduce_income_tax CHI_an_alternative_rooted_in_tradition CHI_print_money_for_the_army CHI_send_the_urban_students_to_the_countryside CHI_rocaf CHI_postpone_the_tutelage CHI_put_an_end_to_PRC CHI_reject_the_nine_powers CHI_eternal_revolution CHI_setting_a_new_standard CHI_initiate_the_gung_ho_movement CHI_finance_cooperatives CHI_the_three_year_plan CHI_fund_the_plan_domestically CHI_monopolise_resource_extraction CHI_bring_the_wayward_back_into_the_fold CHI_reclaim_what_was_lost CHI_retake_coastal_cities CHI_republic_of_china_navy CHI_a_new_middle_kingdom CHI_the_northern_mandate CHI_cradle_of_civilization CHI_the_southern_mandate CHI_the_greater_game
	}
	research = {
		industry = 15.0
		infantry_tech = 50.0
		artillery = 8.0
		support_tech = 6.5
		naval_equipment = 0.25
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SWE_est_oil_industry
Constructs: has_war_with
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_est_oil_industry = {
	picture = generic_refining_concern_1
	allowed = {
		always = no
	}
	cancel = {
		has_war_with = EST
	}
	modifier = {
		fuel_gain_factor = 0.2
	}
}
### Entity: Character
Component: NZL_trevor_handley
Source: game
File: common/characters/NZL.txt

Code:
NZL_trevor_handley = {
	name = NZL_trevor_handley
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = NZL_trevor_handley
		ledger = navy
		allowed = {
			original_tag = NZL
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Military Industrial Organization
Component: BRI_arsenal_de_brest_submarine_base_organization
Constructs: has_completed_focus, has_cosmetic_tag, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/BRI_organization.txt

Code:
BRI_arsenal_de_brest_submarine_base_organization = {
	name = Brest Arsenal Submarine Base
	include = generic_submarine_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		owner = {
			OR = {
				tag = BRI WLS SCO IRE NIR
			}
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = BRI
				has_completed_focus = CEL_brittany_industry
			}
		}
	}
	visible = {
		FROM = {
			OR = {
				original_tag = BRI
				has_cosmetic_tag = CEL_UNIFIED
			}
		}
	}
	equipment_type = {
		ship_hull_submarine
	}
	research_categories = {
		mio_cat_tech_all_submarine_and_modules
	}
	initial_trait = {
		name = generic_mio_initial_trait_submarine_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			sub_visibility = -0.05
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_revanchist_rearmament
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, complete_national_focus, has_war_support
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_revanchist_rearmament
	prerequisite = {
		focus = POR_reorientate_the_economy
	} {
		focus = POR_restore_the_empire
	}
	icon = GFX_goal_generic_factories_green
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_reorientate_the_economy
	ai_will_do = {
		base = 99
	}
	bypass = {
		has_completed_focus = POR_never_another_la_lys
	}
	available_if_capitulated = yes
	completion_reward = {
		hidden_effect = {
			complete_national_focus = POR_never_another_la_lys
		}
		custom_effect_tooltip = POR_never_another_la_lys_tt
		effect_tooltip = {
			if = {
				limit = {
					has_war_support = < 0.3
				}
				set_war_support = 0.3
			} {
				limit = {
					has_idea = civilian_economy
				}
				custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
			}
			else = {
				add_war_support = 0.05
			} {
				random_owned_controlled_state = {
					prioritize = {
						112
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			else_if = {
				limit = {
					has_idea = low_economic_mobilisation
				}
				custom_effect_tooltip = due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
				random_owned_controlled_state = {
					prioritize = {
						112
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: air_wing_59
Source: game
File: history/units/GER_1939_air_bba.txt

Code:
air_wings = {
	59 = {
		medium_plane_airframe_1 = {
			owner = GER
			amount = 96
			version_name = He 111
		} {
			owner = GER
			amount = 96
			version_name = He 111
		}
		small_plane_airframe_1 = {
			owner = GER
			amount = 77
			version_name = Bf 109 D
		} {
			owner = GER
			amount = 77
			version_name = Bf 109 D
		}
	}
}
### Entity: Idea
Component: CHI_sharia
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_sharia = {
	picture = tur_varlik_vergisi
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
		political_power_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: JAP_moderate_politician_neu
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_moderate_politician_neu = {
	random = no
	sprite = 13
	democratic_acceptance = 20
	drift_defence_factor = -0.15
	war_support_factor = -0.05
	political_power_factor = 0.1
}
### Entity: Idea
Component: SWE_pride_of_the_baltic
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_pride_of_the_baltic = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_pride_of_the_baltic
	modifier = {
		naval_has_potf_in_combat_attack = 0.05
		naval_has_potf_in_combat_defense = 0.05
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_imperial_legacy
Constructs: shared_focus, prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_imperial_legacy
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = CHI_renegotiate_the_unequal_treaties
	}
	mutually_exclusive = {
		focus = CHI_anti_imperialism
	}
	x = 3
	y = 1
	relative_position_id = CHI_renegotiate_the_unequal_treaties
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Idea
Component: lancia
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
lancia = {
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_state = 159
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Idea
Component: POL_Democratic_Influence
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Democratic_Influence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.08
		democratic_acceptance = 10
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_republic_of_afghanistan
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_republic_of_afghanistan
	icon = GFX_focus_AFG_declare_a_republic
	prerequisite = {
		focus = AFG_defending_democracy
	} {
		focus = AFG_concessions_to_pashtuns
	}
	x = -2
	y = 1
	relative_position_id = AFG_defending_democracy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		democratic = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = AFG_mohammad_zahir_shah_ns_upgrade_1
		country_event = {
			id = AFG_political_events.30
		}
		custom_effect_tooltip = AFG_republic_of_afghanistan_tt
	}
}