Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_joint_stock_schemes
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_joint_stock_schemes
	icon = GFX_focus_RAJ_issue_bonds_on_the_stock_market
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_devaluate_the_koruna
	x = 1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			add_ideas = CZE_joint_stock_schemes_idea_no_aat
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CZE_joint_stock_schemes
				bonus = 0.25
				uses = 1
				category = cat_air_engine
			}
		}
		else = {
			add_ideas = CZE_joint_stock_schemes_idea_aat
		} {
			add_tech_bonus = {
				name = CZE_joint_stock_schemes
				bonus = 0.05
				uses = 1
				category = air_equipment
			}
		}
		show_ideas_tooltip = CZE_walter_co
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Faction
Component: faction_template_POR_popular_front_bloc
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_POR_popular_front_bloc = {
	name = POR_popular_front_bloc
	manifest = faction_manifest_spread_of_communism
	icon = GFX_faction_logo_4th_international
	goals = {
		faction_goal_industrial_expansion faction_goal_defeat_of_fascism
	}
	default_rules = {
		joining_rule_communist_only change_leader_rule_industry
	}
}
### Entity: Character
Component: DEN_kaj_birksted
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_kaj_birksted = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_kaj_birksted
		portraits = {
			army = {
				small = GFX_portrait_DEN_kaj_birksted_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = DEN_kaj_birksted
			ledger = air
			allowed = {
				original_tag = DEN
			}
			traits = {
				air_air_superiority_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_kaj_birksted
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
		advisor = {
			slot = air_chief
			idea_token = DEN_kaj_birksted
			allowed = {
				original_tag = DEN
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_640
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_640 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 640
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 640
	}
}
### Entity: Character
Component: ITA_seyoum_mengesha_doppleganger
Source: game
File: common/characters/ITA.txt

Code:
ITA_seyoum_mengesha_doppleganger = {
	name = ETH_seyoum_mengesha
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_seyoum_mengesha
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			always = no
		}
	}
}
### Entity: Idea
Component: INS_political_idea_4
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_4 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		stability_factor = 0.05
		war_support_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_8/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Idea
Component: AST_abandon_the_westminster_system_fascism
Constructs: has_government, removal_cost, autonomy_gain, democratic_drift, fascism_drift
Source: game
File: common/ideas/australia.txt

Code:
AST_abandon_the_westminster_system_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_fascism
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.1
		fascism_drift = 0.2
	}
}
### Entity: Decision
Component: MTG_naval_treaties
Constructs: has_war, limit, has_government, has_country_flag, add_stability, fire_only_once, add_political_power, has_global_flag
Source: game
File: common/decisions/MTG_naval_treaty.txt

Code:
MTG_naval_treaties = {
	MTG_abandon_treaty_democratic = {
		icon = generic
		available = {
			OR = {
				threat = > 0.2
				has_global_flag = MTG_second_london_conference
			}
		}
		cost = 150
		fire_only_once = yes
		ai_will_do = {
			base = 0
		}
		visible = {
			has_naval_treaty_trigger = yes
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				AND = {
					original_tag = JAP
					has_government = neutrality
				}
			}
		}
		complete_effect = {
			remove_naval_treaty_effect = yes
			every_other_country = {
				limit = {
					has_naval_treaty_trigger = yes
				}
				country_event = MTG_naval_treaty.7
			}
			if = {
				limit = {
					has_global_flag = {
						flag = MTG_naval_treaty_signatories
						value = < 3
					}
				}
				random_other_country = {
					limit = {
						has_naval_treaty_trigger = yes
					}
					remove_naval_treaty_effect = yes
				}
				clr_global_flag = MTG_naval_treaty_signatories
				hidden_effect = {
					news_event = mtg_news.60
				}
			} {
				limit = {
					has_global_flag = MTG_naval_treaty_signatories
				}
				modify_global_flag = {
					flag = MTG_naval_treaty_signatories
					value = -1
				}
			} {
				limit = {
					not = {
						any_other_country = {
							OR = {
								has_idea = MTG_naval_treaty_cheating_reduced MTG_naval_treaty_adherent_reduced
							}
						}
					}
				}
				every_other_country = {
					limit = {
						OR = {
							has_idea = MTG_naval_treaty_cheating MTG_naval_treaty_adherent
						}
					}
					activate_mission = MTG_escalator_clause_invocation_mission
					custom_effect_tooltip = MTG_escalator_clause_tt
				}
			}
		}
	}
	MTG_abandon_treaty_fascist = {
		icon = generic
		available = {
			OR = {
				threat = > 0.2
				has_global_flag = MTG_second_london_conference
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			base = 1
			modifier = {
				OR = {
					tag = ITA JAP
				}
				add = 3
			} {
				tag = USA
				has_civil_war = no
				add = 5
			} {
				tag = JAP
				is_historical_focus_on = yes
				add = 300
			} {
				tag = JAP
				is_historical_focus_on = yes
				date = > 1937.03.01
				factor = 10
			}
		}
		visible = {
			has_naval_treaty_trigger = yes
			OR = {
				has_government = fascism communism
			}
		}
		complete_effect = {
			remove_naval_treaty_effect = yes
			every_other_country = {
				limit = {
					has_naval_treaty_trigger = yes
				}
				coun
# ... (truncated)
### Entity: Idea
Component: r56w_idea_minister_buffalo444
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_buffalo444 = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_buffalo444
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: LAT_rudolfs_kocins
Source: game
File: common/characters/LAT.txt

Code:
LAT_rudolfs_kocins = {
	name = LAT_rudolfs_kocins
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
			large = GFX_portrait_LAT_rudolfs_klinsons
		}
	}
	advisor = {
		slot = army_chief
		idea_token = LAT_rudolfs_kocins
		allowed = {
			original_tag = LAT
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Focus_tree.html

Doc:
This article is considered accurate for the current version of the game.

|
Please help improve this article or section by expanding it. |

Each country has a National Focus tree, representing the political and military options available to that state. Each of the seven majors - France, Germany, Italy, Japan, the Soviet Union, the United Kingdom and the United States - has a unique National Focus tree, while all other states have generic trees.

National focuses allow special stuff to happen outside the standard rules, such as allowing specific democracies to declare war on each other.

Contents

1 National focus tree

2 Unique Focus Trees

2.1 Germany

2.2 France

2.3 United Kingdom

2.3.1 Limited Rearmament

2.3.2 Reinforce the Empire

2.3.3 Home Defense

2.4 Italy

2.5 Soviet Union

2.6 Japan

3 Generic Focus Tree
### Entity: Idea
Component: POR_unstable_republic
Constructs: political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_unstable_republic = {
	picture = por_unstable_republic
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.5
		stability_weekly = -0.005
		production_speed_buildings_factor = -0.2
	}
}
### Entity: Idea
Component: CZE_kramer_and_lobel_research
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_kramer_and_lobel_research = {
	picture = generic_radio_concern
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		sp_tag_radar_speed_factor = 0.25
	}
	research_bonus = {
		electronics = 0.05
	}
}
### Entity: Technology
Component: etax_desperation
Constructs: research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	xor = {
		etax_business_interests
	}
	path = {
		leads_to_tech = etax_no_qa
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1938
	consumer_goods_factor = -0.1
	conversion_cost_civ_to_mil_factor = -0.1
	folder = {
		name = etax_folder
		position = {
			x = -4
			y = 4
		}
	}
	categories = {
		r56_special_research_division industry
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			date = > 1938.1.1
		} {
			factor = 7
			date = > 1939.1.1
		} {
			factor = 8
			date = > 1940.1.1
		}
	}
}
### Entity: Name List
Component: CAR
Source: game
File: common/names/00_names.txt

Code:
CAR = {
	male = {
		names = {
			Abel Adolphe Agba Alexandre Alias André-Dieudonné Ange-Felix Anicet Anicet-Richard Antoine Aubin-Thierry Aymard Barthelemy Bernard Bertrand Beti Bosse Bruno Celestin Charles Christian Come David Derant Edouard Elie Enoch Faustin-Archange Ferdinand Foxi Francois Gabriel Gbongou Georges Habib Henri Jean-Edouard Jean-Jacques Jean-Marie Jean-Paul Jean-Serge Jerome-Michel-Francis Josue Leandre-Alain Leroy Lionel Marcel Martial Martin Michel Mickael Mohamed Mouhamadou Narcisse Nguende Nicolas Raphael Romain Sanda Serge Simon Sylvie Taki Timothee
		}
	}
	female = {
		names = {
			Elisabeth Marie Mireille
		}
	}
	surnames = {
		Abdoulkarim Agba-Otikpo Amadi Ambowode Ayandho Baker Banza Beranger Binoua Boganda Bokassa Bomayako Bongongo Boui Bozanga Conjungo Datty Demafouth Derebona Djotodia Dologuele Domitien Dote Frank Gaombalet Gbezera-Bria Goporo Goumba Habibou Kethevoama Kolingba Koyambounou Lakoue Lavodrama Lembakoali Liango Longoude Maidou Malendoma Mandaba Marace Martin Massi Metefara Mezode Mokole Nassif Ngoupande Nzabakomada-Yakoma Oumarou Patasse Puzere Sato Souchon-Koguia Tiangaye Touadera Yangouvonda Ziguele Zoumara
	}
	callsigns = {

	}
}
### Entity: State History
Component: 917
Constructs: add_core_of, add_to_array
Source: game
File: history/states/917-Hwanghae.txt

Code:
state = {
	id = 917
	name = STATE_917
	history = {
		owner = JAP
		buildings = {
			infrastructure = 2
			1003 = {
				naval_base = 8
			}
		}
		victory_points = {
			1003 2
		}
		add_core_of = KOR
		add_to_array = {
			state_victory_points = 1003
		}
	}
	provinces = {
		848 1003 4004 4107 7070 7155 9981 11915 11958 12040
	}
	manpower = 1030654
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Character
Component: ITA_robert_longhi
Source: game
File: common/characters/ITA.txt

Code:
ITA_robert_longhi = {
	name = ITA_robert_longhi
	portraits = {
		army = {
			large = GFX_portrait_ITA_robert_longhi
		}
	}
	scientist = {
		traits = {
			scientist_trait_jet_expert scientist_trait_gifted_engineer
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Event
Component: denmark_protection_event.130
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, has_country_flag, is_major, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.130
	title = denmark_protection_event.130.t
	desc = denmark_protection_event.130.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
					}
					set_country_flag = DEN_join_danish_faction
				}
			}
		}
	}
	option = {
		name = denmark_protection_event.130.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_war_with_major = yes
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 0.5
				is_in_faction = yes
			}
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			add_political_power = -50
		}
		else_if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			add_political_power = -25
		}
		else = {
			add_political_power = 25
			add_war_support = 0.05
		}
		FROM = {
			faction_leader = {
				add_to_faction = ROOT
				every_other_country = {
					limit = {
						has_country_flag = DEN_join_danish_faction
					}
					PREV = {
						add_to_faction = PREV
					}
					clr_country_flag = DEN_join_danish_faction
				}
				country_event = {
					id = denmark_protection_event.131
					days = 1
				}
			}
			country_event = {
				id = denmark_protection_event.131
				days = 1
			}
		}
	} {
		name = denmark_protection_event.130.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				is_faction_leader = yes
			} {
				factor = 5
				any_allied_country = {
					is_major = yes
				}
			} {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		set_country_flag = DEN_refused_danish_invitation_flag
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						is_faction_leader = yes
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
					}
					clr_country_flag = DEN_join_danish_faction
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.132
				days = 2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_super_heavy_armor.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_super_heavy_armor.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Scripted Effect
Component: NZL_enforce_loyalty
Constructs: has_completed_focus, limit, remove_ideas, set_country_flag, complete_national_focus, has_idea, swap_ideas, remove_idea
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
NZL_enforce_loyalty = {
	set_country_flag = britain_enforced_our_loyalty
	if = {
		limit = {
			has_completed_focus = NZL_statute_of_westminster
		}
		complete_national_focus = NZL_strengthen_the_commonwealth
	} {
		limit = {
			has_idea = NZL_in_the_darkness
		}
		swap_ideas = {
			remove_idea = NZL_in_the_darkness
			add_idea = NZL_first_labor_government
		}
	} {
		limit = {
			has_idea = AST_abandon_the_westminster_system_fascism
		}
		remove_ideas = AST_abandon_the_westminster_system_fascism
	} {
		limit = {
			is_in_tech_sharing_group = japanese_research
		}
		remove_from_tech_sharing_group = japanese_research
	} {
		limit = {
			is_in_tech_sharing_group = comintern_research
		}
		remove_from_tech_sharing_group = comintern_research
	} {
		limit = {
			has_idea = NZL_the_workers_party_1
		}
		swap_ideas = {
			remove_idea = NZL_the_workers_party_1
			add_idea = NZL_first_labor_government
		}
	} {
		limit = {
			has_idea = NZL_the_workers_party_2
		}
		remove_ideas = NZL_the_workers_party_2
	}
}
### Entity: Effect Reference
Construct: set_country_leader_portrait
Constructs: set_country_leader_portrait, set_country_leader_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_country_leader_portrait

* Supported Scopes: COUNTRY
* Supported Targets: any

```
changes the portrait of country leader. no tooltip is generated
set_country_leader_name = {
  ideology = neutrality # can be ommitted. if so it will change the portrait of current ruler
  portrait = "GFX_portrait_italy_emperor_mussolini"
}
```
### Entity: Scripted Trigger
Component: EAI_LAW_potential_women_in_the_workforce
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, has_war_support, has_stability
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_potential_women_in_the_workforce = {
	NOT = {
		has_country_flag = EAI_women_in_the_workforce_taken
	}
	has_war = yes yes
	if = {
		limit = {
			NOT = {
				original_tag = GER JAP
			}
		}
		if = {
			limit = {
				original_tag = PRC
			}
			NOT = {
				has_completed_focus = PRC_holding_half_the_sky PRC_promote_womens_suffrage
			}
		}
	} {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	}
	else_if = {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	} {
		limit = {
			original_tag = JAP
		}
		NOT = {
			has_completed_focus = JAP_democratic_women_in_the_workforce
		}
	}
	OR = {
		AND = {
			has_government = democratic
			has_war_support = > 0.79
		} {
			has_government = communism
			has_war_support = > 0.79
		} {
			has_government = fascism
			OR = {
				has_war_support = > 0.89
				surrender_progress = > 0
			}
		} {
			has_government = neutrality
			has_war_support = > 0.84
			has_stability = > 0.7
		}
	}
}
### Entity: Character
Component: EGY_salama_moussa
Constructs: has_autonomy_state
Source: game
File: common/characters/EGY.txt

Code:
EGY_salama_moussa = {
	name = Salama Moussa
	portraits = {
		civilian = {
			small = GFX_idea_generic_communist_revolutionary_middle_eastern_2d
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_salama_moussa
		allowed = {
			original_tag = EGY
		}
		available = {
			always = no
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			communist_revolutionary
		}
	}
}
### Entity: State History
Component: 1110
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1110-Bataan.txt

Code:
state = {
	id = 1110
	name = STATE_1110
	manpower = 2371662
	resources = {
		chromium = 23
	}
	state_category = town
	history = {
		owner = PHI
		add_core_of = PHI
		add_to_array = {
			state_victory_points = 7351
		} {
			state_victory_points = 1415
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			air_base = 3
			7351 = {
				naval_base = 1
			}
			1415 = {
				naval_base = 1
			}
		}
		victory_points = {
			7351 2
		} {
			1415 1
		}
	}
	provinces = {
		1415 4423 7275 7351 10165 10280 12253
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_irridentism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_irridentism
	icon = GFX_goal_generic_territory_or_war
	relative_position_id = LIT_militarise_the_iron_wolf
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_militarise_the_iron_wolf
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = LIT_lithuanian_irredentism_idea
		if = {
			limit = {
				NOT = {
					LIT = {
						has_completed_focus = LIT_empower_radicals
					}
					GER = {
						has_government = fascism
					}
				}
			}
			GER = {
				add_opinion_modifier = {
					target = LIT
					modifier = LIT_lithuania_has_threatening_ambitions
				}
			}
		}
		POL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = LIT_lithuania_has_threatening_ambitions
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = LIT_lithuania_has_threatening_ambitions
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: DOD_hungary.23
Constructs: is_triggered_only, limit, add_opinion_modifier, give_guarantee, add_ai_strategy, is_faction_leader, add_to_faction, is_in_faction
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.23
	title = DOD_hungary.23.t
	desc = DOD_hungary.23.desc
	picture = GFX_report_event_sweden_tank
	is_triggered_only = yes
	option = {
		name = DOD_hungary.23.a
		add_opinion_modifier = {
			target = SWE
			modifier = took_stand_for_us
		}
		SWE = {
			give_guarantee = HUN
		}
		add_ai_strategy = {
			type = alliance
			id = HUN
			value = 200
		}
		if = {
			limit = {
				SWE = {
					is_faction_leader = yes
				}
			}
			SWE = {
				add_to_faction = HUN
			}
		} {
			limit = {
				HUN = {
					is_faction_leader = yes
				}
			}
			HUN = {
				add_to_faction = SWE
			}
		} {
			limit = {
				SWE = {
					is_in_faction = no
				}
				HUN = {
					is_in_faction = no
				}
			}
			SWE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = SWE_HUN_ALLIANCE
				add_to_faction = HUN
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_cruiser_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_cruiser_focus
	prerequisite = {
		focus = KOR_hanjin_heavy_industries KOR_peoples_fleet
	}
	relative_position_id = KOR_hanjin_heavy_industries
	icon = GFX_focus_generic_cruiser2
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = ENG_secure_the_imperial_shipping_routes
			bonus = 1.0
			uses = 2
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_nationalize_key_industries
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_nationalize_key_industries
	icon = GFX_goal_generic_soviet_construction
	relative_position_id = CZE_zapotocky_faction
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = CZE_zapotocky_faction CZE_gottwald_faction CZE_kohler_faction
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = CZE_nationalized_key_industries
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}