Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_vice_presidential_edict
Constructs: prerequisite, completion_reward, set_country_flag, add_country_leader_role, set_politics
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_vice_presidential_edict
	icon = GFX_focus_generic_improve_the_administration
	available = {
		democratic = > 0.4
	}
	prerequisite = {
		focus = INS_political_stabilization
	}
	mutually_exclusive = {
		focus = INS_support_tan_malakas_coup INS_guided_democracy
	}
	x = -10
	y = 2
	relative_position_id = INS_political_stabilization
	ai_will_do = {
		base = 0
		modifier = {
			add = 3
			INS_check_plan_revolution_democratic = yes
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_country_flag = INS_no_more_political_chaos
		custom_effect_tooltip = INS_no_more_political_chaos_tt available_political_advisor
		effect_tooltip = {
			INS_sutan_sjahrir = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1965.1.1.1
						traits = {
							idealist_revolutionary
						}
					}
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 12
		}
		show_ideas_tooltip = INS_sukarno
	}
}
### Entity: Military Industrial Organization
Component: CHI_jiangnan_shipyard_group_organization
Constructs: is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_jiangnan_shipyard_group_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	available = {
		owner = {
			controls_state = CHI.mio_locations^0
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_suspend_the_constitution
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_global_flag, add_popularity, set_temp_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_suspend_the_constitution
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_secure_the_national_defense_council
	}
	icon = GFX_goal_generic_more_territorial_claims
	x = 0
	y = 1
	relative_position_id = SPA_secure_the_national_defense_council
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = democratic
			popularity = -1
		}
		hidden_effect = {
			set_temp_variable = {
				var = suspend_the_constitution_var
				value = party_popularity@democratic
			}
			multiply_temp_variable = {
				var = suspend_the_constitution_var
				value = -0.5
			}
		}
		custom_effect_tooltip = ENG_alliance_with_germany_tt
		add_stability = suspend_the_constitution_var
	}
}
### Entity: AI Strategy
Component: FRA_help_germany_if_vichy
Constructs: has_government, has_war_with, has_focus_tree
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_help_germany_if_vichy = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		GER = {
			has_government = fascism
		}
		NOT = {
			has_war_with = GER
		}
		has_focus_tree = vichy_french_focus
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = support
		id = GER
		value = 200
	}
}
### Entity: National Focus
Component: saudi_focus
Constructs: shared_focus, division_template, add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_government, every_country
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus_tree = {
	id = saudi_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SAU
		}
	}
	shared_focus = SYR_UNIFIED_arab_unification GEN_begin_industrial_buildup GEN_industrial_boom GEN_Aviation_Effort GEN_Naval_Effort
	continuous_focus_position = {
		x = 1400
		y = 800
	}
	default = no
	focus = {
		id = SAU_the_unifier
		icon = GFX_goal_SAU_the_unifier
		cost = 8.0
		x = 6
		y = 0
		ai_will_do = {
			factor = 75
		}
		available = {
			has_country_leader = {
				character = SAU_abdulaziz_ibn_saud
				ruling_only = yes
			}
		}
		bypass_if_unavailable = yes
		completion_reward = {
			add_trait = {
				character = SAU_abdulaziz_ibn_saud
				ideology = monarchical_theocracy
				trait = SAU_the_great_unifier
			}
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
		}
	} {
		id = SAU_solve_the_jafurah_dispute
		icon = GFX_focus_chi_british_cooperation
		cost = 5.0
		x = -2
		y = 1
		prerequisite = {
			focus = SAU_the_unifier
		}
		mutually_exclusive = {
			focus = SAU_reject_the_riyadh_line
		}
		ai_will_do = {
			factor = 35
		}
		available = {
			any_other_country = {
				owns_state = 858
				controls_state = 858
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		completion_reward = {
			every_country = {
				limit = {
					owns_state = 858
					controls_state = 858
				}
				country_event = {
					id = arabia.20
					hours = 18
				}
			}
			custom_effect_tooltip = if_they_accept_newline_tt
			effect_tooltip = {
				transfer_state = 858
				add_opinion_modifier = {
					target = ENG
					modifier = sau_solved_border_dispute
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		relative_position_id = SAU_the_unifier
	} {
		id = SAU_reject_the_riyadh_line
		icon = GFX_focus_generic_provoke_border_clashes
		cost = 5.0
		x = 2
		y = 1
		prerequisite = {
			focus = SAU_the_unifier
		}
		mutually_exclusive = {
			focus = SAU_solve_the_jafurah_dispute
		}
		ai_will_do = {
			factor = 35
		}
		completion_reward = {
			unlock_decision_tooltip = SAU_assert_control_in_jafurah
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			every_state = {
				limit = {
					OR = {
						state = 858 765 1007 658
					}
				}
				add_claim_by = ROOT
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = sau_rejected_riyadh_line
				}
			}
		}
		search_filters = {
			FOCUS_FIL
# ... (truncated)
### Entity: National Focus
Tree: alb_focus
Component: ALB_faith_in_liberty
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_faith_in_liberty
	icon = GFX_goal_support_democracy
	available = {
		has_government = democratic
	}
	prerequisite = {
		focus = ALB_join_the_allies ALB_albania_on_its_own
	}
	relative_position_id = ALB_join_the_allies
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = ALB_faith_in_liberty_idea
	}
}
### Entity: Scripted Effect
Component: EAI_armor_production_design_upgrade_fix
Constructs: limit, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_armor_production_design_upgrade_fix = {
	if = {
		limit = {
			EAI_armor_production_design_upgrade_fix_needed = yes
		}
		set_country_flag = {
			flag = EAI_armor_production_design_upgrade_fix
			value = 1
		}
	}
	else = {
		clr_country_flag = EAI_armor_production_design_upgrade_fix
	}
}
### Entity: Order of Battle
Component: air_wing_129
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	129 = {
		fighter_equipment_1 = {
			owner = ENG
			amount = 77
		} {
			owner = ENG
			amount = 77
		}
		heavy_fighter_equipment_1 = {
			owner = ENG
			amount = 96
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_promote_the_war_heroes
Constructs: has_completed_focus, prerequisite, has_government, add_war_support, add_stability, completion_reward, every_army_leader, add_unit_leader_trait
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_promote_the_war_heroes
	icon = GFX_focus_ETH_promote_the_war_heroes
	prerequisite = {
		focus = ETH_expand_the_kebur_zabagna
	}
	mutually_exclusive = {
		focus = ETH_expand_the_officer_corps ETH_the_common_soldier
	}
	dynamic = yes
	x = 0
	y = 3
	relative_position_id = ETH_expand_the_kebur_zabagna
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_government = neutrality
			has_completed_focus = ETH_boarding_the_train
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = 0.1
		every_army_leader = {
			add_unit_leader_trait = ETH_hero_of_ethiopia
		}
	}
}
### Entity: Character
Component: SMI_land_theorist
Source: game
File: common/characters/SMI.txt

Code:
SMI_land_theorist = {
	portraits = {
		army = {
			small = gfx/interface/ideas/portrait_Finland_Generic_land_6_small.dds
		}
	}
	advisor = {
		slot = theorist
		idea_token = SMI_land_theorist
		ledger = army
		allowed = {
			original_tag = SMI
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_trade_agreements
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, add_equipment_subsidy, has_dlc
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_trade_agreements
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = FIN_defensive_preparations
	}
	x = 0
	y = 1
	relative_position_id = FIN_defensive_preparations
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				country_exists = ENG
				NOT = {
					has_war_with = ENG
				}
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					ENG
				}
			}
		} {
			limit = {
				country_exists = FRA
				NOT = {
					has_war_with = FRA
				}
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = light_tank_chassis
				seller_tags = {
					FRA
				}
			}
		} {
			limit = {
				country_exists = SWE
				NOT = {
					has_war_with = SWE
				}
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					SWE
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = FIN_infiltrated_assets
			FIN_create_operative_hella_wuolijok = yes
		}
		else = {
			add_ideas = FIN_infiltrated_assets_no_lar
		}
	}
}
### Entity: Scripted Effect
Component: AST_democratic_votes_decrease_5_effect
Constructs: has_completed_focus, limit, has_government, check_variable, add_to_variable
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_democratic_votes_decrease_5_effect = {
	IF = {
		limit = {
			has_government = democratic
			has_completed_focus = AST_war_is_coming
			check_variable = {
				var = AST_ruling_party
				value = 0
				compare = equals
			}
		}
		add_to_variable = {
			var = AST_uap_votes_var
			value = -5.0
		} {
			var = AST_alp_votes_var
			value = 5.0
		}
		clamp_variable = {
			var = AST_uap_votes_var
			min = 0
			max = 100
		} {
			var = AST_alp_votes_var
			min = 0
			max = 100
		}
		custom_effect_tooltip = AST_uap_popularity_decrease_5
	}
	ELSE_IF = {
		limit = {
			has_government = democratic
			has_completed_focus = AST_war_is_coming
			check_variable = {
				var = AST_ruling_party
				value = 1
				compare = equals
			}
		}
		add_to_variable = {
			var = AST_alp_votes_var
			value = -5.0
		} {
			var = AST_uap_votes_var
			value = 5.0
		}
		clamp_variable = {
			var = AST_alp_votes_var
			min = 0
			max = 100
		} {
			var = AST_uap_votes_var
			min = 0
			max = 100
		}
		custom_effect_tooltip = AST_alp_popularity_decrease_5
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		military_industrial_organization_funds_gain = -0.1
		military_industrial_organization_research_bonus = -0.1
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_erich_gimpel
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_erich_gimpel = {
	create_operative_leader = {
		name = GER_erich_gimpel
		GFX = GFX_portrait_GER_erich_gimpel
		traits = {
			operative_infiltrator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER
		}
		gender = male
	}
}
### Entity: AI Strategy
Component: CZE_buy_my_weapons
Constructs: has_completed_focus, has_dlc, has_capitulated, is_government_in_exile, is_on_continent, has_global_flag
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_buy_my_weapons = {
	allowed = {
		has_dlc = Peace For Our Time Arms Against Tyranny
		NOT = {
			original_tag = CZE
		}
	}
	enable = {
		CZE = {
			OR = {
				exists = yes
				has_capitulated = no
				is_government_in_exile = no
			}
		}
		capital_scope = {
			OR = {
				AND = {
					CZE = {
						has_completed_focus = CZE_improve_balkan_trade_relations
					}
					is_on_continent = europe
				} {
					has_global_flag = CZE_skoda_unlock_asia
					OR = {
						is_on_continent = asia australia
					}
				} {
					has_global_flag = CZE_skoda_unlock_middle_east
					OR = {
						is_on_continent = middle_east africa
					}
				} {
					has_global_flag = CZE_skoda_unlock_north_america
					is_on_continent = north_america
				} {
					has_global_flag = CZE_skoda_unlock_south_america
					is_on_continent = south_america
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = CZE
		value = 60
	}
}
### Entity: Event
Component: bftb_greece.206
Constructs: limit, add_war_support, has_country_flag, add_opinion_modifier, fire_only_once, add_political_power, add_state_claim, add_state_core
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.206
	title = bftb_greece.206.t
	desc = bftb_greece.206.desc
	picture = GFX_report_event_gre_megali_conference_signing
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_megali_idea_approved
		ENG = {
			has_country_flag = GRE_british_armenia
		}
		FRA = {
			has_country_flag = GRE_no_french_kurdistan
		}
		if = {
			limit = {
				ITA = {
					has_country_flag = GRE_italy_attending_convention
				}
			}
			ITA = {
				has_country_flag = GRE_italy_snubbed_again
			}
		}
		NOT = {
			ROOT = {
				has_country_flag = GRE_heraklion_convention_finished
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.206.a
		trigger = {
			NOT = {
				original_tag = FRA
			} {
				original_tag = ITA
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			GRE = {
				add_state_claim = 341 797 347 340 339 342
			}
			ENG = {
				add_state_claim = 354
			}
			ARM = {
				add_state_core = 354
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.206.b
		trigger = {
			original_tag = FRA
			FRA = {
				has_country_flag = GRE_no_french_kurdistan
			}
		}
		add_political_power = -75
		if = {
			limit = {
				FRA = {
					is_in_faction = yes
					is_faction_leader = yes
				}
			}
			FRA = {
				give_guarantee = TUR
			}
		}
		every_other_country = {
			limit = {
				has_country_flag = GRE_no_french_kurdistan
			}
			reverse_add_opinion_modifier = {
				target = ITA
				modifier = GRE_denied_our_ambitions
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.206.c
		trigger = {
			original_tag = ITA
			ITA = {
				has_country_flag = GRE_italy_snubbed_again
			}
		}
		add_political_power = -75
		add_war_support = 0.05
		give_guarantee = TUR
		every_other_country = {
			limit = {
				has_country_flag = GRE_italy_snubbed_again
			}
			reverse_add_opinion_modifier = {
				target = ITA
				modifier = GRE_denied_our_ambitions_ITA
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_
# ... (truncated)
### Entity: Character
Component: XSM_chun_minsheng
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_chun_minsheng = {
	name = XSM_chun_minsheng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = air_chief
		idea_token = XSM_chun_minsheng
		allowed = {
			original_tag = XSM
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: ARG_luis_podesta_costa
Source: game
File: common/characters/ARG.txt

Code:
ARG_luis_podesta_costa = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_luis_podesta_costa
		allowed = {
			original_tag = ARG
		}
		traits = {
			backroom_backstabber
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_devil_boats
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_devil_boats
	icon = GFX_focus_PHI_devil_boats
	prerequisite = {
		focus = PHI_pt_boat_development
	}
	mutually_exclusive = {
		focus = PHI_mosquito_fleet
	}
	relative_position_id = PHI_pt_boat_development
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_devil_boats_ns
	}
}
### Entity: Game Data
Component: one_of_my_turns
Constructs: has_any_custom_difficulty_setting, is_subject, is_in_faction, has_offensive_war_with, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
one_of_my_turns = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = AUS
	}
	happened = {
		exists = yes
		is_subject = no
		is_in_faction = no
		has_offensive_war_with = GER
		date = < 1938.02.02
		NOT = {
			has_global_flag = r56_GER_anschluss_mean_message_was_sent_out
		}
	}
}
### Entity: Idea
Component: GER_neutrality_influence
Constructs: limit, removal_cost, is_subject, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_neutrality_influence = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		neutrality = > 0.45
	}
	on_remove = {
		IF = {
			limit = {
				is_subject = no
			}
			country_event = {
				id = wuw_GER_realpolitik.27
				hours = 6
			}
		}
	}
	modifier = {
		neutrality_drift = 0.1
		custom_modifier_tooltip = GER_neutrality_influence_tt
	}
}
### Entity: Event
Component: belgium.156
Constructs: division_template, create_country_leader, limit, random_country, add_ideas, has_government, owns_state, has_war_with
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.156
	title = belgium.156.t
	desc = belgium.156.desc
	picture = GFX_report_event_flemish_lion
	trigger = {
		tag = BEL
		owns_state = 6
		controls_state = 6
		NOT = {
			owns_state = 34
		} {
			has_war_with = GER
		}
		has_capitulated = no
		has_civil_war = no
		is_government_in_exile = no
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = belgium.156.a
		trigger = {
			has_government = democratic
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_country_flag = bel_overlord
			}
		} {
			limit = {
				COG = {
					is_subject_of = ROOT
				}
			}
			set_global_flag = FLA_repuppet_COG
		} {
			limit = {
				has_global_flag = FLA_repuppet_COG
			}
			FLA = {
				puppet = COG
			}
			COG = {
				set_politics = {
					ruling_party = neutrality
					elections_allowed = no
				}
				set_popularities = {
					democratic = 10
					fascism = 15
					communism = 2
					neutrality = 73
				}
				create_country_leader = {
					name = Pierre Ryckmans
					desc = Pierre Ryckmans, Governor General of the Belgian Congo
					picture = gfx/leaders/COG/Pierre_Ryckmans.dds
					expire = 1965.1.1
					ideology = despotism
					traits = {
						r56_trait_opposed_to_communism
					}
				}
			}
		} {
			limit = {
				BEL = {
					has_idea = renard
				}
			}
			FLA = {
				add_ideas = renard
			}
		} {
			limit = {
				BEL = {
					has_idea = frc_BEL
				}
			}
			FLA = {
				add_ideas = zeebrugge_smederijen
			}
		} {
			limit = {
				BEL = {
					has_idea = fn_trucks
				}
			}
			FLA = {
				add_ideas = brossel
			}
		} {
			limit = {
				BEL = {
					has_idea = boel_zonen
				}
			}
			FLA = {
				add_ideas = boel_zonen
			}
		} {
			limit = {
				BEL = {
					has_idea = cockerill_naval
				}
			}
			FLA = {
				add_ideas = cockerill_naval
			}
		} {
			limit = {
				BEL = {
					has_idea = solvay
				}
			}
			FLA = {
				add_ideas = solvay
			}
		} {
			limit = {
				BEL = {
					has_idea = Cockerill_industry
				}
			}
			FLA = {
				add_ideas = katoen_natie
			}
		} {
			limit = {
				BEL = {
					has_idea = BEL_miesse_tank
				}
			}
			FLA = {
				add_ideas = BEL_miesse_tank
			}
		} {
			limit = {
				BEL = {
					has_idea = BEL_familleureux
				}
			}
			FLA = {
				add_ideas = BEL_miesse_tank
			}
		}
		delete_unit_template_and_units = {
			division_template = Division d'Infanterie
		} {
			division_t
# ... (truncated)
### Entity: National Focus
Tree: sau_focus
Component: SAU_land_doctrine1
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_land_doctrine1
	icon = GFX_goal_plan
	cost = 8
	prerequisite = {
		focus = SAU_army_infantry_desert
	}
	ai_will_do = {
		factor = 3
	}
	relative_position_id = SAU_army_infantry_desert
	x = 1
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SAU_land_doctrine1
			cost_reduction = 0.75
			uses = 2
			category = land_doctrine
		}
		if = {
			limit = {
				has_idea = SAU_legacy_of_1934
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934
				add_idea = SAU_legacy_of_1934_2
			}
		}
		else_if = {
			limit = {
				has_idea = SAU_legacy_of_1934_2
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_2
				add_idea = SAU_legacy_of_1934_3
			}
		} {
			limit = {
				has_idea = SAU_legacy_of_1934_3
			}
			swap_ideas = {
				remove_idea = SAU_legacy_of_1934_3
				add_idea = SAU_legacy_of_1934_4
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, fire_only_once, complete_effect, set_capital
Source: game
File: common/decisions/r56_SOV_decisions.txt

Code:
political_actions = {
	SOV_move_capital_back = {
		icon = generic_industry
		available = {
			has_completed_focus = SOV_move_capital_to_sverdlovsk
			SOV = {
				surrender_progress = < 0.01
			}
		}
		visible = {
			has_completed_focus = SOV_move_capital_to_sverdlovsk
		}
		allowed = {
			original_tag = SOV
		}
		fire_only_once = yes
		cost = 0
		complete_effect = {
			set_capital = {
				state = 219
			}
		}
		ai_will_do = {
			base = 10
		}
	}
}