Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BRA_soviet_spy
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_soviet_spy = {
	random = no
	sprite = 15
	intel_network_gain_factor = 0.2
	communism_drift = 0.05
	war_support_factor = 0.1
	operative_slot = 1
}
### Entity: Character
Component: POL_chief_staffer
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_chief_staffer = {
	sprite = 14
	max_planning = 0.1
	max_dig_in = 2
	experience_gain_army = 0.09
	mass_assault_mastery_gain_factor = 0.05
	command_cap_increase = 20
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_license_skf_ball_bearings
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_license_skf_ball_bearings
	icon = GFX_focus_SWE_SKF_ball_bearings
	x = 4
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_saltsjobaden_agreement SWE_reject_saltsjobaden
	}
	relative_position_id = SWE_saltsjobaden_agreement
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		unlock_decision_tooltip = SWE_trade_ball_bearings
		custom_effect_tooltip = SWE_ball_bearing_trade_tt
	}
}
### Entity: Modding Documentation
Construct: build_building
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `build_building`
Used to make the AI build buildings, optionally in a certain location.
NOTE: This strategy is also used dynamically by the internal AI, with default weight value of 1.
```
ai_strategy = {
	type = build_building
	id = coastal_bunker  # Type of building

	target = 139  # Optional target location, where to build. Treated as province ID if provincial building, and state ID if state building. If the building cannot be constructed in the specified location, then the strategy is ignored.
	# If no target is specified, a random location (where it is possible to construct the building) is chosen, with one exception: If a building can be converted (base_cost_conversion > 0), no specified target means to convert instead of constructing a new building. If no valid location is found, then the strategy is ignored.
	# If the specified building is already being constructed in the target location (or anywhere if no target is specified), then the strategy will be ignored.

	value = 200  # AI weight, used for weighted random selection of what to build. The AI gathers all build_building strategies (including the ones created dynamically) with non-zero values, and selects one of them.
}
```
### Entity: National Focus
Tree: irq_focus
Component: IRQ_anglo_iraqi_oil_expansion
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_subject, is_owned_and_controlled_by
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_anglo_iraqi_oil_expansion
	icon = GFX_focus_IRQ_anglo_iraqi_oil_expansion
	mutually_exclusive = {
		focus = IRQ_nationalize_the_anglo_iraqi_oil_company
	}
	x = 2
	y = 3
	relative_position_id = IRQ_strengthen_mesopotamian_farming
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_completed_focus = IRQ_revoke_anglo_iraq_treaty
		} {
			has_country_flag = IRQ_is_kurdistan
		} {
			ENG = {
				is_subject = yes
			} {
				exists = no
			}
			has_war_with = ENG
		}
		291 = {
			is_owned_and_controlled_by = ROOT
		}
		676 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = IRQ_expanded_anglo_iraqi_oil_company
			}
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 50
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		291 = {
			add_resource = {
				type = oil
				amount = 8
			}
		}
		IF = {
			limit = {
				291 = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			291 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		676 = {
			add_resource = {
				type = oil
				amount = 6
			}
		}
	}
}
### Entity: Character
Component: governor_general
Constructs: autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
governor_general = {
	random = no
	autonomy_gain = -0.25
}
### Entity: Idea
Component: ICE_mountain_strong
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_mountain_strong = {
	picture = generic_special_forces
	allowed_civil_war = {
		always = yes
	}
	modifier = {

	}
}
### Entity: State History
Component: 259
Constructs: add_core_of
Source: game
File: history/states/259-Liski.txt

Code:
state = {
	id = 259
	name = STATE_259
	manpower = 1442584
	state_category = rural
	history = {
		victory_points = {
			11504 3
		}
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV UKR
	}
	provinces = {
		511 559 3557 6495 6507 6578 6605 9413 9519 11504
	}
	local_supplies = 10.0
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_rehabilitate_the_kadro_movement
Constructs: prerequisite, completion_reward, set_party_name, retire_ideology_leader, add_country_leader_role, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_rehabilitate_the_kadro_movement
	icon = GFX_focus_generic_military_academy
	mutually_exclusive = {
		focus = TUR_reinvigorate_turkish_nationalism
	}
	prerequisite = {
		focus = TUR_revive_turkish_revolutionism
	}
	x = 5
	y = 1
	relative_position_id = TUR_revive_turkish_revolutionism
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = TUR_neutrality_party_long
			name = TUR_neutrality_party
		}
		retire_ideology_leader = communism
		add_country_leader_role = {
			character = TUR_sevket_sureyya_aydemir
			country_leader = {
				ideology = marxism
				traits = {
					the_academic
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		add_timed_idea = {
			idea = TUR_political_landscape_shifting
			days = 180
		}
	}
}
### Entity: Idea
Component: AST_R56_national_stock_exchange_of_australia_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_national_stock_exchange_of_australia_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		consumer_goods_factor = -0.2
		political_power_factor = 0.05
	}
}
### Entity: AI Strategy
Component: CHI_sea_warlord_historical_plan_communist
Constructs: has_dlc, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_sea_warlord_historical_strategy_plan.txt

Code:
CHI_sea_warlord_historical_plan_communist = {
	name = Chinese Warlord historical plan supporting Communists
	desc = Historical behavior for Chinese Warlord
	allowed = {
		OR = {
			original_tag = SHX SIK
		}
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		NOT = {
			has_focus_tree = china_warlord_sea_focus
		}
	}
	ai_national_focuses = {
		XIC_northwest_bandit_suppression_headquarters XIC_discussions_in_luochuan XIC_send_a_representative_to_sheng_shicai XIC_non_agression_pact_with_the_cpc XIC_the_fushi_conference XIC_anti_japanese_national_salvation_agreement XIC_form_the_anti_japanese_comrades_association XIC_withdraw_forces_from_yanan XIC_invite_chiang_for_troop_inspections CHI_sea_secure_internal_politics SIK_cooperate_with_the_ussr SIK_military_cooperation SIK_a_soviet_airforce SIK_march_into_khotan SIK_office_of_sinkiang_border_commissioner SIK_six_great_policies SIK_establish_the_xinjiangneft SIK_a_united_sinkiang_clique SIK_utilize_asperovs_contacts SIK_cooperate_with_the_nkvd SIK_three_year_plan_for_reconstruction SIK_invest_in_the_dushanzi_oil_fields SIK_a_new_nationality_policy SIK_settle_dzungarian_tribes CHI_sea_cooperation_with_the_communists CHI_sea_land_redistribution CHI_sea_land_value_tax CHI_sea_communist_administrators CHI_sea_develop_capital CHI_sea_further_industrial_investment CHI_sea_develop_capital_arsenal CHI_sea_expand_public_education CHI_sea_long_term_economic_planning CHI_sea_ideological_education CHI_sea_judiciary_reforms CHI_sea_strenghten_warlord_authority CHI_sea_small_arms_production CHI_sea_heavy_weapons_development CHI_sea_public_works CHI_sea_labor_reform CHI_sea_rural_militias CHI_sea_fund_research_projects CHI_sea_rely_on_our_infantry
	}
	focus_factors = {
		CHI_sea_join_the_chinese_soviet = 0
		CHI_sea_the_yanan_incident = 0
		XIC_sixth_encirclement_campaign = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: population_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
population_advisor = {
	cost = 100
	removal_cost = 0
	traits = {

	}
	picture = USA_generic_1
	research_bonus = {

	}
	modifier = {
		compliance_growth = 0.1
		resistance_growth = -0.1
		non_core_manpower = 0.1
		required_garrison_factor = -0.25
		resistance_damage_to_garrison = -0.25
	}
}
### Entity: Event
Component: NSB_poland_events.301
Constructs: is_triggered_only, fire_only_once, set_rule, create_faction_from_template, add_to_faction
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.301
	title = NSB_poland_events.301.t
	desc = NSB_poland_events.301.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.301.a
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_GER_mitteleuropa_alliance
			name = POL_GER_ALLIANCE
		}
		add_to_faction = GER
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_ARRAY
Constructs: add_to_temp_array, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_isolated_states_VS_ARRAY = {
	for_each_scope_loop = {
		array = _AIRBASE_get_best_target_on_isolated_states_VS_ARRAY
		add_to_temp_array = {
			_AIRBASE_get_best_target_on_TARGET_COUNTRIES = THIS.id
		}
	}
	ROOT = {
		EAI_PC_AIRBASE_get_best_target_on_isolated_states = yes
	}
	clear_temp_array = _AIRBASE_get_best_target_on_isolated_states_VS_ARRAY _AIRBASE_get_best_target_on_TARGET_COUNTRIES
}
### Entity: Idea
Component: CZE_benees_mraz_improved
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_benees_mraz_improved = {
	name = CZE_benees_mraz_organization
	picture = CZE_benes_mraz
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible = {
		has_completed_focus = CZE_invest_in_the_smaller_air_plants
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		fuel_efficient_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_economic_mobilization
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_economic_mobilization
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = SCO_deterrence SCO_the_volunteer_corps
	}
	x = 1
	y = 1
	ai_will_do = {
		factor = 60
	}
	relative_position_id = SCO_deterrence
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.1
		upgrade_economy_law = yes
	}
}
### Entity: Idea
Component: arg_industrial_census
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_industrial_census = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_goods_red_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Character
Component: YUN_wang_jiang
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_wang_jiang = {
	name = YUN_wang_jiang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_wang_jiang
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: AUS_reknowned_architecht
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_reknowned_architecht = {
	random = no
	sprite = 13
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	industrial_capacity_factory = 0.15
}
### Entity: Character
Component: JAP_rikichi_ando
Source: game
File: common/characters/JAP.txt

Code:
JAP_rikichi_ando = {
	name = JAP_rikichi_ando
	portraits = {
		army = {
			large = GFX_portrait_JAP_rikichi_ando
			small = GFX_portrait_JAP_rikichi_ando_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_CA_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_CA_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_CA_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 7
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_Aircraft_american
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Aircraft_american
	icon = GFX_goal_fighters_usa
	prerequisite = {
		focus = LIT_Foreign_Design
	}
	mutually_exclusive = {
		focus = LIT_Aircraft_England
	}
	x = -3
	y = 1
	relative_position_id = LIT_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		AND = {
			USA = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		USA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = LIT_Aircraft_american
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = LIT_Aircraft_american
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = P-36A
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_USA_fighter1_medium
			} {
				name = SBU Corsair
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = dive_brakes_small
				}
				icon = GFX_USA_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = early_fighter fighter1 fighter2
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = cv_early_fighter cv_fighter1
			} {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = naval_bomber1 naval_bomber2
			}
		}
		add_opinion_modifier = {
			target = USA
			modifier = GEN_aircraft_american
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: GER_is_RAN_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RAN_state = {
	OR = {
		state = 953 507 949 954 955 512 950 279 511 958 278 956 960 509 508 959 952 506 951 302 947 492 494 303 491 490 305 306 493
	}
}
### Entity: Idea
Component: FIN_valtion_kivaaritehdas
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_valtion_kivaaritehdas = {
	name = FIN_valtion_kivaaritehdas_organization
	picture = FIN_valtion_kivaaritehdas
	allowed = {
		original_tag = FIN
	}
	visible = {
		NOT = {
			has_completed_focus = FIN_integrate_oy_tikkakoski
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Event
Component: SEA_china_warlords.2
Constructs: is_triggered_only, has_completed_focus, limit, add_ideas, has_country_flag, is_pressing_warlord, clr_country_flag, has_idea
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_warlords.2
	title = SEA_china_warlords.2.t
	desc = SEA_china_warlords.2.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_warlords.2.a
		if = {
			limit = {
				has_country_flag = is_pressing_warlord
			}
			clr_country_flag = is_pressing_warlord
		} {
			limit = {
				has_completed_focus = CHI_appoint_sympathetic_judges
				FROM = {
					NOT = {
						has_idea = idea_CHI_sympathetic_judges
					}
				}
			}
			FROM = {
				add_ideas = idea_CHI_sympathetic_judges
			}
		} {
			limit = {
				has_completed_focus = CHI_take_control_of_the_executive_yuan
			}
			every_subject_country = {
				limit = {
					is_chinese_warlord = yes
					NOT = {
						tag = FROM
					}
				}
				add_autonomy_ratio = {
					value = -0.03
					localization = CHI_take_control_of_the_executive_yuan
				}
			}
		}
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_sea_warlord_subject
				freedom_level = 0.65
				end_wars = no
				end_civil_wars = no
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Strategic_Destruction_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Strategic_Destruction_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG SOV JAP FRA ITA
			NOT = {
				EAI_major_country = yes
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG SOV JAP FRA GER
		}
	}
}
### Entity: Event
Component: czech.12
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.12
	title = czech.7.t
	desc = czech.12.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = czech.6.a
		hidden_effect = {

		}
	}
}
### Entity: Character
Component: undervisningsminister
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
undervisningsminister = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
}
### Entity: Character
Component: POL_army_logistics
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_army_logistics = {
	sprite = 6
	attrition = -0.02
}
### Entity: State History
Component: 530
Constructs: add_core_of
Source: game
File: history/states/530-Tokushima.txt

Code:
state = {
	id = 530
	name = STATE_530
	manpower = 3310000
	state_category = town
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			infrastructure = 2
			air_base = 3
			arms_factory = 1
			industrial_complex = 2
			4179 = {
				naval_base = 1
			}
		}
		victory_points = {
			7197 8
		} {
			4179 10
		}
	}
	provinces = {
		4094 4179 7046 7197 9965 11997 12028
	}
	local_supplies = 0.0
}
### Entity: Character
Component: AST_richard_williams
Source: game
File: common/characters/AST.txt

Code:
AST_richard_williams = {
	name = AST_richard_williams
	portraits = {
		army = {
			small = GFX_portrait_AST_richard_williams_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = AST_richard_williams
		allowed = {
			original_tag = AST
		}
		traits = {
			air_chief_reform_3
		}
		cost = 200
		ai_will_do = {
			factor = 2
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_learning_from_the_great_war
Constructs: has_completed_focus, limit, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_learning_from_the_great_war
	icon = GFX_goal_generic_attack_allies
	x = 30
	y = 0
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		army_experience = 10
		if = {
			limit = {
				NOT = {
					has_completed_focus = TUR_hava_okulu
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			unlock_decision_category_tooltip = TUR_reforming_our_armed_forces_category
		}
	}
}
### Entity: Idea
Component: idea_RAJ_azad_hind_repair
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_azad_hind_repair = {
	allowed = {
		original_tag = RAJ
	}
	picture = man_five_year_plan_industry
	modifier = {
		industry_repair_factor = 0.5
		industry_free_repair_factor = 0.5
		weekly_manpower = 500
		consumer_goods_factor = -0.25
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rebuild_the_high_seas_fleet
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rebuild_the_high_seas_fleet
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = GER_focus_on_the_true_enemy
	}
	mutually_exclusive = {
		focus = GER_accept_british_naval_dominance
	}
	available = {
		is_subject = no
	}
	x = 0
	y = 2
	relative_position_id = GER_focus_on_the_true_enemy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		navy_experience = 50
		every_state = {
			limit = {
				has_state_flag = GER_rebuild_the_high_seas_fleet_dockyards
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = bc_bonus
			bonus = 1.0
			uses = 1
			category = bc_tech
		} {
			name = bb_bonus
			bonus = 1.0
			uses = 1
			category = bb_tech shbb_tech
		}
		add_ideas = GER_rebuild_the_high_seas_fleet
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_rebuild_the_high_seas_fleet_dockyards
		}
		add_tech_bonus = {
			name = bc_bonus
			bonus = 1.0
			uses = 1
			category = bc_tech
		} {
			name = bb_bonus
			bonus = 1.0
			uses = 1
			category = bb_tech shbb_tech
		}
		add_ideas = GER_rebuild_the_high_seas_fleet
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_amphibious
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_amphibious
* description: Total produced equipment of typeamphibious