Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_industrial_expansion
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_industrial_expansion
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = RAJ_great_indian_peninsula_railway
	}
	x = -4
	y = 1
	relative_position_id = RAJ_great_indian_peninsula_railway
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = RAJ_industrial_expansion_IC
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				437 438 433 439
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_industrial_expansion_IC
		}
	}
}
### Entity: Idea
Component: ETH_the_exiles
Constructs: has_government
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_the_exiles = {
	picture = chi_army_corruption2
	allowed = {
		original_tag = ETH
		has_government = fascism
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		weekly_manpower = 3000
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_afghan_ssr
Constructs: prerequisite, has_war, has_government, has_war_with, completion_reward, is_subject_of, set_autonomy, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_afghan_ssr
	icon = GFX_focus_CZE_german_puppet
	x = 0
	y = 2
	available = {
		has_war = no
		has_government = communism
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_form_khad
	}
	relative_position_id = AFG_form_khad
	ai_will_do = {
		factor = 1
	}
	bypass = {
		is_subject_of = SOV
	}
	cost = 5
	completion_reward = {
		SOV = {
			set_autonomy = {
				target = AFG
				autonomy_state = autonomy_puppet
				end_wars = no
				end_civil_wars = no
			}
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.1
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: FRI_ernest_outrey
Source: game
File: common/characters/FRI.txt

Code:
FRI_ernest_outrey = {
	name = FRI_ernest_outrey
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_ernest_outrey
		allowed = {
			original_tag = FRI
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: Event
Component: cityfall.27
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.27
	title = cityfall.27.t
	desc = cityfall.27.d
	picture = GFX_news_event_fall_of_new_york2
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_newyork_sov
	}
	option = {
		name = cityfall.27.a
		trigger = {
			NOT = {
				TAG = USA SOV
			}
		}
	} {
		name = cityfall.27.b
		trigger = {
			TAG = SOV
		}
	} {
		name = cityfall.27.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Character
Component: NEP_bir_shamsher_singh_thapa
Source: game
File: common/characters/NEP.txt

Code:
NEP_bir_shamsher_singh_thapa = {
	name = NEP_bir_shamsher_singh_thapa
	portraits = {
		civilian = {
			large = GFX_portrait_Bir_Shamsher_Singh_Thapa
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1948.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_reopen_etchmiadzin_seminary
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_reopen_etchmiadzin_seminary
	icon = GFX_focus_ARG_liberation_theology
	prerequisite = {
		focus = ARM_party_involvement
	}
	mutually_exclusive = {
		focus = ARM_enforce_state_atheism
	}
	relative_position_id = ARM_party_involvement
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = -25
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_stability = 0.05
		if = {
			limit = {
				has_country_flag = ARM_catholicos_khoren_has_died
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ARM_gevorg_VI
		}
		else = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ARM_khoren_I
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_provoke_japan
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_subject_of, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_provoke_japan
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = PRC_revolutionary_military_commission
	} {
		focus = PRC_anti_japanese_expedition
	}
	x = -3
	y = 1
	relative_position_id = PRC_revolutionary_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			JAP = {
				has_government = communism
			}
			factor = 0
		}
	}
	available = {
		NOT = {
			is_subject_of = JAP
		}
	}
	bypass = {
		OR = {
			has_war_with = JAP
			AND = {
				MAN = {
					is_subject = no
				}
				JAP = {
					NOT = {
						owns_state = 525 527
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = PRC_provoke_japan
			show_effect_tooltip = yes
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_occupy_greece_failure_effect
Constructs: add_war_support, add_political_power, add_popularity
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_occupy_greece_failure_effect = {
	add_political_power = -25
	add_war_support = -0.03
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_medal_for_extreme_bravery
Constructs: prerequisite, has_war_with, is_major, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_medal_for_extreme_bravery
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = YUG_artillery_regiments
	}
	x = 0
	y = 3
	relative_position_id = YUG_army_maneuvers
	cost = 10
	allow_branch = {
		has_dlc = By Blood Alone
	}
	ai_will_do = {
		factor = 70
	}
	available = {
		any_neighbor_country = {
			is_major = yes
			has_war_with = ROOT
		}
	}
	bypass = {

	}
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = yug_extreme_bravery_medal
	}
}
### Entity: Idea
Component: MEX_heavy_artillery
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_heavy_artillery = {
	picture = generic_artillery_regiments
	allowed = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.1
			instant = yes
		}
		rocket_artillery_equipment = {
			soft_attack = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_gotaverken_shipyards
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_gotaverken_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = SWE_expand_husqvarnas_factories
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_expand_husqvarnas_factories
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = no
				}
				is_core_of = ROOT
			}
			prioritize = {
				140
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: denmark_expansion_event.23
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, fire_only_once, add_political_power, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.23
	title = denmark_expansion_event.23.t
	desc = denmark_expansion_event.23.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.23.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		add_stability = -0.05
		add_war_support = -0.05
		effect_tooltip = {
			FROM = {
				puppet = NOR
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.24
					hours = 6
				}
			}
		}
	} {
		name = denmark_expansion_event.23.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = denmark_expansion_event.25
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: TAJ_awt
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Scripted Trigger
Component: COG_is_on_historical_plan_trigger
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
COG_is_on_historical_plan_trigger = {
	has_dlc = Gotterdammerung
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = COG_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = COG_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = COG_AI_BEHAVIOR
			option = HISTORICAL
		}
	}
}
### Entity: Idea
Component: GYA_aa2
Source: game
File: common/ideas/guyana.txt

Code:
GYA_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = GYA
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V03
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V03 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^3 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V03
		value = 10000
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_devalue_the_koruna
Constructs: completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_devalue_the_koruna
	icon = GFX_goal_CZE_the_1936_currency_devaluation
	relative_position_id = CZE_revitalising_the_danube_flotilla
	x = 9
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = CZE_devaluation_idea
			days = 150
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_the_biggest_battleship
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, create_equipment_variant, add_equipment_production
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_the_biggest_battleship
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = KOR_battleship_focus
	}
	x = 0
	y = 1
	relative_position_id = KOR_battleship_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = basic_ship_hull_heavy
	}
	bypass = {
		AND = {
			has_tech = heavy_battleship heavy_battleship2
		}
	}
	completion_reward = {
		if = {
			limit = {
				not = {
					has_tech = ship_hull_super_heavy
				}
			}
			set_technology = {
				ship_hull_super_heavy = 1
			}
		}
		create_equipment_variant = {
			name = Montcalm Class
			type = ship_hull_super_heavy_1
			parent_version = 0
			modules = {
				fixed_ship_battery_slot = ship_super_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_2
				fixed_ship_armor_slot = ship_armor_shbb
				front_1_custom_slot = ship_anti_air_1
				front_2_custom_slot = empty
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_secondaries_2
				mid_3_custom_slot = ship_secondaries_2
				rear_1_custom_slot = ship_super_heavy_battery_1
				rear_2_custom_slot = ship_airplane_launcher_1
			}
		}
		hidden_effect = {
			add_equipment_production = {
				equipment = {
					type = ship_hull_super_heavy_1
					version_name = Montcalm Class
				}
				name = Montcalm
				requested_factories = 1
				progress = 0.75
				amount = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: tage_14
Constructs: has_war, removal_cost, has_idea, has_war_support, has_manpower, conscription_factor, cancel_if_invalid
Source: game
File: common/ideas/tmodern_minimum_age.txt

Code:
tage_14 = {
	removal_cost = -1
	level = 2
	available = {
		NOT = {
			has_idea = disarmed_nation
		} {
			has_idea = volunteer_only
		} {
			has_idea = limited_conscription
		} {
			has_idea = extensive_conscription
		} {
			has_idea = service_by_requirement
		}
		AND = {
			has_war = yes
			surrender_progress = > 0.35
			has_war_support = > 0.7
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_manpower = < 0
			surrender_progress = > 0.45
			factor = 40
		}
	}
	modifier = {
		training_time_army_factor = 0.15
		conscription_factor = 0.25
	}
	cancel_if_invalid = no
}
### Entity: Event
Component: ww_BEL_event_misc.1
Constructs: ai_chance, limit, add_stability, fire_only_once, has_dlc, has_country_leader, add_country_leader_role
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_misc.1
	title = ww_BEL_event_misc.1.t
	desc = ww_BEL_event_misc.1.desc
	picture = GFX_report_event_generic_funeral
	trigger = {
		original_tag = BEL
		has_dlc = Gotterdammerung
		date = > 1938.12.27
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = ww_BEL_event_misc.1.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = BEL_emile_vanderveld
				}
			}
			add_country_leader_role = {
				character = BEL_henri_de_man
				promote_leader = yes
				country_leader = {
					ideology = socialism
					expire = 1965.1.1.1
					traits = {
						BEL_man_with_a_plan_leader
					}
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					character = BEL_henri_de_man
					promote_leader = yes
					country_leader = {
						ideology = marxism
						expire = 1965.1.1.1
						traits = {
							BEL_man_with_a_plan_leader
						}
					}
				}
			}
		}
		else = {
			effect_tooltip = {
				add_country_leader_role = {
					character = BEL_henri_de_man
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1965.1.1.1
						traits = {
							BEL_man_with_a_plan_leader
						}
					}
				}
				hidden_effect = {
					add_country_leader_role = {
						character = BEL_henri_de_man
						promote_leader = yes
						country_leader = {
							ideology = marxism
							expire = 1965.1.1.1
							traits = {
								BEL_man_with_a_plan_leader
							}
						}
					}
				}
			}
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_a_new_kind_of_monarch
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_a_new_kind_of_monarch
	icon = GFX_goal_FRA_la_cagoule_coup
	prerequisite = {
		focus = IRQ_unsupported_monarch
	}
	mutually_exclusive = {
		focus = IRQ_the_end_of_the_monarchy
	}
	relative_position_id = IRQ_unsupported_monarch
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		add_ideas = POL_authoritarianism_focus
		remove_ideas = IRQ_military_conflict
		show_ideas_tooltip = IRQ_saib_shawkat
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: KMT_great_purge
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_great_purge = {
	picture = chi_war_of_resistance
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.02
		stability_factor = -0.1
		enemy_operative_detection_chance = 0.1
		enemy_operative_capture_chance_factor = 0.05
		civilian_intel_to_others = -5
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_increase_school_funding
Constructs: prerequisite, limit, has_government, completion_reward, add_research_slot, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_increase_school_funding
	icon = GFX_goal_generic_education
	x = -1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	prerequisite = {
		focus = AFG_british_exchange_program AFG_economic_privatization
	}
	relative_position_id = AFG_british_exchange_program
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				has_idea = AFG_illiteracy_5
			}
			country_event = {
				id = r56_afghanistan.23
				hours = 12
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_4
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_4
				add_idea = AFG_illiteracy_5
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_3
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_3
				add_idea = AFG_illiteracy_4
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_2
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_2
				add_idea = AFG_illiteracy_3
			}
		} {
			limit = {
				has_idea = AFG_illiteracy_1
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy_1
				add_idea = AFG_illiteracy_2
			}
		} {
			limit = {
				has_idea = AFG_illiteracy
			}
			swap_ideas = {
				remove_idea = AFG_illiteracy
				add_idea = AFG_illiteracy_1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_get_industrialist_support
Constructs: every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, completion_reward, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_get_industrialist_support
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = NOR_lurk_in_the_shadows
	}
	x = 3
	y = 1
	relative_position_id = NOR_lurk_in_the_shadows
	cost = 10
	available = {
		has_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 65
		} {
			type = motorized_equipment
			amount = 35
			producer = NOR
		}
		every_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_abolish_the_monarchy
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_abolish_the_monarchy
	prerequisite = {
		focus = BUL_legalize_the_agrarian_party
	}
	icon = GFX_focus_rom_handle_king
	relative_position_id = BUL_legalize_the_agrarian_party
	x = 1
	y = 1
	cost = 10
	bypass = {
		has_completed_focus = BUL_legalize_the_agrarian_party
		has_country_flag = BUL_tsar_boris_is_dead_flag
	}
	available = {
		democratic = > 0.3
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 70
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		remove_ideas = BUL_tsar_boris_negative_01
		if = {
			limit = {
				has_idea = BUL_georgi_ivanov_kyoseivanov
			}
			remove_ideas = BUL_georgi_ivanov_kyoseivanov
		} {
			limit = {
				has_stability = < 0.3
			}
			set_temp_variable = {
				BUL_democratic_cw_opposition = party_popularity@neutrality
			}
			multiply_temp_variable = {
				BUL_democratic_cw_opposition = 0.5
			}
			add_to_temp_variable = {
				BUL_democratic_cw_opposition = party_popularity@fascism
			}
			set_politics = {
				ruling_party = democratic
			}
			hidden_effect = {
				start_civil_war = {
					ideology = neutrality
					size = BUL_democratic_cw_opposition
					capital = 48
					states = {
						212
					}
					keep_unit_leaders_trigger = {
						NOT = {
							has_trait = trait_BUL_tsar_loyalist
						}
					}
				}
				every_unit_leader = {
					limit = {
						has_trait = trait_BUL_tsar_loyalist
					}
					random_other_country = {
						limit = {
							original_tag = BUL
							has_government = neutrality
						}
						PREV = {
							set_nationality = PREV
						}
					}
				}
				random_other_country = {
					limit = {
						original_tag = BUL
						has_government = neutrality
					}
					promote_character = {
						character = BUL_georgi_ivanov_kyoseivanov
						ideology = moderatism
					}
				}
				if = {
					limit = {
						has_dlc = La Resistance
					}
					every_operative = {
						limit = {
							has_trait = trait_BUL_tsar_loyalist
						}
						retire = yes
					}
				}
			}
			custom_effect_tooltip = BUL_depose_the_tsar_cw_tt
			clr_country_flag = BUL_factions_unlocked_flag
		}
		else = {
			every_unit_leader = {
				limit = {
					NOT = {
						has_id = 1204
					}
					has_trait = trait_BUL_tsar_loyalist
				}
				custom_effect_tooltip = BUL_remove_tsar_loyalist_trait_tt

# ... (truncated)