Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: Example
Source: game
File: common/special_projects/specialization/documentation.md

Doc:
# Example
For now, we mainly need the list of possible specialization tokens
```
my_specialization_token = {
  # Optional
  # GFX key of the background texture of the projects when they are being researched
  icon = GFX_icon
  # if icon provided, use GFX_icon
  # if gfx key GFX_TAG_my_specialization_token exists, use it
  # if gfx key GFX_my_specialization_token exists, use it
  # else use GFX_PLACEHOLDER_sp_specialization_icon

  # Optional
  # GFX key of the background texture of the projects when they are being researched
  blueprint_image = GFX_blueprint
  # if icon provided, use GFX_blueprint
  # if gfx key GFX_TAG_my_specialization_token_blueprint exists, use it (!!NB: Note the _blueprint suffix)
  # if gfx key GFX_my_specialization_token_blueprint exists, use it
  # else use GFX_PLACEHOLDER_sp_blueprint
  
  # Optional
  # GFX key of the program item background texture for the program item. If multiple specializations are applicable use the primary (first) one
  program_background = GFX_blueprint
  # if icon provided, use GFX_blueprint
  # if gfx key GFX_TAG_my_specialization_token_program_item exists, use it (!!NB: Note the _program_item suffix)
  # if gfx key GFX_TAG_my_specialization_token_program_item exists, use it
  # else use GFX_tiled_plain_bg
  
  # Optional
  # Color code for specialization <b, r, g>
  color = { 24 43 23 }
  # If no color code is specified the default color will be grey
}
```
### Entity: National Focus
Component: bra_eixo
Constructs: prerequisite, has_government, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_eixo
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = bra_amigo_alemanha
	}
	mutually_exclusive = {
		focus = bra_sem_eixo
	}
	relative_position_id = bra_amigo_alemanha
	available = {
		is_subject = no
		OR = {
			has_government = fascism neutrality
		}
		GER = {
			has_government = fascism
			is_subject = no
			is_faction_leader = yes
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		GER = {
			country_event = {
				days = 1
				id = bra.7
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: KEN_acas
Source: game
File: common/characters/KEN.txt

Code:
KEN_acas = {
	advisor = {
		slot = high_command
		idea_token = KEN_acas
		ledger = air
		allowed = {
			original_tag = KEN
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_regency_of_rangsit
Constructs: prerequisite, completion_reward, has_country_leader, retire_country_leader, add_country_leader_role
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_regency_of_rangsit
	icon = GFX_focus_SIA_the_regency_of_rangsit
	x = 2
	y = 0
	relative_position_id = SIA_the_regency_of_songsuradet
	prerequisite = {
		focus = SIA_the_provincial_council_of_state
	}
	mutually_exclusive = {
		focus = SIA_the_regency_of_boworadet SIA_the_regency_of_songsuradet
	}
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {
		has_country_leader = {
			character = SIA_ananda_mahidol
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		retire_country_leader = yes
		add_country_leader_role = {
			character = SIA_rangsit_prayurasakdi
			promote_leader = yes
			country_leader = {
				ideology = despotism
				traits = {
					SIA_the_constitutionalist_regent
				}
			}
		}
	}
}
### Entity: Character
Component: CZE_josef_cerny
Constructs: has_completed_focus, research_bonus
Source: game
File: common/characters/CZE.txt

Code:
CZE_josef_cerny = {
	name = CZE_josef_cerny
	portraits = {
		army = {
			small = GFX_portrait_CZE_josef_cerny_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_josef_cerny
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_compromise_with_the_veteran_agrarian
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_increase_funding_from_moscow CZE_petition_the_nobles
				}
			}
		}
		traits = {
			minister_of_the_interior_abate
		}
		research_bonus = {
			excavation_tech = 0.1
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_ally_with_the_silver_shirts
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, has_idea_with_trait, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_ally_with_the_silver_shirts
	icon = GFX_focus_generic_diplomatic_treaty
	x = 5
	y = 1
	prerequisite = {
		focus = USA_america_first
	}
	relative_position_id = USA_america_first
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.1
		has_idea_with_trait = fascist_demagogue
		not = {
			has_completed_focus = USA_limited_intervention
		} {
			has_completed_focus = USA_neutrality_act
		}
	}
	bypass = {
		has_government = fascism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		USA_congress_medium_support = yes
		unlock_decision_tooltip = {
			decision = USA_beat_up_opposition
			show_effect_tooltip = yes
		}
		if = {
			limit = {
				has_country_flag = mtg_usa_civil_war_democrats_1
				not = {
					has_country_flag = mtg_usa_civil_war_democrats_2
				}
			}
			country_event = mtg_usa_civil_war_democrats.2
			custom_effect_tooltip = mtg_usa_civil_war_warning_tt
		}
		else_if = {
			limit = {
				not = {
					has_country_flag = mtg_usa_civil_war_democrats_1
				}
			}
			country_event = mtg_usa_civil_war_democrats.1
			custom_effect_tooltip = mtg_usa_civil_war_warning_tt
		}
	}
}
### Entity: Event
Component: MUN_czech.1033
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_country_flag, is_ai, has_opinion, set_autonomy
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1033
	title = MUN_czech.1033.t
	desc = MUN_czech.1033.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1033.a
		ai_chance = {
			base = 2
			modifier = {
				FROM = {
					is_ai = no
				}
				factor = 2
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				factor = 1.1
			}
		}
		FROM = {
			hidden_effect = {
				overlord = {
					set_autonomy = {
						target = FROM
						autonomous_state = autonomy_free
						end_wars = yes
						end_civil_wars = yes
					}
					FROM = {
						leave_faction = yes
						every_enemy_country = {
							limit = {
								OR = {
									is_faction_leader = yes
									is_in_faction = no
								}
							}
							white_peace = FROM
						}
						delete_unit = {
							disband = yes
						}
					}
				}
				9 = {
					IF = {
						limit = {
							is_owned_by = FROM
						}
						FROM = {
							set_country_flag = GER_RK_capital_state_trasferred_RKH_victim_flag GER_reichskommissariats_puppet_flag
						}
					}
					transfer_state_to = RKH
					set_state_flag = GER_RK_capital_state_trasferred_RKH_flag
					add_compliance = 25
				}
				GER = {
					set_autonomy = {
						target = RKH
						autonomy_state = autonomy_reichsprotectorate
					}
				}
				every_state = {
					limit = {
						NOT = {
							state = 7
						}
						is_owned_by = FROM
					}
					add_contested_owner = RKH
					set_state_controller_to = RKH
					add_claim_by = RKH
					add_compliance = 25
				}
				RKH = {
					add_manpower = 50000
					add_equipment_to_stockpile = {
						type = infantry_equipment
						amount = 5000
						producer = GER
					} {
						type = support_equipment
						amount = 500
						producer = GER
					}
					inherit_technology = GER
					add_offsite_building = {
						type = arms_factory
						level = 2
					}
					load_oob = RK_OOB
					declare_war_on = {
						target = FROM
						type = annex_everything
					}
					add_timed_idea = {
						idea = CZE_adminstrative_chaos
						months = 4
					}
				}
				every_possible_country = {
					limit = {
						has_country_flag = CZE_exile_committee
					}
					every_character = {
						set_nationality = FROM
					}
				}
				random_character = {
					limit = {
						is_country_leader = yes
					}
					set_nationality = RKH
					promote_character = yes
				} {
					limit = {
						is_charact
# ... (truncated)
### Entity: National Focus
Tree: vin_focus
Component: VIN_deploy_the_dan_quan_hoang_gia
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_deploy_the_dan_quan_hoang_gia
	icon = GFX_goal_generic_allies_build_infantry
	cost = 10
	prerequisite = {
		focus = VIN_crush_the_republicans
	} {
		focus = VIN_the_hoi_quy_toc
	}
	completion_reward = {
		add_ideas = VIN_deploy_the_dan_quan_hoang_gia
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 37
	y = 3
}
### Entity: AI Strategy
Component: HUN_alternate_DEM
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HUN_alternate.txt

Code:
HUN_alternate_DEM = {
	name = Hungarian Alternate plan to become democratic
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Death or Dishonor
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = HUN_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HUN_balanced_budget HUN_strengthen_the_monarchists HUN_elect_a_king HUN_elect_a_democratic_king HUN_industrial_revitalization HUN_reintegrate_the_railroads HUN_support_domestic_industry HUN_support_urbanization HUN_institute_for_industrial_techniques HUN_announce_the_gyor_program HUN_civilian_industry HUN_responsible_government HUN_rapproachement_with_little_entente HUN_secret_rearmament HUN_war_games HUN_theoretical_air_efforts HUN_bled_agreement HUN_join_allies HUN_joint_oil_exploitation_company
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		HUN_army_maneuvers = 5
		HUN_home_defense = 10
		HUN_assault_gun_focus = 5
		HUN_establish_the_air_force = 10
		HUN_invite_foreign_investors = 8
		HUN_expand_the_manfred_weiss_steel_works = 10
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_bottom_up_societal_modernization_r56
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_bottom_up_societal_modernization_r56
	prerequisite = {
		focus = SIA_prioritize_socioeconomic_progress_r56
	}
	icon = GFX_goal_cuba_law_of_sugar_coordination
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_prioritize_socioeconomic_progress_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
	available = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = yes
	}
	completion_reward = {
		add_stability = -0.08
		if = {
			limit = {
				has_country_flag = SIA_abolish_the_monarchy_available_flag_r56
			}
			add_popularity = {
				ideology = communism
				popularity = 0.03
			}
		} {
			limit = {
				has_idea = SIA_prioritize_socioeconomic_progress_r56_idea
			}
			swap_ideas = {
				remove_idea = SIA_prioritize_socioeconomic_progress_r56_idea
				add_idea = SIA_bottom_up_societal_modernization_r56_idea
			}
		}
		else = {
			add_popularity = {
				ideology = ROOT
				popularity = -0.06
			}
		} {
			swap_ideas = {
				remove_idea = SIA_industrial_workers_reforms_r56_idea
				add_idea = SIA_prioritize_socioeconomic_progress_2_r56_idea
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Character
Component: SOL_aco2
Source: game
File: common/characters/SOL.txt

Code:
SOL_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = SOL_aco2
		allowed = {
			original_tag = SOL
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Idea
Component: AFG_hellmand_altered_no_treaty
Constructs: stability_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_hellmand_altered_no_treaty = {
	allowed = {
		tag = AFG
	}
	cancel = {
		AFG = {
			OR = {
				is_subject_of = PER
				exists = no
			}
		}
	}
	removal_cost = -1
	picture = AFG_helmand_no_treaty
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: mtg_britain.39
Constructs: is_triggered_only, remove_from_faction
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.39
	title = mtg_britain.39.t
	desc = mtg_britain.39.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = mtg_britain.39.a
		effect_tooltip = {
			ENG = {
				remove_from_faction = ROOT
			}
		}
	}
}
### Entity: Character
Component: YUN_cheng_peng
Source: game
File: common/characters/YUN.txt

Code:
YUN_cheng_peng = {
	name = YUN_cheng_peng
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_1.dds
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: Order of Battle
Component: Grenzschutz-Abschnitts-Kommando 15
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Grenzschutz-Abschnitts-Kommando 15
	location = 11386
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: PER_imperial_events.61
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.61
	title = PER_imperial_events.61.t
	desc = PER_imperial_events.61.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.61.a
	}
}
### Entity: Idea
Component: arg_four_year_plan
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_four_year_plan = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	picture = trotskyite_plot_purged
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: cau_focus
Component: CAU_claim_a_fitting_title
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/r56_caucasus_union_shared.txt

Code:
shared_focus = {
	id = CAU_claim_a_fitting_title
	icon = GFX_focus_generic_manpower
	cost = 5
	prerequisite = {
		focus = CAU_ethnic_collaboration
	}
	text_icon = NORDIC_focus_style
	available = {
		OR = {
			has_government = fascism communism
		}
	}
	relative_position_id = CAU_ethnic_collaboration
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_country_leader_trait = father_of_the_empire
		} {
			limit = {
				has_government = communism
			}
			add_country_leader_trait = stalin_great_commander
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_masters_of_the_aegean
Constructs: prerequisite, limit, completion_reward, every_state, is_owned_by, is_claimed_by, add_state_claim
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_masters_of_the_aegean
	icon = GFX_focus_generic_aegean_sea_focus
	prerequisite = {
		focus = ITA_bend_the_bars
	}
	x = 2
	y = 1
	relative_position_id = ITA_bend_the_bars
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_masters_of_the_aegean_claims_tt
		every_state = {
			limit = {
				BUL_state_is_in_the_aegean_sea = yes
				NOT = {
					is_owned_by = ROOT
				} {
					is_claimed_by = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					add_state_claim = PREV
				}
			}
			custom_effect_tooltip = generic_ROOT_gains_claim_tt
		}
	}
}
### Entity: Idea
Component: idea_GUAY_booming_tourism
Constructs: stability_factor, has_war_with_major, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_booming_tourism = {
	allowed = {
		original_tag = URG
	}
	available = {
		has_war_with_major = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_air_bonus
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.15
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: EAI_DD_8/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_expand_universal_military_act
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_expand_universal_military_act
	icon = GFX_goal_generic_army_mobilization2
	prerequisite = {
		focus = MON_bolster_national_awareness
	}
	x = 0
	y = 1
	relative_position_id = MON_bolster_national_awareness
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MON_awoken_nation
			add_idea = MON_awoken_nation_with_conscription
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: State History
Component: 979
Constructs: add_core_of, add_to_array
Source: game
File: history/states/979-Khasab.txt

Code:
state = {
	id = 979
	name = STATE_979
	history = {
		owner = OMA
		add_core_of = UAE
		add_to_array = {
			state_victory_points = 13479
		}
		victory_points = {
			13479 1
		}
		buildings = {
			infrastructure = 1
			13479 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13479
	}
	manpower = 27200
	buildings_max_level_factor = 1.0
	state_category = enclave
	local_supplies = 1.0
}
### Entity: State History
Component: 937
Constructs: add_core_of
Source: game
File: history/states/937-Singapore.txt

Code:
state = {
	id = 937
	name = Singapore
	provinces = {
		12299
	}
	resources = {
		rubber = 3
		steel = 2
		tungsten = 1
		aluminium = 1
	}
	history = {
		owner = SNG
		victory_points = {
			12299 10
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			arms_factory = 1
			dockyard = 1
			air_base = 6
			12299 = {
				naval_base = 8
				coastal_bunker = 3
			}
		}
		add_core_of = SNG
	}
	manpower = 1160000
	state_category = city
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: FAR_hans_djurhuus
Source: game
File: common/characters/FAR.txt

Code:
FAR_hans_djurhuus = {
	name = Hans Djurhuus
	portraits = {
		civilian = {
			small = GFX_idea_generic_fortification_engineer_eastern_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_hans_djurhuus
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			propaganda_expert
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_patriotic_education
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_patriotic_education
	icon = GFX_focus_research2
	prerequisite = {
		focus = LIT_rastikis_military_reforms
	}
	x = 0
	y = 1
	relative_position_id = LIT_rastikis_military_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = LIT_patriotic_education_idea
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_military_industry
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, is_controlled_by, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_military_industry
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = NOR_send_the_king_back_to_denmark
	}
	x = 2
	y = 1
	relative_position_id = NOR_send_the_king_back_to_denmark
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_erase_monarchist_legacy
Constructs: has_completed_focus, prerequisite, add_ideas, remove_ideas, has_government, has_country_flag, completion_reward, has_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_erase_monarchist_legacy
	icon = GFX_focus_NOR_send_the_king_back_to_denmark
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_abolish_monarchy
	offset = {
		x = -1
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
	}
	prerequisite = {
		focus = LUX_abolish_monarchy
	}
	mutually_exclusive = {
		focus = LUX_grant_citizenship
	}
	available = {
		has_idea = r56_LUX_abolished_monarchy
		OR = {
			has_government = communism
			has_idea = LUX_minister_interior_KPL
		}
	}
	continue_if_invalid = yes
	completion_reward = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = r56_LUX_abolished_monarchy
				add_idea = r56_LUX_socialist_future
			}
		}
		hidden_effect = {
			remove_ideas = r56_LUX_abolished_monarchy
			add_ideas = r56_LUX_socialist_future
		}
		add_country_leader_trait = devoted_communist
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_medium_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_medium_increase_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_influence_medium_increase_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_medium_increase
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}