Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_modernize_agricultural_machinery
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_modernize_agricultural_machinery
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = DEN_import_machinery_and_material
	}
	relative_position_id = DEN_import_machinery_and_material
	x = -1
	y = 1
	cost = 10
	bypass = {
		NOT = {
			has_full_control_of_state = 99
		} {
			has_full_control_of_state = 912
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 99 912
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = DEN_develop_jutland_states_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				99 912
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Independent 39th Brigade
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = Independent 39th Brigade
	location = 9843
	division_template = Juntuán
	start_equipment_factor = 0.2
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L38
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L38 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^38 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L38
		value = 5000
	} {
		type = support
		id = L38
		value = 5000
	} {
		type = diplo_action_desire
		id = L38
		target = lend_lease
		value = 2000
	}
}
### Entity: Character
Component: CZE_stefan_jurech
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/characters/CZE.txt

Code:
CZE_stefan_jurech = {
	name = CZE_stefan_jurech
	portraits = {
		army = {
			large = GFX_portrait_SLO_stefan_jurech
			small = GFX_portrait_SLO_stefan_jurech_small
		}
	}
	corps_commander = {
		traits = {
			career_officer infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = CZE_elevate_slovak_officers
			SLO = {
				OR = {
					exists = no
					is_subject_of = CZE
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: start_border_war
Constructs: start_border_war, change_state_after_war, check_variable, terrain_factor
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## start_border_war

* Supported Scopes: any
* Supported Targets: none

```
start a border war between two states. Example:
start_border_war = {
	change_state_after_war = no #overrides the transfer of state at the end of war
	combat_width = 80 #combat width for border war
	minimum_duration_in_days = 14 #minimum duration for combat
	attacker = {
		state = 527 # state to start border war
		num_provinces = 4 #number of provinces we want border war to be
		on_win = japan_border_conflict.2 #effect to call if wins
		on_lose = japan_border_conflict.3 #effect to call if loses
		on_cancel = japan_border_conflict.4 #effect to call if cancels
		leader_score = { #score for selecting a leader
			base = 1
			modifier = {
				check_variable = { likes_border_wars = 1 }
				add = 2
			}
		}
		modifier = 0.5 #combat modifier (default value: 0.0)
		dig_in_factor = 0.5 #dig in modifier factor (default value: 1.0)
		terrain_factor = 0.5 #terrain modifier factor(default value: 1.0)
	}
	
	defender = {
		state = 408 # state to start border war
		num_provinces = 4 #number of provinces we want border war to be
		on_win = japan_border_conflict.2 #effect to call if wins
		on_lose = japan_border_conflict.3 #effect to call if loses
		on_cancel = japan_border_conflict.4 #effect to call if cancels
	}
}

```
### Entity: AI Strategy
Component: EAI_JAP_ignore_SOV
Constructs: is_historical_focus_on, declare_war
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_ignore_SOV = {
	allowed = {
		tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = SOV
		value = 1
	} {
		type = declare_war
		id = SOV
		value = -500
	}
}
### Entity: Modifier Reference
Component: ITA_established_mafia
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_established_mafia = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				is_controlled_by = ITA
			}
		}
	}
	icon = GFX_modifiers_ITA_established_mafia
	local_intel_to_enemies = 0.15
	state_resources_factor = 0.15
	local_supplies_for_controller = 0.15
	state_production_speed_buildings_factor = -0.1
	enemy_operative_detection_chance_factor_over_occupied_tag = 0.15
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_spawn_arm
Constructs: division_template, limit, has_country_flag, check_variable, has_manpower, create_unit, add_manpower
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_spawn_arm = {
	if = {
		limit = {
			check_variable = {
				EAI_dd_arm_template = > 0
			}
			ROOT = {
				has_manpower = > 9000
			}
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_difficulty_logging
				}
			}
			log = [GetYear] [GetMonth] | DIFFICULTY | [Root.GetName] | REINFORCEMENTS: arm
		} {
			limit = {
				ROOT = {
					NOT = {
						has_country_flag = EAI_mod_template_upgrade
					}
					OR = {
						check_variable = {
							EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
						}
						AND = {
							check_variable = {
								EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
							}
							NOT = {
								check_variable = {
									EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
								}
							}
						}
					}
				}
			}
			meta_effect = {
				text = {
					create_unit = {
						division = division_template = "Medium Tank template [x]" start_experience_factor = [y]
						owner = ROOT
					}
				}
				x = [?EAI_dd_arm_template]
				y = [?random|.2]
			}
		}
		ROOT = {
			add_manpower = -9000
		}
		else_if = {
			limit = {
				ROOT = {
					NOT = {
						has_country_flag = EAI_mod_template_upgrade
					}
					OR = {
						check_variable = {
							EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
						}
						AND = {
							check_variable = {
								EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
							}
							NOT = {
								check_variable = {
									EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
								}
							}
						}
					}
				}
			}
			meta_effect = {
				text = {
					create_unit = {
						division = division_template = "Heavy Tank template [x]" start_experience_factor = [y]
						owner = ROOT
					}
				}
				x = [?EAI_dd_arm_template]
				y = [?random|.2]
			}
		} {
			limit = {
				ROOT = {
					has_country_flag = EAI_mod_template_upgrade
					OR = {
						check_variable = {
							EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
						} {
							EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
						} {
							EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
						} {
							EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
						}
					}
				}
			}
			meta_effect = {
				text = {
					create_unit = {
						division = division_template = "Modern Tank template [x]" start_experience_factor = [y]
						owner = ROOT
					}
				}
				x = [?EAI_dd_arm_template
# ... (truncated)
### Entity: Event
Component: SEA_japan_popup_events.49
Constructs: has_completed_focus, has_government, fire_only_once, has_dlc, has_country_leader, has_civil_war, has_global_flag, set_global_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.49
	title = SEA_japan_popup_events.49.t
	desc = SEA_japan_popup_events.49.desc
	picture = GFX_report_event_japanese_officers
	trigger = {
		tag = JAP
		has_dlc = No Compromise, No Surrender
		has_government = democratic
		has_country_leader = {
			ruling_only = yes
			character = JAP_mitsumasa_yonai
		}
		has_civil_war = no
		has_completed_focus = JAP_mitsumasa_yonai_focus
		JAP_army_faction_is_tier_4 = yes
		NOT = {
			has_global_flag = JAP_yonai_replaced_by_kenzo
		}
	}
	mean_time_to_happen = {
		days = 70
	}
	hidden = no
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_global_flag = JAP_yonai_replaced_by_kenzo
		}
	}
	option = {
		name = SEA_japan_popup_events.49.a
		add_country_leader_role = {
			character = JAP_adachi_kenzo
			promote_leader = yes
			country_leader = {
				ideology = populism
				expire = 1952.1.1.1
				traits = {
					JAP_militarist
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		hidden_effect = {
			set_cosmetic_tag = JAP_kokumin
		}
	}
}
### Entity: Character
Component: INS_mohammad_roem
Constructs: has_completed_focus, limit, has_country_flag, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_mohammad_roem = {
	name = INS_mohammad_roem
	portraits = {
		army = {
			small = GFX_portrait_INS_mohammad_roem_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_mohammad_roem
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
				has_country_flag = INS_islamist_loyalty
			}
		}
		traits = {
			TAOG_home_affairs
		}
	}
}
### Entity: Modding Documentation
Construct: num_equipment
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_equipment
* description: number of equipment in army of a leader, equipment type token is defined in target. example num_equipment@infantry_equipment
### Entity: National Focus
Tree: eth_focus
Component: ETH_heavy_industry
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_heavy_industry
	prerequisite = {
		focus = ETH_transformation_of_nature ETH_laying_the_tracks
	}
	icon = GFX_goal_generic_soviet_construction
	relative_position_id = ETH_transformation_of_nature
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ETH_add_random_civ_factory_effect = yes yes
	}
}
### Entity: Decision
Component: ABC_army_effort
Constructs: add_ideas, fire_only_once, is_in_faction_with, has_idea, is_puppet, complete_effect, remove_effect
Source: game
File: common/decisions/UKR.txt

Code:
ABC_army_effort = {
	UKR_join_integrated_army_command = {
		icon = generic_army_support
		allowed = {
			OR = {
				original_tag = POL RUT SLO CZE ROM BUL DNZ LIT EST LAT FIN YUG SLV BOS CRO SER MAC GRE BLR HUN CRI KAR TUR
			}
		}
		available = {

		}
		days_remove = 30
		cost = 40
		fire_only_once = yes
		visible = {
			is_in_faction_with = UKR
			UKR = {
				has_idea = UKR_multinational_army_command
				is_puppet = no
			}
		}
		complete_effect = {

		}
		remove_effect = {
			add_ideas = UKR_multinational_army_command
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_cheap_counters_for_expensive_vehicles_r56
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_cheap_counters_for_expensive_vehicles_r56
	icon = GFX_focus_FIN_motti_tactics
	cost = 6
	ai_will_do = {
		base = 1
	}
	y = 1
	relative_position_id = RAJ_prioritize_support_on_the_ground_r56
	prerequisite = {
		focus = RAJ_towards_an_offensive_footing_r56 RAJ_prioritize_support_on_the_ground_r56
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_tech = interwar_antitank
			}
			add_tech_bonus = {
				name = RAJ_cheap_counters_for_expensive_vehicles_r56
				uses = 1
				bonus = 0.75
				category = cat_anti_tank
			}
		} {
			limit = {
				has_tech = interwar_antiair
			}
			add_tech_bonus = {
				name = RAJ_cheap_counters_for_expensive_vehicles_r56
				uses = 1
				bonus = 0.75
				category = anti_air_tech
			}
		} {
			limit = {
				is_ally_with = ENG
			}
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = 100
				producer = ENG
			} {
				type = anti_air_equipment
				amount = 100
				producer = ENG
			}
		}
		else = {
			set_technology = {
				interwar_antitank = 1
			}
		} {
			set_technology = {
				interwar_antiair = 1
			}
		} {
			add_equipment_to_stockpile = {
				type = anti_tank_equipment
				amount = 100
				producer = RAJ
			} {
				type = anti_air_equipment
				amount = 100
				producer = RAJ
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_reclaim_the_empire
Constructs: prerequisite, limit, add_war_support, completion_reward, cancel_if_invalid, set_rule, every_state, is_core_of
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_reclaim_the_empire
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = MAN_independence_war
	}
	x = 1
	y = 1
	relative_position_id = MAN_independence_war
	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_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		set_rule = {
			can_create_factions = yes
		}
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
	}
}
### Entity: State History
Component: 582
Constructs: add_core_of
Source: game
File: history/states/582-Sourthern Urals.txt

Code:
state = {
	id = 582
	name = STATE_582
	resources = {
		steel = 40.0
		oil = 6.0
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		victory_points = {
			10256 3
		} {
			4311 1
		}
	}
	provinces = {
		1334 1406 4215 4261 4265 4311 4383 4411 7281 7328 7373 7401 10185 10196 10224 10256 12200
	}
	manpower = 1044991
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_seize_arms
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_seize_arms
	icon = GFX_goal_generic_military_factories
	x = 8
	y = 4
	cost = 10
	prerequisite = {
		focus = ALG_seize_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_infantry_equipment_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_carpet_bombing
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_carpet_bombing = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: den_focus
Component: DEN_sign_forsvarsforliget
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_sign_forsvarsforliget
	icon = GFX_focus_generic_treaty
	relative_position_id = DEN_declare_neutrality
	x = 28
	y = 0
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				is_subject = no
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	offset = {
		x = 0
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = SHOW
			}
			is_subject = yes
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_political_unity
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_unify_the_right
		}
	} {
		x = 0
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				AND = {
					is_subject = yes
					has_country_flag = DEN_unlock_military_branch_flag
					OR = {
						has_completed_focus = DEN_political_unity DEN_unify_the_right
					}
				} {
					is_subject = no
					has_country_flag = DEN_unlock_military_branch_flag
					OR = {
						has_completed_focus = DEN_political_unity DEN_unify_the_right
					}
				}
			}
		}
	} {
		x = -18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_country_flag = DEN_unlock_military_branch_flag
			is_subject = yes
			NOT = {
				has_completed_focus = DEN_political_unity DEN_unify_the_right
			}
		}
	} {
		x = 0
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_country_flag = DEN_unlock_military_branch_flag
			is_subject = no
			NOT = {
				has_completed_focus = DEN_political_unity DEN_unify_the_right
			}
		}
	} {
		x = 0
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				AND = {
					is_subject = yes
					has_country_flag = DEN_unlock_military_branch_flag
					OR = {
						has_completed_focus = DEN_political_unity DEN_unify_the_right
					}
				} {
					is_subject = no
					has_country_flag = DEN_unlock_military_branch_flag
					OR = {
						has_completed_focus = DEN_political
# ... (truncated)
### Entity: Decision
Component: r56_military_rewards
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
r56_military_rewards = {
	icon = GFX_decision_category_USA_war_measures
	picture = GFX_decision_cat_SWI_mobilize
}
### Entity: Character
Component: SAF_adolf_malan
Source: game
File: common/characters/SAF.txt

Code:
SAF_adolf_malan = {
	name = SAF_adolf_malan
	portraits = {
		army = {
			small = GFX_idea_SAF_adolf_malan
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SAF_adolf_malan
		allowed = {
			original_tag = SAF
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PHI_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10265
	division_template = Infantry Division
	start_experience_factor = 0.1
}
### Entity: Modifier Reference
Construct: global_building_slots_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## global_building_slots_factor

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SOV
		}
		requested_factories = 7
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:SOV_tula_arms_plant_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = SOV
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:SOV_mytishchy_machine_building_plant_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = SOV
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:SOV_grabin_design_bureau_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = SOV
			version_name = BT-7
		}
		requested_factories = 3
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:SOV_morozov_design_bureau_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = SOV
		}
		requested_factories = 3
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:SOV_gaz_organization
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_campaign_against_agrarian_societys
Constructs: prerequisite, completion_reward, has_dynamic_modifier, cancel_if_invalid, unlock_decision_tooltip, remove_agrarian_society_if_void
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_campaign_against_agrarian_societys
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = RAJ_abolish_agrarian_society_criteria
	}
	x = 0
	y = 1
	relative_position_id = RAJ_abolish_agrarian_society_criteria
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = {
			decision = RAJ_GOE_campaign_against_agrarian_societys
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		remove_agrarian_society_if_void = yes
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_catholic_action
Constructs: prerequisite, completion_reward, set_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_catholic_action
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = ITA_the_papacy_reborn
	}
	x = 2
	y = 1
	relative_position_id = ITA_the_papacy_reborn
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_variable = {
			ITA_re_army_morale_factor = 0.05
		} {
			ITA_re_conscription_factor = 0.1
		}
		custom_effect_tooltip = ITA_catholic_action_re_tt
	}
}