Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: FRA_benelux_will_surely_not_fall
Constructs: has_war_with, has_capitulated
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_benelux_will_surely_not_fall = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		has_war_with = GER
		date = < 1940.8.1
		OR = {
			HOL = {
				has_capitulated = no
			}
			BEL = {
				has_capitulated = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1940.8.1
			AND = {
				HOL = {
					surrender_progress = > 0.3
				}
				BEL = {
					surrender_progress = > 0.3
				}
			}
		}
	}
	ai_strategy = {
		type = dont_defend_ally_borders
		id = HOL
		value = 50
	} {
		type = dont_defend_ally_borders
		id = BEL
		value = 50
	} {
		type = dont_defend_ally_borders
		id = LUX
		value = 50
	} {
		type = put_unit_buffers
		states = {
			29 785 18
		}
		ratio = 0.1
		area = europe
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Modifier Reference
Construct: refit_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## refit_speed

* Number with 0 decimal places
* **Categories**: country
### Entity: Order of Battle
Component: Severnyy Flot
Source: game
File: history/units/SOV_1939_naval_legacy.txt

Code:
fleet = {
	name = Severnyy Flot
	naval_base = 3134
	task_force = {
		name = Severnyy Flot
		location = 3134
		ship = {
			name = Dzerzhinskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Nezamozhnik
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Petrovskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shaumyan
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Karl Libknekht
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Izyaslav
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Kalinin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Lenin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Voykov
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Engels
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		}
	} {
		name = Severniy Podvodniy Flot
		location = 3134
		ship = {
			name = D-1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = D-2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = D-3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = D-4
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = D-5
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = D-6
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-401
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
					version
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_LAW_wants_tot_economic_mobilisation
Constructs: limit, has_idea, check_variable, is_historical_focus_on, has_stability
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_tot_economic_mobilisation = {
	NOT = {
		has_idea = tot_economic_mobilisation
	}
	if = {
		limit = {
			NOT = {
				has_idea = totaler_krieg_economy
			}
		}
		num_of_controlled_factories = > 50
		OR = {
			has_idea = limited_conscription extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
		} {
			AND = {
				check_variable = {
					ignore_witwf = 0
				}
				EAI_LAW_potential_women_in_the_workforce = yes
				NOT = {
					check_variable = {
						EAI_PP_stored_pp = < EAI_PP_max_stored_pp
					}
				}
			} {
				is_historical_focus_on = yes
				tag = JAP
			}
		} {
			EAI_PP_store_pp_prio = yes
			AND = {
				is_historical_focus_on = yes
				tag = JAP
			}
		}
		NOT = {
			EAI_stability_event_trigger = yes
		}
		has_stability = > 0.5
	}
	else = {
		always = no
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_go_right
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_go_right
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = CZE_political_direction
	}
	mutually_exclusive = {
		focus = CZE_democratic_bastion CZE_go_left
	}
	x = 3
	y = 1
	relative_position_id = CZE_political_direction
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 3
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0
			has_completed_focus = CZE_trust_in_the_west
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				has_government = fascism
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_right_wing_rhetoric_fascism
			}
		} {
			limit = {
				has_government = democratic
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_right_wing_rhetoric_democratic
			}
		} {
			limit = {
				has_government = communism
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_right_wing_rhetoric_communism
			}
		}
	}
}
### Entity: Technology
Component: cv_fighter3
Constructs: enable_equipments, research_cost, has_navy_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		cv_fighter_equipment_3
	}
	research_cost = 1.0
	start_year = 1944
	categories = {
		naval_air air_equipment mio_cat_all_light_fighter_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = JAP
		} {
			factor = 1.5
			date = > 1945.1.1
		} {
			factor = 2.5
			has_navy_size = {
				type = carrier
				size = > 3
			}
		} {
			factor = 0
			has_navy_size = {
				type = carrier
				size = < 1
			}
		}
	}
}
### Entity: Unit Template
Component: AST_DD_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMAS 
	fallback_name = Destroyer %s
	unique = {
		Arunta Bataan Warramunga Napier Nizam Nestor Norman Nerissa Quiberon Quickmatch Quadrant Quality Queenborough Tobruk Anzac Barcoo Barwon Burdekin Diamantina Gascoyne Hawkesbury Lachlan Macquarie Murchison Condamine Shoalhaven Culgoa Balmaine Bogam Campaspe Murrumbidgee Naomi Nepean Warburton Williamstown Wimmera Wollondilly Stuart Vampire Vendetta Voyager Waterhen
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_return_to_sakoku_ron
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_return_to_sakoku_ron
	icon = GFX_focus_JAP_return_to_sakoku_ron
	mutually_exclusive = {
		focus = JAP_the_enemy_of_our_enemy JAP_utilize_our_polish_friendship
	}
	x = 2
	y = 1
	relative_position_id = JAP_the_imperial_colors
	prerequisite = {
		focus = JAP_the_imperial_colors
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				is_faction_leader = no
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_sakoku_ron_faction
			add_faction_goal_slot = {
				category = long_term
				value = 1
			}
		} {
			limit = {
				has_completed_focus = JAP_authorize_aid_to_ethiopia
				ETH = {
					exists = yes
					is_subject = no
					is_faction_leader = no
					OR = {
						has_government = neutrality fascism
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt JAP_eth_is_invited_to_faction_tt
			hidden_effect = {
				ETH = {
					add_ai_strategy = {
						type = befriend
						id = ROOT
						value = 150
					}
					ROOT = {
						add_ai_strategy = {
							type = befriend
							id = PREV
							value = 150
						}
					}
					country_event = {
						id = generic.5
						hours = 6
						random_hours = 24
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = closed_economy
	}
}
### Entity: Idea
Component: RAJ_british_rail_investors
Constructs: has_government, is_subject_of, removal_cost
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_british_rail_investors = {
	picture = generic_build_infrastructure
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	available = {
		is_subject_of = ENG
	}
	removal_cost = -1
	modifier = {
		production_speed_rail_way_factor = 0.15
	}
}
### Entity: Idea
Component: EAI_DD_13/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_mechanized_25
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_mechanized_25 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 300
		EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 290
				EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = amphibious_mechanized_equipment
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = -2
	}
}
### Entity: Scripted Trigger
Component: is_korean_state
Constructs: is_korean_state
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
is_korean_state = {
	OR = {
		state = 525 1029 1031 1030 527 1028
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_german_admiration
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_german_admiration
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = EST_departmentalization
	} {
		focus = EST_land_ownership
	}
	relative_position_id = EST_departmentalization
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 0.1
	}
	available = {
		is_in_faction = no
		has_government = fascism
		GER = {
			exists = yes
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		is_in_faction = yes
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: IRQ_state_company_for_cement_idea
Constructs: production_speed_buildings_factor, has_dlc
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_state_company_for_cement_idea = {
	picture = man_five_year_plan_industry
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_coordination_skills.txt

Code:
8 = {
	cost = 12800
	type = navy
	modifier = {
		naval_coordination = 0.16
	}
	building_module_modifier = {
		naval_coordination = 0.08
		navy_org_factor = 0.2
	}
}
### Entity: Idea
Component: BUL_anti_capitalism_rom
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_rom = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ROM
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Character
Component: SPR_defensive_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_defensive_military_council = {
	name = SPR_defensive_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPR_defensive_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation
	icon = GFX_goal_support_democracy
	ai_will_do = {
		factor = 2
	}
	x = 8
	y = 2
	mutually_exclusive = {
		focus = MAL_the_empire
	}
	prerequisite = {
		focus = MAL_centralisation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_political_idea_democracy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: usa.44
Constructs: is_triggered_only, has_completed_focus, random_days
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.44
	title = usa.44.t
	desc = usa.44.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	trigger = {
		tag = USA
		NOT = {
			OR = {
				has_completed_focus = USA_voter_registration_act USA_union_representation_act
			}
		}
	}
	option = {
		name = usa.44.a
		USA_senate_medium_support = yes
		hidden_effect = {
			country_event = {
				id = usa.50
				days = 70
				random_days = 20
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SIE_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 2038
	division_template = Infantry Division
	start_experience_factor = 0.5
}
### Entity: Order of Battle
Component: Severnyy Flot
Source: game
File: history/units/SOV_1939_naval_mtg.txt

Code:
fleet = {
	name = Severnyy Flot
	naval_base = 3134
	task_force = {
		name = Severnyy Flot
		location = 3134
		ship = {
			name = Dzerzhinskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Nezamozhnik
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Petrovskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Shaumyan
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Karl Libknekht
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Izyaslav
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Kalinin
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Fidonisi Class
				}
			}
		} {
			name = Lenin
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Voykov
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Engels
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		}
	} {
		name = Severniy Podvodniy Flot
		location = 3134
		ship = {
			name = D-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series I Debakrist
				}
			}
		} {
			name = D-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series I Debakrist
				}
			}
		} {
			name = D-3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name =
# ... (truncated)
### Entity: Idea
Component: idea_PAR_guion_rojo
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_guion_rojo = {
	picture = generic_fascist_workers
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		party_popularity_stability_factor = 0.15
		war_support_factor = 0.03
		conscription_factor = 0.15
	}
}
### Entity: Country History
Country: CHM
Component: CHM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CHM - Champa.txt

Code:
# Politics & Parties for CHM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 60
	fascism = 5
	communism = 5
	neutrality = 30
}
### Entity: Country History
Country: BYA
Component: BYA_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/BYA - Buryatia.txt

Code:
# Misc for BYA
capital = 564
set_research_slots = 2
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Attract_Foreign_Investement
Constructs: prerequisite, limit, has_government, every_country, is_major, completion_reward, is_faction_leader, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Attract_Foreign_Investement
	icon = GFX_goal_generic_economics_reform
	cost = 10
	prerequisite = {
		focus = PAK_Cement_Freedom_of_Speech
	}
	x = 6
	y = 4
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					is_major = yes
					is_faction_leader = yes
					num_of_factories = > 50
				}
				has_government = democratic
			}
			capital_scope = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			PAK = {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_produce_own_goods
Constructs: prerequisite, limit, joint_focus, has_dlc, add_mio_size, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_produce_own_goods
	icon = GFX_focus_generic_reorient_production
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_reform_knil
	}
	mutually_exclusive = {
		focus = INSHOL_license_dutch_weapon_blueprints
	}
	x = 2
	y = 2
	relative_position_id = INSHOL_reform_knil
	cost = 5
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				mio:INS_artillerie_inrichtingen_organization = {
					add_mio_size = 1
				}
				mio:INS_artillerie_inrichtingen_pyrotechnische_organization = {
					add_mio_size = 1
				}
				mio:INS_bio_pharma_organization = {
					add_mio_size = 1
				}
			}
			else = {
				try_build_mil_in_core_otherwise_build_in_controlled = yes
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				mio:INS_artillerie_inrichtingen_organization = {
					add_mio_size = 1
				}
				mio:INS_artillerie_inrichtingen_pyrotechnische_organization = {
					add_mio_size = 1
				}
				mio:INS_bio_pharma_organization = {
					add_mio_size = 1
				}
			}
			else = {
				try_build_mil_in_core_otherwise_build_in_controlled = yes
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}