Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Sakartvelos Sazghvao Dzalebi
Source: game
File: history/units/GEO_1936_naval_mtg.txt

Code:
fleet = {
	name = Sakartvelos Sazghvao Dzalebi
	naval_base = 3653
	task_force = {
		name = Shavi Zghvis Esk’adrilia
		location = 3653
		ship = {
			name = Komintern
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = GEO
					version_name = Komintern Class
				}
			}
		}
	} {
		name = Ts’q’alkvesha Plot’i
		location = 3653
		ship = {
			name = L-4
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GEO
					version_name = Series II Leninets
				}
			}
		} {
			name = L-5
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GEO
					version_name = Series II Leninets
				}
			}
		} {
			name = L-6
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GEO
					version_name = Series II Leninets
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_propaganda
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_propaganda = {
	removal_cost = -1
	picture = FRA_national_mobilization_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		stability_factor = 0.05
		army_morale_factor = 0.1
		land_reinforce_rate = 0.01
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: GER_henschel_kassel_manufacturer
Constructs: research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_henschel_kassel_manufacturer = {
	name = GER_henschel_kassel_organization
	picture = GER_henschel_civilian
	allowed = {
		original_tag = GER
	}
	visible = {

	}
	research_bonus = {
		train_tech = 0.15
		support_tech = 0.07
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			armor_value = 0.1
			air_attack = 0.1
			instant = yes
		}
	}
	cost = 150
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: GRE_political_instability
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: Achievement
Component: the_return_of_the_king
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, has_idea, has_global_flag, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
the_return_of_the_king = {
	id = 188
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SWE
	}
	happened = {
		tag = SWE
		has_country_leader = {
			character = SWE_king_gustaf_v
		}
		NOT = {
			has_idea = SWE_escaping_the_mainland
		}
		has_global_flag = achivement_has_retreated_from_the_mainland
		SWE = {
			all_core_state = {
				is_fully_controlled_by = SWE
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MATH_TRIGGER_normalize
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_MATH_triggers.txt

Code:
EAI_MATH_TRIGGER_normalize = {
	set_temp_variable = {
		tmp = _val_
	} {
		tmp2 = _max
	} {
		_val_ = tmp
	} {
		_min = 0
	} {
		_max = 0
	}
	subtract_from_temp_variable = {
		tmp = _min
	} {
		tmp2 = _min
	}
	divide_temp_variable = {
		tmp = tmp2
	}
	clamp_temp_variable = {
		var = _val_
		min = 0
		max = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_conspiracies_in_the_shadows
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_conspiracies_in_the_shadows
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = ITA_undermine_the_duce
	}
	x = 0
	y = 1
	relative_position_id = ITA_undermine_the_duce
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		ITA_bop_low_decrease_effect = yes
		if = {
			limit = {
				has_completed_focus = ITA_struggle_in_ethiopia
			}
			unlock_decision_tooltip = ITA_bop_question_the_army ITA_bop_question_the_airforce ITA_bop_question_the_navy
		}
	}
}
### Entity: Idea
Component: SWI_home_foreign_air_license
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_home_foreign_air_license = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	modifier = {
		license_air_purchase_cost = -1
		license_tech_difference_speed = 0.5
	}
}
### Entity: Event
Component: liechtenstein.19
Constructs: is_triggered_only, fire_only_once, set_party_name, set_power_balance
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.19
	picture = GFX_report_event_LIE_coalition_government
	title = liechtenstein.19.t
	desc = liechtenstein.19.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.19.a
		set_party_name = {
			ideology = democratic
			long_name = Fortschrittliche Bürgerpartei - Vaterländische Union
			name = FBP - VU
		}
		set_power_balance = {
			id = LIE_landtag_balance_of_power
			left_side = LIE_VU_side
			right_side = LIE_FBP_side
		}
	}
}
### Entity: Character
Component: DEN_hans_hedtoft
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_hans_hedtoft = {
	name = DEN_hans_hedtoft
	portraits = {
		civilian = {
			small = GFX_portrait_DEN_hans_hedtoft_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_hans_hedtoft
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			base = 10
		}
		on_add = {
			owner = {
				DEN_advisor_low_BOP_increase_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_low_BOP_decrease_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_social_democratic_coalition
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_social_democratic_coalition
	prerequisite = {
		focus = PRU_mediate_between_the_parties
	}
	icon = GFX_goal_generic_socdem
	x = 2
	y = 1
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	available = {
		OR = {
			has_country_leader = {
				character = PRU_luis_eguiguren
				ruling_only = yes
			} {
				character = PRU_arturo_peralta
				ruling_only = yes
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_apra_revolution
			add_idea = PRU_poor_republic
		}
		PRU_increase_navy_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_TAC_aircraft_production_strategies
Constructs: limit, has_country_flag, has_deployed_air_force_size, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_TAC_aircraft_production_strategies = {
	if = {
		limit = {
			EAI_TAC_aircraft_production = yes
		}
		if = {
			limit = {
				has_deployed_air_force_size = {
					size = < 7500
					type = tactical_bomber
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_TAC_aircraft_production_strategy
					}
				}
				set_country_flag = EAI_TAC_aircraft_production_strategy
			}
		}
		else_if = {
			limit = {
				has_deployed_air_force_size = {
					size = > 10000
					type = tactical_bomber
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_TAC_aircraft_production_strategy
				}
				clr_country_flag = EAI_TAC_aircraft_production_strategy
			}
		}
	}
	else_if = {
		limit = {
			has_country_flag = EAI_TAC_aircraft_production_strategy
		}
		clr_country_flag = EAI_TAC_aircraft_production_strategy
	}
}
### Entity: Idea
Component: NCY_nt
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_nt = {
	ledger = navy
	picture = generic_navy_europe_3
	allowed = {
		original_tag = NCY
	}
	traits = {
		naval_theorist
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_catholic_german_identity
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_catholic_german_identity
	icon = GFX_focus_generic_catholic_dominion
	relative_position_id = AUS_empower_the_industrialists
	x = 0
	y = 3
	prerequisite = {
		focus = AUS_dolfuss_true_successor
	} {
		focus = AUS_mass_industrialization
	}
	cost = 10
	completion_reward = {
		add_ideas = AUS_catholic_german_identity
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_import_substitution
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_import_substitution
	available = {

	}
	prerequisite = {
		focus = URG_ministry_of_public_works
	}
	mutually_exclusive = {

	}
	icon = GFX_goal_generic_positive_trade_relations
	x = 2
	y = 1
	cost = 5
	relative_position_id = URG_ministry_of_public_works
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_URG_import_substitution
	}
}
### Entity: Unit Template
Component: SPR_INF_05
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_INF_05 = {
	name = Guardia de Asalto
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da División de la Guardia de Asalto
	ordered = {

	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_develop_northern_naval_logistics
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_develop_northern_naval_logistics
	icon = GFX_focus_CHI_northern_naval_logistics
	prerequisite = {
		focus = CHI_republic_of_china_navy
	}
	x = -1
	y = 2
	relative_position_id = CHI_republic_of_china_navy
	cost = 10
	available = {
		OR = {
			controls_state = 597 743 598
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				743 = {
					is_fully_controlled_by = ROOT
					naval_base = < 9
				}
			}
			743 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 10000
				} {
					type = dockyard
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		}
		ELSE_IF = {
			limit = {
				597 = {
					is_fully_controlled_by = ROOT
					naval_base = < 9
				}
			}
			597 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 4205
				} {
					type = dockyard
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		} {
			limit = {
				598 = {
					is_fully_controlled_by = ROOT
					naval_base = < 9
				}
			}
			598 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 4205
				} {
					type = dockyard
					level = 3
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 3
			}
		}
	}
}
### Entity: Order of Battle
Component: 2nd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 2nd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Effect Reference
Construct: add_timed_idea
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_timed_idea

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add a time-limited idea to country in scope
ex:
SOV = {
	add_timed_idea = {
		idea = my_idea_id
		days = 5
	}
	add_timed_idea = {
		idea = my_idea_id
		years = 1
		months = 2
		days = 5
		# NB: at least 1 of year/month/days is mandatory
		# NB: accept positive integer or variables
		# NB: tooltip will use the same year/month/day format as input
	}
}
```
### Entity: Idea
Component: ITA_expanded_intelligence_service_basic_lion_version
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_basic_lion_version = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		civilian_intel_to_others = -0.15
		army_intel_to_others = -0.15
	}
}
### Entity: Order of Battle
Component: 6 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 6 Renmin Jundui
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: State History
Component: 1078
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1078-South Sudetenland.txt

Code:
state = {
	id = 1078
	name = STATE_1078
	provinces = {
		543 557 5283 11525
	}
	history = {
		victory_points = {
			11525 1
		} {
			5283 1
		}
		owner = CZE
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			anti_air_building = 1
			5283 = {
				bunker = 1
			}
		}
		add_core_of = CZE
		add_to_array = {
			state_victory_points = 11525
		} {
			state_victory_points = 5283
		}
	}
	manpower = 650000
	state_category = developed_rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ai_focus_defense_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_defense_JAP = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: State History
Component: 1040
Constructs: add_core_of
Source: game
File: history/states/1040-Donegal.txt

Code:
state = {
	id = 1040
	name = STATE_1040
	manpower = 142310
	state_category = town
	history = {
		victory_points = {
			337 3
		}
		owner = IRE
		buildings = {
			infrastructure = 3
		}
		add_core_of = IRE
	}
	local_supplies = 13.0
	provinces = {
		337
	}
}
### Entity: Modding Documentation
Construct: flagsoutput
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## flagsoutput
* Arguments: <path>

Creates texture atlas files from memory.
### Entity: Country History
Country: KBK
Component: KBK_characters
Constructs: recruit_character
Source: game
File: history/countries/KBK - Kabardino-Balkaria.txt

Code:
# Leaders & Characters for KBK
recruit_character = KBK_betal_kalmyk
### Entity: National Focus
Tree: por_focus
Component: POR_utilize_the_budget_surplus
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_utilize_the_budget_surplus
	prerequisite = {
		focus = POR_continue_salazars_policies
	}
	icon = GFX_goal_generic_banking
	cost = 8
	ai_will_do = {
		base = 20
	}
	x = 3
	y = 1
	relative_position_id = POR_continue_salazars_policies
	available = {
		has_completed_focus = POR_continue_the_public_works_r56
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = ROOT
			popularity = 0.04
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_exploit_nicaragua_gold
Constructs: prerequisite, add_ideas, completion_reward, has_full_control_of_state
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_exploit_nicaragua_gold
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = GUA_strike_nicaragua
	}
	x = 1
	y = 1
	relative_position_id = GUA_strike_nicaragua
	cost = 8
	available = {
		has_full_control_of_state = 317
	}
	completion_reward = {
		add_ideas = GUA_nicaraguan_gold_extraction
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: SNG_CA_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = RSS 
	fallback_name = Heavy Cruiser %d
	unique = {
		Formidable Interpid Steadfast Tenacious Stalwart Supreme
	}
}
### Entity: Idea
Component: GRE_moderate_investment
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_moderate_investment = {
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = GRE
		}
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
	}
}
### Entity: Idea
Component: CRC_ncs
Source: game
File: common/ideas/curacao.txt

Code:
CRC_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_supply_the_empire
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_supply_the_empire
	icon = GFX_focus_POL_develop_polish_shipbuilding
	relative_position_id = EGY_the_nile_strategy
	x = 0
	y = 3
	cost = 10
	prerequisite = {
		focus = EGY_imperial_air_bases
	} {
		focus = EGY_cairo_logistics
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 100
			producer = EGY
		}
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 1134
Constructs: add_core_of
Source: game
File: history/states/1134 - Bangkok.txt

Code:
state = {
	id = 1134
	name = STATE_1134
	state_category = metropolis
	local_supplies = 1
	manpower = 2314096
	history = {
		owner = SIA
		add_core_of = SIA
		buildings = {
			infrastructure = 2
			arms_factory = 2
			industrial_complex = 2
			dockyard = 1
			air_base = 1
			7408 = {
				naval_base = 3
			}
		}
		victory_points = {
			7408 18
		} {
			10250 2
		} {
			1427 3
		}
	}
	provinces = {
		7408 10250 1427
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_380
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_380 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 380
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 380
	}
}
### Entity: AI Strategy
Component: USA_naval_escort_carrier
Constructs: is_major
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_escort_carrier = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_carrier_light
	}
	priority = {
		factor = 1
		modifier = {
			factor = 10
			is_major = yes
		}
	}
	carrier_escort = {
		name = Bogue Class
		priority = {
			factor = 10
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_escort_carrier
			modules = {
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_deck_slot_1 = ship_escort_deck_space
				fixed_ship_deck_slot_2 = ship_escort_deck_space
				front_1_custom_slot = empty
				mid_1_custom_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air carrier_ship_engine ship_radar ship_escort_deck_space ship_carrier_armor
		}
	}
	improved_carrier_escort = {
		name = Independence Class
		priority = {
			factor = 15
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1500.0
			type = ship_hull_escort_carrier
			modules = {
				fixed_ship_engine_slot = carrier_ship_engine
				fixed_ship_deck_slot_1 = ship_escort_deck_space
				fixed_ship_deck_slot_2 = ship_escort_deck_space
				front_1_custom_slot = ship_escort_deck_space
				mid_1_custom_slot = empty
				fixed_ship_radar_slot = ship_radar
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_secondaries ship_anti_air carrier_ship_engine ship_radar ship_escort_deck_space ship_carrier_armor
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_haven_of_neutrality_macau
Constructs: prerequisite, has_war, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_manpower
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_haven_of_neutrality_macau
	available = {
		has_war = no
		592 = {
			OWNER = {
				has_war = yes
			}
		}
		729 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_colonial_assimilation_policy
	}
	icon = GFX_focus_ARG_defense_and_democracy
	x = 3
	y = 1
	relative_position_id = POR_colonial_assimilation_policy
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		729 = {
			add_extra_state_shared_building_slots = 4
			IF = {
				limit = {
					729 = {
						infrastructure = < 4
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					729 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					729 = {
						infrastructure = < 5
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_manpower = 100000
		}
	}
}