Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_crack_down_on_foreign_monopolies
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, has_dlc, add_mio_size
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_crack_down_on_foreign_monopolies
	icon = GFX_goal_generic_political_pressure
	dynamic = yes
	prerequisite = {
		focus = GRE_bedrock_of_balkan_financial_stability
	} {
		focus = GRE_rejuvenating_athens GRE_making_use_of_our_islands GRE_clear_the_slums
	}
	mutually_exclusive = {
		focus = GRE_cooperate_with_foreign_monopolies
	}
	x = 4
	y = 1
	relative_position_id = GRE_making_use_of_our_islands
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = GRE_foreign_monopolies_4
				}
			}
			effect_tooltip = {
				remove_ideas = GRE_foreign_monopolies
			}
		}
		else = {
			remove_ideas = GRE_foreign_monopolies_4
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = GRE_biamax_organization GRE_pyrkal_organization GRE_petropoulos_organization
			mio:GRE_biamax_organization = {
				add_mio_size = 1
			}
			mio:GRE_pyrkal_organization = {
				add_mio_size = 1
			}
			mio:GRE_petropoulos_organization = {
				add_mio_size = 1
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_exchange_the_exiles
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, cancel_if_invalid, every_army_leader, has_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_exchange_the_exiles
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = JAP_the_unthinkable_option
	}
	x = 1
	y = 1
	relative_position_id = JAP_the_unthinkable_option
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		has_government = communism
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		MAN = {
			country_event = {
				id = wtt_japan.21
				hours = 6
			}
		}
		custom_effect_tooltip = JAP_if_man_accepts
		effect_tooltip = {
			every_army_leader = {
				limit = {
					OWNER = {
						tag = ROOT
					}
					OR = {
						has_trait = JAP_samurai_lineage JAP_royal_lineage
					}
				}
				set_nationality = MAN
			}
		}
	}
}
### Entity: Order of Battle
Component: With Egg
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = With Egg
	location = 3513
	division_template = Ramen
	start_experience_factor = 0.75
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/enclave.txt

Code:
state_categories = {
	enclave = {
		local_building_slots = 0
		color = {
			40 40 40
		}
	}
}
### Entity: Idea
Component: CHI_kmt_economic_influence
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_kmt_economic_influence = {
	picture = chi_chinese_unity
	removal_cost = -1
	cancel = {
		has_war_with = CUG
	}
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.1
	}
}
### Entity: Unit Template
Component: VIN_SS_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = VPNS 
	fallback_name = HQ %d
	unique = {
		Hà Nội Thành phố Hồ Chí Minh Hải Phòng Khánh Hoà Đà Nẵng Bà Rịa-Vũng Tàu
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/fighter
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/fighter = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/AIR/fighter_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/fighter = global.EAI_FTR_A
					}
				}
				OR = {
					AND = {
						NOT = {
							num_of_military_factories = < 10
						}
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/fighter = FROM: [?EAI_FOCUS/AIR/fighter] TO global.EAI_FTR_A
			}
			set_variable = {
				EAI_FOCUS/AIR/fighter = global.EAI_FTR_A
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/fighter = global.EAI_FTR_B
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/fighter = FROM: [?EAI_FOCUS/AIR/fighter] TO global.EAI_FTR_B
			}
			set_variable = {
				EAI_FOCUS/AIR/fighter = global.EAI_FTR_B
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/fighter = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						num_of_military_factories = < 5
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/fighter = FROM: [?EAI_FOCUS/AIR/fighter] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/fighter = global.EAI_OFF
			}
		}
	}
}
### Entity: Unit Template
Component: SHL_MTN_01
Source: game
File: common/units/names_divisions/SHL_names_divisions.txt

Code:
SHL_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		SHL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		188 = {
			%d. Gebirgsjäger-Division
		}
		157 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		187 = {
			1. Skijäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
		11 = {
			%d. Gebirgsjäger-Division
		}
		12 = {
			%d. Gebirgsjäger-Division
		}
		13 = {
			%d. Gebirgsjäger-Division
		}
		14 = {
			%d. Gebirgsjäger-Division
		}
		15 = {
			%d. Gebirgsjäger-Division
		}
		16 = {
			%d. Gebirgsjäger-Division
		}
		17 = {
			%d. Gebirgsjäger-Division
		}
		18 = {
			%d. Gebirgsjäger-Division
		}
		19 = {
			%d. Gebirgsjäger-Division
		}
		20 = {
			%d. Gebirgsjäger-Division
		}
		21 = {
			%d. Gebirgsjäger-Division
		}
		22 = {
			%d. Gebirgsjäger-Division
		}
		23 = {
			%d. Gebirgsjäger-Division
		}
		24 = {
			%d. Gebirgsjäger-Division
		}
		25 = {
			%d. Gebirgsjäger-Division
		}
		26 = {
			%d. Gebirgsjäger-Division
		}
		27 = {
			%d. Gebirgsjäger-Division
		}
		28 = {
			%d. Gebirgsjäger-Division
		}
		29 = {
			%d. Gebirgsjäger-Division
		}
		30 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: Scripted Effect
Component: USA_add_monroe_doctrine_to_target
Constructs: limit, add_ideas, has_idea, is_on_continent
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
USA_add_monroe_doctrine_to_target = {
	IF = {
		limit = {
			USA = {
				exists = yes
				has_idea = USA_monroe_doctrine_enforcer
			}
			ROOT = {
				NOT = {
					OR = {
						tag = USA
						has_idea = USA_monroe_doctrine_idea
					}
				}
				OR = {
					capital_scope = {
						is_on_continent = south_america
					} {
						is_on_continent = north_america
					}
					tag = CUB DOM HAI
				}
			}
		}
		add_ideas = USA_monroe_doctrine_idea
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = VNZ_fighter_focus VNZ_NAV_effort
	}
	relative_position_id = VNZ_fighter_focus
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_empower_the_legislative_council
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_empower_the_legislative_council
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = MAN_five_equal_peoples
	}
	x = 3
	y = 1
	relative_position_id = MAN_five_equal_peoples
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = generic_skip_one_line_tt
		MAN_low_legitimacy_level_down = yes
	}
}
### Entity: Event
Component: AFG_industrial_events.32
Constructs: is_triggered_only, ai_chance, swap_ideas, remove_idea, add_idea, is_in_faction_with, random_days
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.32
	title = AFG_industrial_events.32.t
	desc = AFG_industrial_events.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.32.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.34
				days = 1
			}
		}
		swap_ideas = {
			remove_idea = PER_hellmand_altered_no_treaty
			add_idea = PER_hellmand_altered_adopted_treaty
		}
	} {
		name = AFG_industrial_events.32.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.35
				days = 7
				random_days = 4
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_projekt_l_52
Constructs: prerequisite, completion_reward, add_tech_bonus, add_breakthrough_progress, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_projekt_l_52
	icon = GFX_focus_generic_jet_planes
	prerequisite = {
		focus = CZE_second_to_none CZE_diversify_airframe_production
	}
	relative_position_id = CZE_second_to_none
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CZE_projekt_l_52
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = jet_technology
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = CZE_military_aeronautical_institute_idea
			add_idea = CZE_military_aeronautical_institute_idea_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: GRE_piaeus_railway_works_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_GRE_organization.txt

Code:
GRE_piaeus_railway_works_organization = {
	name = Piraeus Railway Works
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = GRE
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: GRE_red_militias_spirit
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_red_militias_spirit = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = smersh
	removal_cost = -1
	modifier = {
		communism_drift = 0.1
		political_power_factor = 0.05
		conscription = 0.02
	}
}
### Entity: Idea
Component: r56_CAN_public_ownership_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_public_ownership_idea = {
	name = r56_CAN_public_ownership_idea
	allowed = {
		always = no
	}
	picture = generic_local_self_management
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_spheres_of_influence
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, add_named_threat
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_spheres_of_influence
	icon = GFX_focus_GER_spheres_of_influence
	prerequisite = {
		focus = GER_state_controlled_economy
	} {
		focus = GER_defense_treaty_with_the_soviet
	}
	x = 2
	y = 2
	relative_position_id = GER_state_controlled_economy
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			is_subject = no
			has_government = communism
		}
	}
	bypass = {
		OR = {
			has_war_with = SOV
			SOV = {
				is_subject = yes
			}
			NOT = {
				any_country_with_original_tag = {
					original_tag_to_check = SOV
					has_government = communism
					exists = yes
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		SOV = {
			country_event = {
				id = wuw_GER_diplomacy.89
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt FRA_establish_spheres_of_influence GER_spheres_of_influence_tt
		add_named_threat = {
			threat = 5
			name = GER_spheres_of_influence
		}
	}
}
### Entity: AI Strategy
Component: r56_ENG_dont_join_egypt
Constructs: has_completed_focus, has_war_with, has_subject
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_dont_join_egypt = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_subject = EGY
		EGY = {
			has_war_with = ISR
		}
		ISR = {
			NOT = {
				has_completed_focus = ISR_win
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = EGY
		value = -1000
		target_country = ISR
	}
}
### Entity: Idea
Component: r56_CYP_urbanisation_campaign
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_urbanisation_campaign = {
	picture = ARG_civilian_economy_boost
	modifier = {
		monthly_population = -0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_proclaim_the_restoration_of_bohemia
Constructs: prerequisite, completion_reward, add_core_of, set_cosmetic_tag
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_proclaim_the_restoration_of_bohemia
	icon = GFX_focus_generic_befriend_bohemia
	prerequisite = {
		focus = CZE_fight_over_silesia CZE_divide_germany
	} {
		focus = CZE_demand_katowice
	}
	cost = 10
	relative_position_id = CZE_fight_over_silesia
	x = 0
	y = 1
	available = {
		controls_state = 66 67 762
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		762 = {
			add_core_of = ROOT
		}
		66 = {
			add_core_of = ROOT
		}
		67 = {
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_cosmetic_tag = CZE_SLO_bohemia_expansion
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Country History
Country: ALG
Component: ALG_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/ALG - Algeria.txt

Code:
# Leaders & Characters for ALG
recruit_character = ALG_ar ALG_acr ALG_mt ALG_stc ALG_aa2 ALG_acgs ALG_ncm ALG_nccr ALG_coi ALG_democratic_guy ALG_acd2 ALG_acas ALG_communist_guy ALG_ncs ALG_awt ALG_pot ALG_fascist_guy ALG_ai2 ALG_nt ALG_aco2
create_country_leader = {
	name = Ahmed Ben Bella
	desc = 
	picture = GFX_portrait_Ahmed_Ben_Bella
	ideology = despotism
	traits = {

	}
}
### Entity: Event
Component: belgium.159
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/BEL_additional_events.txt

Code:
news_event = {
	id = belgium.159
	title = belgium.159.t
	desc = belgium.159.desc
	picture = GFX_news_event_congres_wallon
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = belgium.159.a
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_third_bulgarian_empire
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_in_faction_with, add_ai_strategy, is_subject, set_rule
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_third_bulgarian_empire
	select_effect = {
		if = {
			limit = {
				NOT = {
					is_in_faction_with = TUR
				}
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = TUR
				value = 100
			}
		}
	}
	prerequisite = {
		focus = BUL_total_war BUL_bulgarian_administration_of_the_balkans
	}
	icon = GFX_focus_BUL_the_third_bulgarian_empire
	relative_position_id = BUL_total_war
	x = -1
	y = 2
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		random_owned_state = {
			prioritize = {
				48 212
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					infrastructure = < 3
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			else_if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				any_owned_state = {
					is_core_of = ROOT
					has_state_flag = BUL_historical_bulgarian_claim_flag
				}
			}
			random_owned_state = {
				limit = {
					is_core_of = ROOT
					has_state_flag = BUL_historical_bulgarian_claim_flag
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				set_state_flag = BUL_imperial_industrial_upgrade_flag
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			} {
				limit = {
					is_core_of = ROOT
					has_state_flag = BUL_historical_bulgarian_claim_flag
					NOT = {
						has_state_flag = BUL_imperial_industrial_upgrade_flag
					}
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				set_state_flag = BUL_imperial_industrial_upgrade_flag
				
# ... (truncated)
### Entity: Country History
Country: G01
Component: G01_misc
Source: game
File: history/countries/G01 - Ghost.txt

Code:
# Misc for G01
capital = 10
### Entity: National Focus
Tree: pru_focus
Component: PRU_nationalize_the_banking_sector
Constructs: has_completed_focus, prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_nationalize_the_banking_sector
	prerequisite = {
		focus = PRU_the_teachings_the_amauta
	}
	icon = GFX_generic_goal_communist_reforms
	x = -1
	y = 3
	relative_position_id = PRU_protest_against_the_cancellation
	cost = 5
	available = {
		OR = {
			has_completed_focus = PRU_the_teachings_the_amauta PRU_remember_the_Trujillo_revolution
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_nationalizex_the_banking_sector
		add_stability = 0.05
	}
}
### Entity: Idea
Component: national_defense_state
Constructs: has_completed_focus, has_war_with_major, has_war_support, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
national_defense_state = {
	picture = JAP_national_defense_state
	visible = {
		original_tag = JAP
		OR = {
			has_completed_focus = JAP_prepare_for_the_final_war JAP_sea_national_defense_state
		}
	}
	available = {
		OR = {
			has_completed_focus = JAP_prepare_for_the_final_war JAP_sea_national_defense_state
		} {
			has_war_with_major = yes
			has_war_support = > 0.75
		}
		any_enemy_country = {
			ic_ratio = {
				tag = ROOT
				ratio = > 0.5
			}
		}
	}
	cost = 150
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.15
		production_speed_arms_factory_factor = 0.3
		conversion_cost_civ_to_mil_factor = -0.3
		conversion_cost_mil_to_civ_factor = -0.3
		factory_energy_consumption = 0.45
	}
	cancel_if_invalid = no
}