Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: PAL_sinai_war_category
Constructs: has_government, has_war_with, fire_only_once, has_full_control_of_state, complete_effect, cancel_trigger, is_good
Source: game
File: common/decisions/PAL.txt

Code:
PAL_sinai_war_category = {
	PAL_push_for_negotiations = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = PAL
		}
		available = {
			has_war_with = EGY
			has_government = neutrality
			PAL = {
				controls_state = 453
				has_full_control_of_state = 966 949 454 1016 1017
			}
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			activate_mission = PAL_defeat_egypt_mission
		}
		ai_will_do = {
			factor = 50
		}
	}
	PAL_defeat_egypt_mission = {
		icon = GFX_decision_generic_nationalism
		days_mission_timeout = 120
		available = {
			NOT = {
				PAL = {
					controls_state = 453 949 454 1016 1017
					has_full_control_of_state = 966
				}
			}
		}
		allowed = {
			always = no
		}
		visible = {

		}
		cancel_trigger = {
			NOT = {
				has_war_with = 453
				 = .owner
			}
		}
		is_good = yes
		complete_effect = {
			EGY = {
				country_event = palestine.64
			}
		}
		timeout_effect = {
			EGY = {
				country_event = palestine.65
			}
		}
	}
}
### Entity: Idea
Component: yokosuka_naval_arsenal
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/japan.txt

Code:
yokosuka_naval_arsenal = {
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_strengthen_catholic_identity
Constructs: prerequisite, has_government, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_strengthen_catholic_identity
	icon = GFX_goal_generic_catholic_education
	prerequisite = {
		focus = CUB_falangist_ideas_in_schools
	}
	x = 1
	y = 1
	relative_position_id = CUB_falangist_ideas_in_schools
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = fascism
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CUB_falangist_devotion_idea
			add_idea = CUB_strengthened_catholic_identity
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: TUR_turkic_volunteers_from_abroad
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_turkic_volunteers_from_abroad = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_ottoman_spirit
	removal_cost = -1
	modifier = {
		weekly_manpower = 4750
		war_support_weekly = 0.025
	}
}
### Entity: Order of Battle
Component: Polícia Militar de São Paulo
Constructs: division_template
Source: game
File: history/units/BRA_cohen.txt

Code:
division = {
	name = Polícia Militar de São Paulo
	location = 10513
	division_template = Divisão de Infantaria 3
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_hunt_down_fifth_columnist_islamists
Constructs: prerequisite, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_hunt_down_fifth_columnist_islamists
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = TUR_a_common_destiny_for_all_of_turkey
	}
	x = 0
	y = 1
	relative_position_id = TUR_a_common_destiny_for_all_of_turkey
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_TRADITIONALISM FOCUS_FILTER_TUR_KEMALISM
	}
	completion_reward = {
		unlock_decision_tooltip = TUR_entrench_kemalism_in_state TUR_hold_a_march_in_state
	}
}
### Entity: Idea
Component: CZE_vonapo20_idea
Constructs: has_government, removal_cost, is_subject, research_bonus, decryption_factor
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_vonapo20_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = nkvd
	removal_cost = -1
	cancel = {
		is_subject = yes
		NOT = {
			has_government = communism
		}
	}
	research_bonus = {
		decryption_tech = 0.05
		encryption_tech = 0.05
	}
	modifier = {
		resistance_damage_to_garrison = -0.15
		subversive_activites_upkeep = -0.2
		foreign_subversive_activites = -0.2
		decryption_factor = 0.15
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_proletarization
Constructs: prerequisite, limit, add_stability, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_proletarization
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = BHU_forced_industrial_progress
	}
	relative_position_id = BHU_forced_industrial_progress
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		add_stability = 0.15
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: r56.soviet.101
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.101
	title = r56.soviet.101.t
	desc = r56.soviet.101.d
	picture = GFX_report_event_stalin_propaganda
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.101.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_modernize_fortifications
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_modernize_fortifications
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = NOR_drobak_coastal_fort
	}
	x = -1
	y = 1
	relative_position_id = NOR_drobak_coastal_fort
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {

	}
	completion_reward = {
		remove_ideas = {
			NOR_crumbling_fortifications_ns
		}
	}
}
### Entity: Idea
Component: r56_ai_favor_navy
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_ai_favor_navy = {
	picture = GFX_idea_generic_spy_political
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		ai_focus_naval_factor = 0.5
	}
}
### Entity: Idea
Component: CZE_trade_agreement_AUS
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_AUS = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = AUS
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Event
Component: mtg_britain.58
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_popularity, set_state_flag, clr_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.58
	title = mtg_britain.58.t
	desc = mtg_britain.58.d
	picture = GFX_report_event_eng_blackshirt_march
	is_triggered_only = yes
	option = {
		name = mtg_britain.58.a
		if = {
			limit = {
				has_country_flag = ENG_march_temp_northern_ireland
			}
			add_stability = -0.054
			add_popularity = {
				ideology = fascism
				popularity = 0.027
			}
			119 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_highlands
			}
			add_stability = -0.012
			add_popularity = {
				ideology = fascism
				popularity = 0.006
			}
			120 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_man
			}
			add_stability = -0.012
			add_popularity = {
				ideology = fascism
				popularity = 0.006
			}
			120 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_aberdeenshire
			}
			add_stability = -0.034
			add_popularity = {
				ideology = fascism
				popularity = 0.017
			}
			136 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_lanark
			}
			add_stability = -0.102
			add_popularity = {
				ideology = fascism
				popularity = 0.051
			}
			133 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_lothian
			}
			add_stability = -0.064
			add_popularity = {
				ideology = fascism
				popularity = 0.032
			}
			121 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_cumbria
			}
			add_stability = -0.064
			add_popularity = {
				ideology = fascism
				popularity = 0.032
			}
			121 = {
				set_state_flag = ENG_has_blackshirt_support
			}
			custom_effect_tooltip = ENG_blackshirt_march_tt
		} {
			limit = {
				has_country_flag = ENG_march_temp_northern_england
			}
			add_stability = -0.096
			add_popularity = {
				ideology = fascism
				popularity = 0.048
			}
			131 = {
				se
# ... (truncated)
### Entity: Order of Battle
Component: Comando Navale Alto Tirreno
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Alto Tirreno
	naval_base = 6973
	task_force = {
		name = II Squadra Navale
		location = 6973
		ship = {
			name = RI Pola
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Giovanni dalle Bande Nere
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bartolomeo Colleoni
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Bolzano
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ITA
					version_name = Bolzano Class
				}
			}
		} {
			name = RI Trento
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Trento Class
				}
			}
		} {
			name = RI Trieste
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Trento Class
				}
			}
		} {
			name = RI Emanuele Filiberto Duca d'Aosta
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RI Muzio Attendolo
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RI Raimondo Montecuccoli
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ITA
					version_name = Montecuccoli Class
				}
			}
		} {
			name = RCT Maestrale
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Grecale
			definition = de
# ... (truncated)
### Entity: AI Strategy
Component: JAP_invade_guam
Constructs: has_completed_focus, has_war_with, is_historical_focus_on, is_ally_with
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_invade_guam = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		OR = {
			has_war_with = USA
			638 = {
				controller = {
					has_war_with = JAP
				}
			}
		} {
			has_completed_focus = JAP_strike_the_southern_road
			date = > 1941.10.21
		}
		date = > 1941.1.1
	}
	abort_when_not_enabled = yes
	abort = {
		638 = {
			controller = {
				OR = {
					original_tag = JAP
					is_ally_with = JAP
				}
			}
		}
	}
	ai_strategy = {
		type = area_priority
		id = guam_area
		value = 280
	} {
		type = invade
		id = USA
		value = 220
	} {
		type = invasion_unit_request
		area = guam_area
		state = 638
		value = 400
	} {
		type = naval_invasion_focus
		value = 400
	}
}
### Entity: Event
Component: bftb_greece.222
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.222
	title = bftb_greece.222.t
	desc = bftb_greece.222.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					GRE = {
						NOT = {
							has_country_flag = GRE_britain_attending_convention GRE_italy_attending_convention
						}
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 7
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					GRE = {
						has_country_flag = GRE_britain_attending_convention
						NOT = {
							has_country_flag = GRE_italy_attending_convention
						}
					}
				}
				country_event = {
					id = bftb_greece.18
					days = 7
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					GRE = {
						has_country_flag = GRE_italy_attending_convention
						NOT = {
							has_country_flag = GRE_britain_attending_convention
						}
					}
				}
				country_event = {
					id = bftb_greece.21
					days = 7
				}
			}
			else = {
				country_event = {
					id = bftb_greece.18
					days = 7
				}
			}
		}
	}
	option = {
		name = bftb_greece.222.a
		hidden_effect = {
			set_country_flag = GRE_no_french_kurdistan
			clr_country_flag = GRE_deciding_on_kurdistan
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_naval_bombers
Constructs: prerequisite, limit, completion_reward, is_coastal, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_naval_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = CRO_contest_the_adriatic CRO_coastal_defense
	} {
		focus = CRO_aviation_effort_2
	}
	x = -3
	y = 3
	relative_position_id = CRO_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CRO_naval_bombers
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = YUG_naval_bombers
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: naw_news.100
Constructs: has_war_with, fire_only_once, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NaW_NewsEvents.txt

Code:
news_event = {
	id = naw_news.100
	title = naw_news.100.t
	desc = naw_news.100.d
	picture = GFX_news_event_hungarian_soldiers
	fire_only_once = yes
	major = yes
	trigger = {
		37 = {
			is_controlled_by = NOR
		} {
			is_owned_by = DEN
		}
		NOR = {
			has_war_with = DEN
		}
		NOT = {
			has_global_flag = NaW_NOR_fall_of_copenhagen
		}
	}
	immediate = {
		set_global_flag = NaW_NOR_fall_of_copenhagen
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = naw_news.100.a
		trigger = {
			NOT = {
				TAG = NOR DEN
			}
		}
	} {
		name = naw_news.100.b
		trigger = {
			TAG = NOR
		}
	} {
		name = naw_news.100.c
		trigger = {
			TAG = DEN
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_unify_political_command
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, add_political_power, has_formed_gran_colombia
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_unify_political_command
	icon = GFX_goal_generic_risky_deal
	x = 44
	y = 11
	cost = 10
	available = {
		has_country_flag = has_formed_gran_colombia
	}
	prerequisite = {
		focus = VEN_strike_panama
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.1
	}
}
### Entity: Country History
Country: SWE
Component: SWE_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SWE - Sweden.txt

Code:
# Politics & Parties for SWE
set_politics = {
	ruling_party = democratic
	last_election = 1932.9.18
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	neutrality = 14
	communism = 8
	fascism = 3
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_mechanized
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_mechanized
	icon = GFX_goal_generic_build_tank
	x = 4
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = CHL_mobility_focus
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_another_prn_term
Constructs: prerequisite, add_war_support, has_country_flag, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_another_prn_term
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = COS_1936_elections
	}
	available = {
		has_country_flag = COS_castro_won
	}
	mutually_exclusive = {
		focus = COS_liberal_victory
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -4
	y = 1
	relative_position_id = COS_1936_elections
	ai_will_do = {
		factor = 11
		modifier = {
			factor = 5
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = 0.1
		}
		add_war_support = 0.05
	}
}
### Entity: Character
Component: MEN_wang_ying
Source: game
File: common/characters/MEN.txt

Code:
MEN_wang_ying = {
	advisor = {
		slot = high_command
		idea_token = MEN_wang_ying
		ledger = army
		allowed = {
			original_tag = MEN
		}
		traits = {
			PRC_guerilla_fighter
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MEN_wang_ying
	portraits = {
		army = {
			small = GFX_portrait_MEN_wang_ying_small
		}
	}
}
### Entity: State History
Component: 1018
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1018-Shanland.txt

Code:
state = {
	id = 1018
	name = STATE_1018
	manpower = 238000
	state_category = rural
	provinces = {
		4175 7400 7647 7909 7974 12317
	}
	resources = {
		tungsten = 8
		oil = 2
	}
	history = {
		owner = RAJ
		add_core_of = BRM
		add_to_array = {
			state_victory_points = 7400
		}
		victory_points = {
			7400 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: per_focus
Component: PER_local_fighters_development
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_local_fighters_development
	icon = GFX_goal_generic_air_fighter
	cost = 10
	prerequisite = {
		focus = PER_separate_the_air_force PER_maintain_air_land_links
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = PER_local_fighters_development
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = PER_local_fighters_development
				bonus = 1
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_maintain_air_land_links
	x = 1
	y = 1
}
### Entity: Idea
Component: UZB_acgs
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_foundation_of_kumu
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_foundation_of_kumu
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = EST_develop_our_railroads
	}
	x = 7
	y = 3
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 2
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: kmt.220
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.220
	title = kmt.220.t
	desc = kmt.220.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = Very interesting
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/GOE_AFG_scripted_loc.txt

Code:
defined_text = {
	name = AFG_get_turkik_people_name_key
	text = {
		trigger = {
			tag = AFG
		}
		localization_key = afg_turkik_people_name_key
	} {
		trigger = {
			NOT = {
				tag = AFG
			}
		}
		localization_key = not_afg_turkik_people_name_key
	}
}