Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_liberate_the_indonesians
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, has_army_manpower, has_war_with_major, is_subject, is_ally_with
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_liberate_the_indonesians
	icon = GFX_goal_flag_indonesia_communist
	cost = 5
	prerequisite = {
		focus = PHI_spread_the_revolution
	}
	relative_position_id = PHI_spread_the_revolution
	x = 1
	y = 1
	ai_will_do = {
		base = 0
		modifier = {
			add = 35
			has_army_manpower = {
				size = > 199999
			}
			INS = {
				has_war_with_major = yes
			}
		}
	}
	available = {
		is_subject = no
		INS = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		INS = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			target = INS
			type = liberate_wargoal
			expire = 0
		}
	}
}
### Entity: Unit Template
Component: ENG_KINGS
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_KINGS = {
	name = NAME_THEME_KINGS
	for_countries = {
		ENG
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMS 
	unique = {
		King Edward VIII King George V King Edward VII Queen Victoria King William IV King George IV King George III King George II King George I Queen Anne King William III King James II King Charles II King Charles I King James I Queen Elizabeth Queen Mary King Edward VI King Henry VIII King Henry VII King Richard III King Edward V King Edward IV King Henry VI King Henry V King Henry IV King Richard II King Edward III King Edward II King Edward I King Henry III King John King Richard I King Henry II King Stephen King Henry I King William II King William I
	}
}
### Entity: Character
Component: SOV_arkady_nazarov
Source: game
File: common/characters/SOV.txt

Code:
SOV_arkady_nazarov = {
	name = SOV_arkady_nazarov
	portraits = {
		army = {
			large = GFX_portrait_SOV_arkady_nazarov
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_coffee_crisis_aftermath
Constructs: completion_reward, swap_ideas, remove_idea, add_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_coffee_crisis_aftermath
	text = BRA_coffee_crisis_aftermath
	icon = GFX_focus_BRA_coffee_crisis
	x = 7
	y = 0
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		BRA_has_coffee_barons = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_rural_elite_2
			add_idea = bra_rural_elite
		}
		unlock_decision_tooltip = BRA_fight_rural_elites
	}
}
### Entity: Idea
Component: MEK_inf
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_inf = {
	ledger = army
	picture = generic_army_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_more_trucks_2
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_more_trucks_2 = {
	enable = {
		num_of_military_factories = > 40
		check_variable = {
			num_equipment@motorized_equipment = < 500
		}
	}
	abort = {
		NOT = {
			check_variable = {
				num_equipment@motorized_equipment = < 1000
			}
		}
	}
	ai_strategy = {
		type = equipment_production_surplus_management
		id = motorized_equipment
		value = 1
	} {
		type = equipment_variant_production_factor
		id = motorized_equipment
		value = 10
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Channel_Economic_Frustrations
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, add_to_variable, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Channel_Economic_Frustrations
	icon = GFX_focus_generic_decrease_unemployment
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_An_Appeal_to_the_Proletariat
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	x = 1
	y = 1
	relative_position_id = DEN_An_Appeal_to_the_Proletariat
	completion_reward = {
		add_political_power = 75
		add_to_variable = {
			den_lower_equilibrium = 15
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_upper_influence = -5
			tooltip = den_upper_influence_tooltip
		}
		den_calculate_upper = yes
		den_calculate_lower = yes
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		} {
			ideology = communism
			popularity = 0.075
		} {
			ideology = fascism
			popularity = 0.025
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_hedgehog_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_hedgehog_defense
	icon = GFX_focus_SWE_hedgehog_defense
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_defense_in_depth
	}
	relative_position_id = SWE_defense_in_depth
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_defense_in_depth_0
			add_idea = SWE_defense_in_depth_1
		}
	}
}
### Entity: Character
Component: RAJ_maharaja_hari_singh
Constructs: has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_maharaja_hari_singh = {
	name = RAJ_maharaja_hari_singh
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_maharaja_hari_singh
			small = GFX_portrait_RAJ_maharaja_hari_singh_small
		}
		army = {
			large = GFX_portrait_RAJ_maharaja_hari_singh
			small = GFX_portrait_RAJ_maharaja_hari_singh_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_the_reformer_maharaja
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = KAS
					has_country_leader = {
						ruling_only = yes
						character = RAJ_maharaja_hari_singh
					}
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_maharaja_hari_singh
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_divisive_monarch
		}
	}
}
### Entity: Decision
Component: EGY_debug
Constructs: every_owned_state, limit, complete_effect, add_days_mission_timeout, clr_country_flag, is_core_of, add_dynamic_modifier, set_state_flag
Source: game
File: common/decisions/EGY.txt

Code:
EGY_debug = {
	EGY_activate_conference = {
		complete_effect = {
			add_days_mission_timeout = {
				mission = EGY_conference_warning
				days = -29
			}
			country_event = {
				id = egypt.2
				hours = 1
			}
			clr_country_flag = EGY_1936_anglo_egyptian_conference_over EGY_1936_anglo_egyptian_conference_extended
			ENG = {
				clr_country_flag = EGY_1936_anglo_egyptian_conference_over EGY_1936_anglo_egyptian_conference_extended
			}
		}
	}
	EGY_activate_conference_timeout = {
		complete_effect = {
			add_days_mission_timeout = {
				mission = EGY_conference_duration_timer
				days = -99
			}
		}
	}
	EGY_egyptian_low_treaty_influence_increase = {
		complete_effect = {
			EGY_egyptian_treaty_influence_low_increase_effect = yes
		}
	}
	EGY_egyptian_medium_treaty_influence_increase = {
		complete_effect = {
			EGY_egyptian_treaty_influence_medium_increase_effect = yes
		}
	}
	EGY_egyptian_high_treaty_influence_increase = {
		complete_effect = {
			EGY_egyptian_treaty_influence_high_increase_effect = yes
		}
	}
	EGY_british_low_treaty_influence_increase = {
		complete_effect = {
			ENG = {
				EGY_british_treaty_influence_low_increase_effect = yes
			}
		}
	}
	EGY_british_medium_treaty_influence_increase = {
		complete_effect = {
			ENG = {
				EGY_british_treaty_influence_medium_increase_effect = yes
			}
		}
	}
	EGY_british_high_treaty_influence_increase = {
		complete_effect = {
			ENG = {
				EGY_british_treaty_influence_high_increase_effect = yes
			}
		}
	}
	EGY_increase_sudanese_separatism = {
		complete_effect = {
			every_owned_state = {
				limit = {
					EGY_has_sudanese_separatism = yes
				}
				EGY_raise_sudanese_serparatists = yes
			}
		}
	}
	EGY_decrease_sudanese_separatism = {
		complete_effect = {
			every_owned_state = {
				limit = {
					EGY_has_sudanese_separatism = yes
				}
				EGY_lower_sudanese_serparatists = yes
			}
		}
	}
	EGY_clear_sudanese_separatism = {
		complete_effect = {
			every_owned_state = {
				limit = {
					EGY_has_sudanese_separatism = yes
				}
				EGY_remove_sudanese_separatism = yes
			}
		}
	}
	EGY_start_sudanese_separatism = {
		complete_effect = {
			every_owned_state = {
				limit = {
					is_core_of = SUD
				}
				add_dynamic_modifier = {
					modifier = EGY_mild_sudanese_separatism
				}
				set_state_flag = EGY_sudanese_separatism_flag
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.42
Constructs: is_triggered_only, limit, has_country_flag, random_list, set_country_flag, clr_country_flag, add_popularity
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.42
	picture = GFX_report_event_worker_protests
	title = r56_afghanistan.42.t
	desc = r56_afghanistan.42.d
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_list = {
				60 = {

				}
				40 = {
					AFG_pahlavi_attitude_anger_effect = yes
					set_country_flag = AFG_pahlavi_anger_flag
				}
			}
		}
	}
	option = {
		name = r56_afghanistan.42.a
		if = {
			limit = {
				has_country_flag = AFG_pahlavi_anger_flag
			}
			custom_effect_tooltip = AFG_pahlavi_attitude_anger_effect_tt
			clr_country_flag = AFG_pahlavi_anger_flag
		}
		PER = {
			add_popularity = {
				ideology = communism
				popularity = 0.04
			}
		}
	}
}
### Entity: Character
Component: GRE_sophoklis_venizelos
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_sophoklis_venizelos = {
	name = GRE_sophoklis_venizelos
	portraits = {
		army = {
			small = GFX_idea_gre_sophoklis_venizelos
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_sophoklis_venizelos
		allowed = {
			OR = {
				original_tag = GRE CHL
			}
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = GRE_republicans_friendly_or_loyal
					check_variable = {
						var = GRE_republican_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			backroom_backstabber
		}
	}
}
### Entity: Event
Component: DOD_hungary.104
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.104
	title = DOD_hungary.104.t
	desc = DOD_hungary.104.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = DOD_hungary.104.a
	}
}
### Entity: Decision
Component: NOR_allied_democratic_deploy_prep_decisions_category
Constructs: has_completed_focus, has_war
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_allied_democratic_deploy_prep_decisions_category = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	picture = GFX_decision_cat_picture_SWI_military_readiness_decisions
	priority = 7
	visible = {
		has_completed_focus = NOR_vote_of_no_confidence NOR_weathering_the_storm_to_come
		has_war = yes
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: Decision
Component: JAP_spiritual_mobilization_decisions
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_spiritual_mobilization_decisions = {
	icon = GFX_decision_category_jap_pacific_guardian
	priority = 30
	picture = GFX_decision_cat_picture_JAP_kokutai
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: Idea
Component: EAI_DD_15/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_motorized_logistics
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_motorized_logistics
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = HUN_the_botond
	}
	x = -1
	y = 4
	relative_position_id = HUN_mobile_focus
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_motorized_logistics
			bonus = 1.0
			uses = 2
			category = hospital_tech logistics_tech
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_naurus_return_to_german_hands
Constructs: prerequisite, limit, remove_ideas, has_government, has_country_flag, completion_reward, has_idea, is_subject
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_naurus_return_to_german_hands
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = AST_nauru_pact
	}
	mutually_exclusive = {
		focus = AST_the_winner_takes_it_all
	}
	relative_position_id = AST_nauru_pact
	x = -1
	y = 1
	cost = 10
	available = {
		has_country_flag = AST_a_convenient_disaster_flag
		custom_trigger_tooltip = {
			tooltip = AST_naurus_return_to_german_hands_tt_2
			GER = {
				has_idea = AST_the_promise_of_nauru
			}
		}
		has_government = fascism
		is_subject = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				OR = {
					has_idea = AST_phosphate_commission
					has_country_flag = AST_phosphate_commission_flag
				}
			}
			set_country_flag = AST_phosphate_commission_flag
			remove_ideas = {
				AST_phosphate_commission
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		country_event = {
			id = AST_diplomatic_events.41
			hours = 3
		}
		hidden_effect = {
			GER = {
				country_event = {
					id = AST_diplomatic_events.41
					hours = 3
				}
			}
		}
		custom_effect_tooltip = effects_of_event_tt
		effect_tooltip = {
			AST_nauru_pact_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: TIB_tsepon_shatra
Source: game
File: common/characters/TIB.txt

Code:
TIB_tsepon_shatra = {
	name = TIB_tsepon_shatra
	portraits = {
		civilian = {
			large = GFX_portrait_Tsepon_Shatra
		}
	}
}
### Entity: Idea
Component: SWE_monarchist_fervor
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_monarchist_fervor = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.12
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_the_hungarian_red_army
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_the_hungarian_red_army
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = HUN_assassinate_horthy
	}
	x = -3
	y = 2
	relative_position_id = HUN_council_of_peoples_commissars
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat
			}
		}
		else = {
			NOT = {
				has_idea = HUN_treaty_of_triannon
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = HUN_the_hungarian_red_army
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_undermine_the_carabineros_de_chile
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_undermine_the_carabineros_de_chile
	icon = GFX_goal_generic_political_pressure
	relative_position_id = CHL_address_the_mapuche_conflict
	x = -4
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_address_the_mapuche_conflict
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		NOT = {
			has_completed_focus = CHL_avenge_the_pacification_of_araucania
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = CHL_undermine_the_carabineros_de_chile_bonuses_tt CHL_skip_one_line_tt CHL_undermine_the_carabineros_de_chile_tt
	}
}
### Entity: Order of Battle
Component: Dai 3 Kantai
Source: game
File: history/units/JAP_1936_naval.txt

Code:
fleet = {
	name = Dai 3 Kantai
	naval_base = 12068
	task_force = {
		name = 3 Kantai
		location = 12068
		ship = {
			name = Izumo
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = JAP
					version_name = Izumo Class
				}
			}
		} {
			name = Kuma
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Kaya
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Nashi
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Take
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Nire
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Kuri
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Kaki
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Tsuga
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Ashi
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Hishi
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Sumire
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Hasu
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Yomogi
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amou
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_british_ship_designs
Constructs: prerequisite, completion_reward, add_tech_bonus, ships_bonus
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_british_ship_designs
	icon = GFX_goal_ENG_coa_navy
	ai_will_do = {
		factor = 5
	}
	x = -1
	y = 1
	relative_position_id = INS_naval_warfare
	prerequisite = {
		focus = INS_naval_warfare
	}
	cost = 10
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = ships_bonus
			bonus = 0.75
			ahead_reduction = 0.25
			uses = 2
			category = naval_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Component: wuw_HUN_budapest_university_of_technology_and_economics
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_budapest_university_of_technology_and_economics
	icon = GFX_focus_research
	prerequisite = {
		focus = wuw_HUN_expand_the_aluminum_industry wuw_HUN_magyar_allamvasutak
	}
	x = -2
	y = 1
	relative_position_id = wuw_HUN_expand_the_aluminum_industry
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		num_of_factories = > 50
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_junior_officer_corps
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_junior_officer_corps
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ETH_tactical_training
	}
	x = -1
	y = 1
	relative_position_id = ETH_tactical_training
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
	}
	bypass = {
		NOT = {
			has_idea = ETH_conservative_high_command_idea
		}
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = ETH_conservative_high_command_idea
			}
			remove_ideas = ETH_conservative_high_command_idea
		}
		army_experience = 50
	}
}