Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_improve_the_stalin_line
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_improve_the_stalin_line
	icon = GFX_SOV_improve_the_stalin_line_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_engineering_university
	}
	x = 1
	y = 1
	relative_position_id = SOV_military_engineering_university
	cost = 10
	mutually_exclusive = {
		focus = SOV_the_molotov_line
	}
	available = {
		OR = {
			has_full_control_of_state = 209 210 207 206 202 203 834 192
		}
	}
	search_filters = {

	}
	completion_reward = {
		209 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 6
					province = 415
					instant_build = yes
				}
			}
		}
		210 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 3333
					instant_build = yes
				}
			}
		}
		207 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 3219
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 6371
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 6220
					instant_build = yes
				}
			}
		}
		206 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 11370
					instant_build = yes
				}
			}
		}
		202 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 7
					province = 525
					instant_build = yes
				} {
					type = bunker
					level = 7
					province = 3494
					instant_build = yes
				}
			}
		}
		203 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 7
					province = 11409
					instant_build = yes
				}
			}
		}
		834 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 5
					province = 754
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 741
					instant_build = yes
				}
			}
		}
		192 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 5
					province = 116
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_glorify_race
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_glorify_race
	icon = GFX_focus_GRE_following_in_the_footsteps_of_giants
	text = GRE_glorify_race
	prerequisite = {
		focus = GRE_national_union
	}
	x = -2
	y = 1
	relative_position_id = GRE_national_union
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = 0.05
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Scripted Trigger
Component: EAI_CL_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CL_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/light_cruiser = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/light_cruiser_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Light_Cruiser_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/light_cruiser EAI_FOCUS/NAVY/light_cruiser_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_nile_strategy
Constructs: prerequisite, add_war_support, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_nile_strategy
	icon = GFX_focus_generic_coastal_fort
	relative_position_id = EGY_egypts_place_in_the_empire
	x = -2
	y = 1
	cost = 10
	available = {
		threat = > 0.05
		has_full_control_of_state = 907
	}
	prerequisite = {
		focus = EGY_egypts_place_in_the_empire
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		907 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 7011
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 7188
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 4143
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 12004
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 10005
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_far_east_air_force
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_ally_with, has_dlc, add_equipment_subsidy, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_far_east_air_force
	icon = GFX_focus_PHI_far_east_air_force
	prerequisite = {
		focus = PHI_military_requisitions
	}
	relative_position_id = PHI_military_requisitions
	x = 2
	y = 1
	cost = 3
	available = {
		is_ally_with = USA
		PHI_usa_focus_done_T1 = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					USA
				}
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_dlc = By Blood Alone
					}
				}
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 100
					producer = USA
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = small_plane_airframe_1
					amount = 100
					producer = USA
					variant_name = P-36A
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_american_interference_dynamic_modifier_tt
		add_to_variable = {
			PHI_philippine_army_air_corps_air_doctrine_cost_factor = -0.1
			tooltip = air_doctrine_cost_factor_tt
		}
	}
}
### Entity: Event
Component: mtg_britain.100
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_ideas, has_country_flag, has_country_leader_with_trait, set_country_flag, has_opinion
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.100
	title = mtg_britain.99.t
	desc = mtg_britain.100.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.100.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				FROM = {
					has_country_flag = ENG_diplomatic_pressure_flag
				}
			} {
				factor = 3
				FROM = {
					has_country_flag = ENG_extensive_diplomatic_pressure_flag
				}
			} {
				factor = 0
				tag = RAJ
				ENG = {
					AND = {
						NOT = {
							has_completed_focus = ENG_indian_autonomy
						} {
							has_country_leader_with_trait = viceroy_emeritus
						}
					}
				}
			}
		}
		custom_effect_tooltip = mtg_britain.100_tt
		effect_tooltip = {
			add_ideas = ENG_federal_integration
		}
		set_country_flag = ENG_accepted_federation
		FROM = {
			country_event = {
				id = mtg_britain.101
			}
		}
	} {
		name = mtg_britain.100.b
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 0
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 25
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 50
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 75
				}
			} {
				factor = 0
				tag = RAJ
				ENG = {
					OR = {
						has_completed_focus = ENG_indian_autonomy
						has_country_leader_with_trait = viceroy_emeritus
					}
				}
				has_opinion = {
					target = ENG
					value = > 99
				}
			} {
				factor = 0
				tag = RAJ
				ENG = {
					OR = {
						has_completed_focus = ENG_indian_autonomy
						has_country_leader_with_trait = viceroy_emeritus
					}
				}
				has_opinion = {
					target = ENG
					value = > 89
				}
				FROM = {
					has_country_flag = ENG_diplomatic_pressure_flag
				}
			} {
				factor = 0
				tag = RAJ
				ENG = {
					OR = {
						has_completed_focus = ENG_indian_autonomy
						has_country_leader_with_trait = viceroy_emeritus
					}
				}
				has_opinion = {
					target = ENG
					value = > 79
				}
				FROM = {
					has_country_flag = ENG_extensive_diplomatic_pressure_flag
				}
			} {
				factor = 0
				NOT = {
					tag = RAJ
				}
				has_opinion = {
					target = ENG
					value = > 99
				}
			} {
				factor = 0
				NOT = {
					tag = RAJ
				}
				has_opinion = {
					target = ENG
					value = > 89
				}
		
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_demand_yugoslav_subjugation
Constructs: prerequisite, limit, completion_reward, is_core_of, is_subject, has_capitulated, every_state, add_claim_by
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_demand_yugoslav_subjugation
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = POL_pan_slavism
	} {
		focus = POL_demand_LIT_pavel
	}
	relative_position_id = POL_pan_slavism
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		YUG = {
			exists = yes
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = YUG
				}
				owner = {
					tag = ROOT
				}
				controller = {
					tag = ROOT
				}
			}
		}
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				YUG = {
					is_subject = no
					exists = yes
					has_capitulated = no
				}
			}
			YUG = {
				country_event = NSB_poland_monarchist_events.6
			}
		}
		else = {
			every_state = {
				limit = {
					is_core_of = YUG
				}
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_fund_military_development
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_fund_military_development
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = LIE_production_quotas
	}
	x = 0
	y = 1
	relative_position_id = LIE_production_quotas
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_curtail_arabism
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea, add_country_leader_role
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_curtail_arabism
	icon = GFX_focus_IRQ_curtail_arabism
	prerequisite = {
		focus = IRQ_attempted_assasination_of_sidqi
	}
	mutually_exclusive = {
		focus = IRQ_strengthen_the_golden_square
	}
	x = 11
	y = 1
	relative_position_id = IRQ_attempted_assasination_of_sidqi
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	} {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_pan_arab_crackdown
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = IRQ_bakr_sidqi_pm
			}
			remove_ideas = IRQ_bakr_sidqi_pm
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		IRQ_bakr_sidqi = {
			add_country_leader_role = {
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						dictator
					}
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: Event
Component: bftb_greece.70
Constructs: create_country_leader, has_country_flag, add_stability, fire_only_once, has_dlc, has_start_date, add_popularity
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.70
	title = bftb_greece.70.t
	desc = bftb_greece.70.desc
	picture = GFX_report_event_gre_venizelos_death
	fire_only_once = yes
	trigger = {
		has_dlc = Battle for the Bosporus
		original_tag = GRE
		NOT = {
			has_country_flag = GRE_king_arrested
		}
		has_start_date = < 1936.01.02
		date = > 1936.3.12
	}
	mean_time_to_happen = {
		days = 1
	}
	option = {
		name = bftb_greece.70.a
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.07
		}
		hidden_effect = {
			create_country_leader = {
				name = Themistoklis Sofoulis
				desc = POLITICS_THEMISTOKLIS_SOFOULIS_DESC
				picture = GFX_portrait_gre_themistoklis_sofoulis
				expire = 1965.1.1
				ideology = liberalism
				traits = {
					professional_crisis_solver
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANaval_dockyard.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: SPR_augusto_barcia_trelles
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_augusto_barcia_trelles = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_augusto_barcia_trelles
		portraits = {
			army = {
				small = GFX_idea_SPR_augusto_barcia_trelles
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SPR_augusto_barcia_trelles
			allowed = {
				has_dlc = La Resistance
				OR = {
					original_tag = SPR SWE
				}
			}
			visible = {
				NOT = {
					tag = SPA SPB
				}
			}
			available = {
				OR = {
					AND = {
						NOT = {
							has_completed_focus = SPR_masters_of_our_own_fate SPR_communists_in_the_government
						}
						custom_trigger_tooltip = {
							tooltip = SPR_not_nationalist_spain_tt
							NOT = {
								tag = SPA SPB
							}
						}
					}
					SWE_refuge_for_revolutionaries_trigger = yes
				}
			}
			traits = {
				leftist_freemason
			}
			ai_will_do = {
				base = 1.0
				modifier = {
					factor = 0.0
					OR = {
						has_completed_focus = SPA_a_great_spain SPR_hinder_nkvd_interference
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_augusto_barcia_trelles
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SPR_augusto_barcia_trelles
			name = SPR_augusto_barcia_trelles
			allowed = {
				NOT = {
					has_dlc = La Resistance
				} {
					has_government = fascism
				}
				original_tag = SPR
			}
			traits = {
				ideological_crusader
			}
		}
	}
}
### Entity: Decision
Component: socialism_on_the_rise77
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, random_country, political_power_gain, has_government, has_country_flag, add_stability
Source: game
File: common/decisions/POL_socialism_political_decisions.txt

Code:
socialism_on_the_rise77 = {
	prepare_for_socialist_civil_war77 = {
		icon = generic_prepare_civil_war
		available = {
			communism = > 0.35
			is_in_faction = no
		}
		visible = {
			NOT = {
				has_country_flag = preparation_for_socialism_civil_war77
			} {
				has_country_flag = PPS_Democratic_Path
			}
			OR = {
				has_idea_with_trait = socialist_revolutionary
				has_completed_focus = POL_The_Polish_Socialist_Party
			}
			has_government = neutrality
			is_subject = no
		}
		fire_only_once = yes
		cost = 0
		complete_effect = {
			POL = {
				diplomatic_relation = {
					country = FRA
					relation = guarantee
					active = no
				}
			}
			swap_ideas = {
				add_idea = POL_Communist_Influence
				remove_idea = POL_Socialist_Influence
			}
			set_party_name = {
				ideology = communism
				long_name = POL_PPSradicals_party_long
				name = POL_PPSradicals_party
			}
			promote_character = POL_wanda_wasilewska
			set_country_flag = preparation_for_socialist_civil_war77 PPS_Revolutionary_Path
			set_variable = {
				var = POLPPS_army_support_var
				value = 0
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	expand_civil_socialist_support77 = {
		icon = generic_political_rally
		visible = {
			has_country_flag = open_up_political_discourse_socialist77
			OR = {
				has_idea_with_trait = socialist_revolutionary
				has_completed_focus = POL_The_Polish_Socialist_Party
			}
			has_government = neutrality
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 60
		modifier = {
			democratic_drift = 0.15
			stability_weekly = -0.015
			political_power_gain = -0.3
		}
		ai_will_do = {
			factor = 1
		}
	}
	expand_civil_socialist_support277 = {
		icon = generic_political_rally
		visible = {
			has_country_flag = preparation_for_socialist_civil_war77
			OR = {
				has_idea_with_trait = socialist_revolutionary
				has_completed_focus = POL_The_Polish_Socialist_Party
			}
			has_government = neutrality
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 60
		modifier = {
			communism_drift = 0.15
			stability_weekly = -0.015
			political_power_gain = -0.3
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_socialist_civil_war77 = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_f
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_zhonghua_minzu
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, complete_tooltip, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_zhonghua_minzu
	icon = GFX_focus_CHI_utmost_loyalty
	x = 0
	y = 1
	relative_position_id = CHI_tsr_five_races_under_one_union
	prerequisite = {
		focus = CHI_tsr_five_races_under_one_union
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_tsr_low_legitimacy_3
			add_idea = CHI_tsr_low_legitimacy_4
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invite_sweden
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invite_sweden
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = POL_finno_polish_pact
	}
	available = {
		is_faction_leader = yes
		SWE = {
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_finno_polish_pact
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		SWE = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: SOV_PEN_01
Constructs: has_completed_focus
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_PEN_01 = {
	name = Penal Units
	for_countries = {
		SOV
	}
	can_use = {
		has_completed_focus = SOV_penal_battalions
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Shtrafnaya Chast
	ordered = {
		1 = {
			%dya Shtrafnaya Chast.
		}
		2 = {
			%dya Shtrafnaya Chast.
		}
		3 = {
			%dya Shtrafnaya Chast.
		}
		4 = {
			%dya Shtrafnaya Chast.
		}
		5 = {
			%dya Shtrafnaya Chast
		}
		6 = {
			%dya Shtrafnaya Chast
		}
		7 = {
			%dya Shtrafnaya Chast
		}
		8 = {
			%dya Shtrafnaya Chast
		}
		9 = {
			%dya Shtrafnaya Chast
		}
		10 = {
			%dya Shtrafnaya Chast
		}
		11 = {
			%dya Shtrafnaya Chast
		}
		12 = {
			%dya Shtrafnaya Chast
		}
		13 = {
			%dya Shtrafnaya Chast
		}
		14 = {
			%dya Shtrafnaya Chast
		}
		15 = {
			%dya Shtrafnaya Chast
		}
		16 = {
			%dya Shtrafnaya Chast
		}
		17 = {
			%dya Shtrafnaya Chast
		}
		18 = {
			%dya Shtrafnaya Chast
		}
		19 = {
			%dya Shtrafnaya Chast
		}
		20 = {
			%dya Shtrafnaya Chast
		}
		21 = {
			%dya Shtrafnaya Chast
		}
		22 = {
			%dya Shtrafnaya Chast
		}
		23 = {
			%dya Shtrafnaya Chast
		}
		24 = {
			%dya Shtrafnaya Chast
		}
		25 = {
			%dya Shtrafnaya Chast
		}
		26 = {
			%dya Shtrafnaya Chast
		}
		27 = {
			%dya Shtrafnaya Chast
		}
		28 = {
			%dya Shtrafnaya Chast
		}
		29 = {
			%dya Shtrafnaya Chast
		}
		30 = {
			%dya Shtrafnaya Chast
		}
		31 = {
			%dya Shtrafnaya Chast
		}
		32 = {
			%dya Shtrafnaya Chast
		}
		33 = {
			%dya Shtrafnaya Chast
		}
		34 = {
			%dya Shtrafnaya Chast
		}
		35 = {
			%dya Shtrafnaya Chast
		}
		36 = {
			%dya Shtrafnaya Chast
		}
		37 = {
			%dya Shtrafnaya Chast
		}
		38 = {
			%dya Shtrafnaya Chast
		}
		39 = {
			%dya Shtrafnaya Chast
		}
		40 = {
			%dya Shtrafnaya Chast
		}
		41 = {
			%dya Shtrafnaya Chast
		}
		42 = {
			%dya Shtrafnaya Chast
		}
		43 = {
			%dya Shtrafnaya Chast
		}
		44 = {
			%dya Shtrafnaya Chast
		}
		45 = {
			%dya Shtrafnaya Chast
		}
		46 = {
			%dya Shtrafnaya Chast
		}
		47 = {
			%dya Shtrafnaya Chast
		}
		48 = {
			%dya Shtrafnaya Chast
		}
		49 = {
			%dya Shtrafnaya Chast
		}
		50 = {
			%dya Shtrafnaya Chast
		}
		51 = {
			%dya Shtrafnaya Chast
		}
		52 = {
			%dya Shtrafnaya Chast
		}
		53 = {
			%dya Shtrafnaya Chast
		}
		54 = {
			%dya Shtrafnaya Chast
		}
		55 = {
			%dya Shtrafnaya Chast
		}
		56 = {
			%dya Shtrafnaya Chast
		}
		57 = {
			%dya Shtrafnaya Chast
		}
		58 = {
			%dya Shtrafnaya C
# ... (truncated)
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_experimental_weapons_department
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_breakthrough_progress
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_experimental_weapons_department
	icon = GFX_focus_rocketry
	relative_position_id = SMB_foreign_advisors
	prerequisite = {
		focus = SMB_army_professionalism SMB_conscription
	}
	x = 0
	y = 2
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = generic_secret_weapons_ns
	}
}