Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: saf_focus
Component: SAF_strengthen_the_cape_garrison_artillery
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_controlled_by, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_strengthen_the_cape_garrison_artillery
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = SAF_submarine_warfare
	}
	mutually_exclusive = {
		focus = SAF_prepare_overseas_offensive
	}
	x = 1
	y = 4
	relative_position_id = SAF_seaward_defence_force
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_in_home_area = yes
			}
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
				level = 3
				instant_build = yes
			} {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: 2 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 2 Su jun Zhiyuanjun
	location = 10629
	division_template = Erjinzhi Juntuán
}
### Entity: State History
Component: 234
Constructs: add_core_of
Source: game
File: history/states/234-Krasodar.txt

Code:
state = {
	id = 234
	name = STATE_234
	manpower = 2903371
	state_category = city
	resources = {
		tungsten = 17
		oil = 12
	}
	history = {
		owner = SOV
		victory_points = {
			3720 1
		} {
			719 3
		} {
			3734 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			719 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		add_core_of = SOV
	}
	provinces = {
		717 719 735 750 765 3717 3720 3734 3752 3760 3765 6736 6738 6741 6755 6768 6781 6783 9691 9694 9696 9709 9744 11668 11681 11729
	}
	local_supplies = 9.0
}
### Entity: Decision
Component: IRQ_arab_free_legion_cat
Constructs: has_government
Source: game
File: common/decisions/categories/IRQ_decision_categories.txt

Code:
IRQ_arab_free_legion_cat = {
	icon = GFX_decision_category_ger_reichskommissariats
	priority = 20
	visible_when_empty = no
	allowed = {
		original_tag = IRQ
		OR = {
			has_government = fascism neutrality
		}
	}
	visible = {

	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Study_the_NEP
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Study_the_NEP
	icon = GFX_goal_generic_major_diplo
	cost = 10
	ai_will_do = {
		factor = 2
	}
	prerequisite = {
		focus = DEN_Encourage_Artisan_Production
	} {
		focus = DEN_Collectivization_of_Agriculture
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 6
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		swap_ideas = {
			remove_idea = den_artisan_production_collectivised
			add_idea = den_artisan_production_collectivised_NEP
		}
	}
}
### Entity: AI Strategy
Component: CHI_bog_them_down_and_war_zones_concentrations
Constructs: has_completed_focus, has_state_flag
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_bog_them_down_and_war_zones_concentrations = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		OR = {
			has_completed_focus = CHI_bog_them_down_in_the_centre CHI_prepare_the_war_zones
		}
		any_core_state = {
			has_state_flag = CHI_holding_state_mission_flag
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		state_trigger = {
			has_state_flag = CHI_holding_state_mission_flag
		}
		value = 50
	}
}
### Entity: Idea
Component: r56_land_equipment_manufacturers_coordination
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_land_equipment_manufacturers_coordination = {
	name = r56_land_equipment_manufacturers_coordination
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_tank
	modifier = {
		land_equipment_upgrade_xp_cost = -0.33
	}
}
### Entity: AI Strategy
Component: mexico_stay_in_germanys_faction
Constructs: has_completed_focus, has_war_with, is_in_faction_with, is_subject, is_enemy_ideology
Source: game
File: common/ai_strategy/MEX.txt

Code:
mexico_stay_in_germanys_faction = {
	allowed = {
		original_tag = MEX
	}
	enable = {
		OR = {
			is_in_faction_with = GER
			has_completed_focus = MEX_focus_new_world_order
		}
	}
	abort = {
		OR = {
			is_subject = yes
			has_war_with = GER
			GER = {
				is_enemy_ideology = yes
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = GER
		value = 100
	}
}
### Entity: Military Industrial Organization
Component: SIA_chaiseri_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SIA_organization.txt

Code:
SIA_chaiseri_organization = {
	name = SIA_chaiseri_organization
	include = generic_infantry_tank_organization
	icon = GFX_idea_SIA_chaiseri
	allowed = {
		original_TAG = SIA
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Character
Component: ethnarch
Constructs: stability_factor, political_power_gain, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ethnarch = {
	random = no
	stability_factor = 0.1
	war_support_factor = 0.15
	political_power_gain = 0.15
	political_advisor_cost_factor = -0.25
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ITA_PatrolDominanceForce_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_PatrolDominanceForce_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		heavy_cruiser = {
			amount = 1
		}
		destroyer = {
			amount = 2
		}
	}
	optimal_composition = {
		battleship = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 2
		}
		light_cruiser = {
			amount = 3
		}
		destroyer = {
			amount = 12
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_40
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_40 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 40
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 40
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_reclaim_ingermanland
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, is_subject, add_claim_by, create_wargoal, annex_everything
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_reclaim_ingermanland
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = SWE_divide_denmark
	}
	relative_position_id = SWE_divide_denmark
	cost = 10
	x = 0
	y = 1
	available = {
		is_subject = no
		SOV = {
			exists = yes
		}
		r56_script_i_am_sane = yes
	}
	bypass = {
		has_war_with = SOV
	}
	will_lead_to_war_with = SOV
	completion_reward = {
		add_political_power = 50
		208 = {
			add_claim_by = SWE
		}
		195 = {
			add_claim_by = SWE
		}
		create_wargoal = {
			type = annex_everything
			target = SOV
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_national_petroleum_council
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_resource, add_to_variable, set_state_flag, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_national_petroleum_council
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = BRA_invest_in_railways
	}
	x = 0
	y = 1
	relative_position_id = BRA_invest_in_railways
	cost = 10
	ai_will_do = {
		factor = 19
	}
	available = {
		499 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		499 = {
			add_extra_state_shared_building_slots = 1
			add_resource = {
				type = oil
				amount = 16
			}
			add_to_variable = {
				BRA_state_development_local_building_slots_factor = 0.2
				tooltip = MODIFIER_LOCAL_BUILDING_SLOTS_FACTOR_tt
			} {
				BRA_state_development_state_resources_factor = 0.2
				tooltip = MODIFIER_STATE_RESOURCES_FACTOR_tt
			}
			set_state_flag = BRA_resource_boost
		}
		add_tech_bonus = {
			name = BRA_oil_industry_bonus
			bonus = 0.25
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Character
Component: MAL_winston_tyron
Source: game
File: common/characters/MAL.txt

Code:
MAL_winston_tyron = {
	name = MAL_winston_tyron
	portraits = {
		civilian = {
			large = GFX_portrait_Winston_Tyron
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1950.1.1.12
		id = -1
	}
}
### Entity: Event
Component: news.68
Constructs: has_war, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.68
	title = news.67.t
	desc = news.68.d
	picture = GFX_news_event_069
	major = yes
	trigger = {
		date = > 1940.8.3
		has_global_flag = olympics_1936
		NOT = {
			has_global_flag = olympics_jap_1940 olympics_fin_1940
		}
		country_exists = FIN USA GER ITA
		JAP = {
			has_war = yes
		}
		FIN = {
			has_war = no
		}
		ITA = {
			has_war = no
		}
		SOV = {
			has_war = no
		}
		GER = {
			has_war = no
		}
		FRA = {
			has_war = no
		}
		ENG = {
			has_war = no
		}
		USA = {
			has_war = no
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_global_flag = olympics_fin_1940
	}
	option = {
		name = news.66.a
	}
}
### Entity: Scripted Effect
Component: USA_house_small_support
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_house_small_support = {
	custom_effect_tooltip = mtg_usa_house_small_support_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = 25
	}
	clamp_temp_variable = {
		var = temp_factor
		max = 25
		min = 10
	}
	add_to_variable = {
		representatives_support = temp_factor
	}
	round_variable = representatives_support
	clamp_variable = {
		var = representatives_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_ecole_militaire_haile_selassie_1er
Constructs: limit, completion_reward, is_owned_by, is_controlled_by, is_capital, add_to_variable, has_dlc
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_ecole_militaire_haile_selassie_1er
	icon = GFX_focus_ETH_ecole_militaire_haile_selassie_1er
	x = 5
	y = 0
	cost = 5
	dynamic = yes
	available = {
		IF = {
			limit = {
				271 = {
					is_owned_by = ROOT
				}
			}
			271 = {
				is_controlled_by = ROOT
			}
		}
		ELSE = {
			any_owned_state = {
				is_capital = yes
				is_controlled_by = ROOT
			}
		}
	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		custom_effect_tooltip = ETH_ecole_militaire_haile_selassie_1er_tt
		add_to_variable = {
			ETH_army_experience_gain_army_factor = 0.05
		}
		ETH_improve_army_spirit_effect = yes
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = ETH_unlock_academy_tt
		}
		ELSE = {
			army_experience = 25
		}
		country_event = {
			id = BBA_ethiopia_military_and_tech_events.1
			hours = 0
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_british_commonwealth_air_training_plan
Constructs: prerequisite, limit, add_ideas, every_country, completion_reward, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_british_commonwealth_air_training_plan
	prerequisite = {
		focus = uk_commonwealth_focus
	}
	icon = GFX_goal_generic_air_fighter2
	x = -1
	y = 1
	relative_position_id = uk_commonwealth_focus
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		OR = {
			CAN = {
				is_in_faction_with = ENG
			}
			SAF = {
				is_in_faction_with = ENG
			}
			RAJ = {
				is_in_faction_with = ENG
			}
			AST = {
				is_in_faction_with = ENG
			}
			NZL = {
				is_in_faction_with = ENG
			}
		}
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = ENG_british_commonwealth_air_training_plan
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				is_subject_of = ROOT
				NOT = {
					original_tag = SAF
				}
			}
			add_ideas = ENG_british_commonwealth_air_training_plan
		}
		SAF = {
			if = {
				limit = {
					is_subject_of = ROOT
				}
				add_ideas = ENG_joint_air_training_scheme
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_expand_via_capabilities
Constructs: prerequisite, limit, completion_reward, has_dlc, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_expand_via_capabilities
	icon = GFX_goal_generic_secret_documents
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_found_secret_service
	prerequisite = {
		focus = LUX_found_secret_service
	}
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_idea = r56_LUX_via
		}
		else = {
			has_idea = r56_LUX_via_nolar
		}
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_dlc = La Resistance
					has_idea = r56_LUX_via
				}
			}
			swap_ideas = {
				remove_idea = r56_LUX_via
				add_idea = r56_LUX_via_2
			}
		}
		else = {
			swap_ideas = {
				remove_idea = r56_LUX_via_nolar
				add_idea = r56_LUX_via_nolar_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: ITA_cantiere_oto
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantiere_oto = {
	picture = ITA_oto
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
	}
	available = {
		controls_State = 158
		ITA_is_northern_designer = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		mediterranean_naval_manufacturer
	}
}
### Entity: Idea
Component: NOR_efficient_production_ns
Constructs: removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_efficient_production_ns = {
	picture = man_five_year_plan_industry
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.15
		consumer_goods_factor = -0.01
	}
}
### Entity: Character
Component: artillery_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
artillery_producer_offense_1 = {
	random = no
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.1
			breakthrough = 0.05
		}
		rocket_artillery_equipment = {
			soft_attack = 0.1
			breakthrough = 0.05
		}
		anti_tank_equipment = {
			hard_attack = 0.1
			breakthrough = 0.05
		}
		anti_air_equipment = {
			air_attack = 0.1
			hard_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_the_qinghai_expedition
Constructs: has_completed_focus, division_template, prerequisite, limit, has_government, every_country, has_war_with, completion_reward
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_the_qinghai_expedition
	icon = GFX_goal_generic_revolt
	prerequisite = {
		focus = TIB_organize_workers_strikes
	} {
		focus = TIB_contact_the_cpc
	}
	relative_position_id = TIB_organize_workers_strikes
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		communism = > 0.35
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		effect_tooltip = {
			start_civil_war = {
				ideology = neutrality
				ruling_party = communism
				size = 0.6
				keep_all_characters = yes
				keep_political_party_members = yes
				capital = 757
				states = all
				states_filter = {
					NOT = {
						state = 601 434
					}
				}
			}
		}
		custom_effect_tooltip = TIB_communist_civil_war
		hidden_effect = {
			if = {
				limit = {
					controls_state = 601
				}
				start_civil_war = {
					ideology = neutrality
					ruling_party = communism
					size = 0.6
					keep_all_characters = yes
					keep_political_party_members = yes
					capital = 757
					states = all
					states_filter = {
						NOT = {
							state = 601 434
						}
					}
					PREV = {
						every_character = {
							limit = {
								is_character = TIB_fallen_tsongdu
							}
							set_nationality = PREV.PREV
						}
					}
				}
				else = {
					start_civil_war = {
						ideology = neutrality
						ruling_party = communism
						size = 0.5
						keep_all_characters = yes
						keep_political_party_members = yes
						capital = 757
						PREV = {
							every_character = {
								limit = {
									is_character = TIB_fallen_tsongdu
								}
								set_nationality = PREV.PREV
							}
						}
					}
				}
			} {
				limit = {
					has_completed_focus = TIB_contact_the_cpc
				}
				division_template = {
					name = Independent Tibetan Division
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
					support = {
						artillery = {
							x = 0
							y = 0
						}
					}
					priority = 1
				}
				random_owned_controlled_state = {
					prioritize = {
						601
					}
					create_unit = {
						division = name = "Independent Tibetan Division" division_template = "Independent Tibetan Division" start_experience_factor = 0.1 st
# ... (truncated)
### Entity: Idea
Component: r56_LUX_developing_autarkic_economy
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_developing_autarkic_economy = {
	picture = POL_disjointed_industry
	modifier = {
		industrial_capacity_factory = -0.15
		production_lack_of_resource_penalty_factor = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_renew_the_democratic_reforms
Constructs: prerequisite, completion_reward, is_historical_focus_on, add_timed_idea, set_party_name, add_country_leader_role, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_renew_the_democratic_reforms
	icon = GFX_goal_generic_election
	prerequisite = {
		focus = TUR_continue_ataturks_reforms
	}
	mutually_exclusive = {
		focus = TUR_expand_the_centralization_efforts
	}
	x = -1
	y = 3
	relative_position_id = TUR_continue_ataturks_reforms
	cost = 5
	ai_will_do = {
		factor = 7
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = democratic_influence
			days = 1760
		}
		set_party_name = {
			ideology = democratic
			long_name = TUR_neutrality_party_long
			name = TUR_neutrality_party
		}
		add_country_leader_role = {
			character = TUR_ismet_inonu
			country_leader = {
				ideology = socialism
				traits = {
					milli_sef
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		unlock_decision_tooltip = r56_TUR_emphasize_the_need_for_opposition r56_TUR_end_the_cult_of_personality
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Character
Component: BOL_oscar_unzaga_de_la_vega
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_oscar_unzaga_de_la_vega = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_BOL_oscar_unzaga_de_la_vega
			}
		}
		country_leader = {
			ideology = falangism
			traits = {
				JUNO_bolivian_falange
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Oscar_Unzaga_de_la_Vega
			}
		}
		country_leader = {
			ideology = falangism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Order of Battle
Component: Polícia Militar do Espírito Santo
Constructs: division_template
Source: game
File: history/units/BRA_atacado.txt

Code:
division = {
	name = Polícia Militar do Espírito Santo
	location = 10980
	division_template = Divisão de Infantaria 2
	start_experience_factor = 0.5
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_expand_jinsen_arsenal
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_expand_jinsen_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = KOR_hyundai_engineering KOR_hyundai_vehicles
	}
	relative_position_id = KOR_hyundai_vehicles
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				525
			}
			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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 448
Constructs: add_core_of
Source: game
File: history/states/448-Tripoli.txt

Code:
state = {
	id = 448
	name = STATE_448
	manpower = 469136
	state_category = town
	history = {
		owner = ITA
		victory_points = {
			1149 10
		}
		buildings = {
			infrastructure = 2
			air_base = 6
			1149 = {
				naval_base = 5
			}
		}
		add_core_of = LBA
	}
	provinces = {
		1118 1149 1189 4194 7066 7209 9980 12039
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_the_icelandic_police_force
Constructs: prerequisite, has_government, completion_reward, add_doctrine_cost_reduction, add_manpower
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_the_icelandic_police_force
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ICE_united_we_stand ICE_declare_absolute_neutrality
	}
	x = 2
	y = 1
	relative_position_id = ICE_united_we_stand
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = ICE_the_icelandic_police_force
			cost_reduction = 0.2
			uses = 1
			category = land_doctrine
		}
		add_manpower = 2000
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_overseas_officer_training
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_overseas_officer_training
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = ARG_navy_reform
	}
	x = 14
	y = 2
	cost = 10
	completion_reward = {
		navy_experience = 50
		add_ideas = arg_overseas_officers
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}