Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_modern_troop_support_systems_r56
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_tech, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_modern_troop_support_systems_r56
	icon = GFX_focus_generic_radio_communication
	prerequisite = {
		focus = SIA_continue_sending_cadets_abroad_r56 SIA_amend_the_military_service_act_r56
	}
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		if = {
			limit = {
				has_tech = radio
			}
			add_tech_bonus = {
				name = SIA_modern_troop_support_systems_r56
				bonus = 0.75
				uses = 1
				category = radar_tech
				technology = radio improved_radio advanced_radio
			}
		}
		else = {
			set_technology = {
				radio = 1
			}
			custom_effect_tooltip = TUR_strengthen_troop_coordination_tt generic_skip_one_line_tt
		}
		add_tech_bonus = {
			name = SIA_modern_troop_support_systems_r56
			uses = 2
			bonus = 0.75
			category = support_tech train_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = support_equipment_1
			amount = 125
			producer = ENG
		}
	}
}
### Entity: Event
Component: spain.9
Constructs: is_triggered_only, ai_chance, fire_only_once, has_dlc, add_popularity, set_politics, set_country_flag
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.9
	title = spain.9.t
	desc = spain.9.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		tag = SPR
		date = < 1937.1.1
		NOT = {
			has_dlc = La Resistance
		}
	}
	option = {
		ai_chance = {
			factor = 1
		}
		name = spain.9.a
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	} {
		ai_chance = {
			factor = 0
		}
		name = spain.9.b
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		set_country_flag = SPR_communist_civil_war
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reconciling_kemalism_with_bolshevism
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_country_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_reconciling_kemalism_with_bolshevism
	icon = GFX_focus_generic_befriend_turkey
	prerequisite = {
		focus = TUR_lift_the_turkiye_komunist_partisis_exile
	}
	x = 0
	y = 1
	relative_position_id = TUR_lift_the_turkiye_komunist_partisis_exile
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		NOT = {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader = {
					character = TUR_sevket_sureyya_aydemir
					ruling_only = no
				}
			}
			add_ideas = TUR_kemalism_with_socialist_characteristics
		}
		else_if = {
			limit = {
				has_country_leader = {
					character = TUR_sefik_husnu
					ruling_only = yes
				}
			}
			add_ideas = TUR_turkish_bolshevism
		}
		else = {
			effect_tooltip = {
				add_ideas = TUR_turkish_bolshevism
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.5
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_opinion_modifier, is_faction_leader, has_opinion
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.5
	title = bftb_bulgaria_balkan_federation.5.t
	desc = bftb_bulgaria_balkan_federation.5.desc
	picture = GFX_report_event_bul_troops_dobrudja
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.5.a
		ai_chance = {
			factor = 11
			modifier = {
				factor = 2
				threat = > 69
			} {
				factor = 2
				FROM = {
					is_faction_leader = yes
				}
			} {
				factor = 2
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 99
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				} {
					tag = FROM
					ratio = > 0.4
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = < 0.1
				}
			} {
				factor = 2
				is_neighbor_of = BUL
			} {
				factor = 10
				has_opinion_modifier = BUL_territorial_arbitration
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 5
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		hidden_effect = {
			FROM = {
				country_event = {
					id = bftb_bulgaria_balkan_federation.6
					hours = 6
					random_hours = 6
				}
			}
		}
	} {
		name = bftb_bulgaria_balkan_federation.5.c
		trigger = {
			is_ai = no
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
			if = {
				limit = {
					is_in_faction = no
					FROM = {
						is_in_faction = yes
					}
				}
				FROM = {
					add_to_faction = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = bftb_bulgaria_balkan_federation.10
					hours = 6
					random_hours = 6
				}
			}
		}
	} {
		name = bftb_bulgaria_balkan_federation.5.d
		ai_chance = {
			factor = 11
			modifier = {
				factor = 6
				FROM = {
					is_faction_leader = no
				}
			} {
				factor = 2
				NOT = {
					has_government = FROM
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 50
				has_opinion = {
					target = FROM
					value = < -50
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 10
				strength_ratio = {
				
# ... (truncated)
### Entity: Idea
Component: SIA_government_of_national_unity_r56
Constructs: removal_cost, democratic_drift, fascism_drift, neutrality_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_government_of_national_unity_r56 = {
	removal_cost = -1
	picture = MEX_politicised_army_2
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		democratic_drift = 0.01
		fascism_drift = 0.01
		neutrality_drift = 0.01
		military_leader_cost_factor = -0.5
		high_command_cost_factor = -0.5
		theorist_cost_factor = -0.5
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/VOL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10836
	division_template = Infanterie-Division
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Name List
Component: TAY
Source: game
File: common/names/00_names.txt

Code:
TAY = {
	male = {
		names = {
			Ervko Igney Iriko Khasavako Koka Myusena Natena Neleyko Noley Nolyako Osi Petrako Serakone Sevtya Vavlya Vesako Keykumuo Kidipte Neriptie Nyage Numatsku Tasi Tubyaku Pitnyl Sagol Tyko Konstantin Yuri Yurii Ruslan Sergey Yuvan Ambal
		}
	}
	female = {
		names = {
			Khoni Evane Savane Yedeyne Dyamaku Munku Tsambu Kyta Anna
		}
	}
	surnames = {
		Vylka Pankov Lapsui Vella Aivseda Nerkagi Vakhrushev Shestalov Sobyanin Dentedie Provodnikov Taz Yenisei Ob
	}
	callsigns = {

	}
}
### Entity: Event
Component: mtg_netherlands.74
Constructs: has_completed_focus, limit, random_country, has_government, has_war_with, fire_only_once, is_in_faction, is_subject_of
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.74
	title = mtg_netherlands.74.t
	desc = mtg_netherlands.74.d
	picture = GFX_report_event_generic_sign_treaty3
	fire_only_once = yes
	trigger = {
		original_tag = HOL
		has_government = neutrality
		has_completed_focus = HOL_wilhelminism
		NOT = {
			has_war_with = GER
		}
		is_in_faction = no
		any_country = {
			original_tag = GER
			has_government = neutrality
			is_subject_of = HOL
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = mtg_netherlands.74.a
		random_country = {
			limit = {
				original_tag = GER
				has_government = neutrality
			}
			ROOT = {
				set_autonomy = {
					target = PREV
					autonomy_state = autonomy_free
				}
			}
			create_faction_from_template = {
				template = faction_template_GER_mitteleuropa_alliance
				name = GER_central_powers_faction
				icon = GFX_faction_logo_generic_13
			}
			add_to_faction = HOL
		}
	}
}
### Entity: Idea
Component: MEX_plutarco_calles
Constructs: has_government, removal_cost, has_country_leader
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_plutarco_calles = {
	name = MEX_plutarco_calles
	picture = generic_political_advisor_europe_5
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	cancel = {
		has_country_leader = {
			ruling_only = yes
			character = MEX_saturnino_cedillo
		}
	}
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: DOM_edgar_martinez
Source: game
File: common/characters/DOM.txt

Code:
DOM_edgar_martinez = {
	advisor = {
		slot = high_command
		idea_token = DOM_edgar_martinez
		ledger = air
		allowed = {
			original_tag = DOM
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Edgar Martinez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Event
Component: austria.80
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, fire_only_once, retire_character, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.80
	title = austria.80.t
	desc = austria.80.d
	picture = GFX_report_event_AUS_inquart
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = austria.80.a
		retire_character = AUS_josef_leopold
		promote_character = AUS_arthur_seyss_inquart
		if = {
			limit = {
				NOT = {
					has_completed_focus = AUS_inquart_backstab
				}
			}
			set_country_flag = AUS_forced_inquart
			complete_national_focus = AUS_inquart_backstab
		}
		reverse_add_opinion_modifier = {
			target = GER
			modifier = ROM_appoint_german_friendly_government
		}
	} {
		trigger = {
			NOT = {
				has_completed_focus = AUS_inquart_backstab
			}
		}
		name = austria.80.b
		GER = {
			set_autonomy = {
				target = AUS
				autonomy_state = autonomy_free
			}
			country_event = {
				id = austria.126
				days = 1
			}
		}
		leave_faction = yes
		effect_tooltip = {
			every_controlled_state = {
				add_claim_by = GER
			}
			GER = {
				create_wargoal = {
					target = AUS
					type = annex_everything
				}
			}
		}
		set_cosmetic_tag = AUS_WHITE_AGAIN
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_four_year_plan
Constructs: prerequisite, limit, completion_reward, add_timed_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_four_year_plan
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = GRE_metaxism_focus
	}
	available = {
		date = < 1938.01.01
	}
	x = 4
	y = 1
	relative_position_id = GRE_metaxism_focus
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {
		date = > 1938.01.01
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				date = > 1936.01.01 < 1937.01.01
			}
			add_timed_idea = {
				idea = GRE_four_year_plan_spirit
				days = 1460
			}
		}
		else_if = {
			limit = {
				date = > 1937.01.01 < 1938.01.01
			}
			add_timed_idea = {
				idea = GRE_four_year_plan_spirit
				days = 1095
			}
		}
	}
}
### Entity: Order of Battle
Component: 15. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_neutrality.txt

Code:
division = {
	name = 15. Kuva-yi Milliye Tugayi
	location = 11746
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_copy_plane_designs
Constructs: prerequisite, has_war, completion_reward, create_equipment_variant
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_copy_plane_designs
	icon = GFX_focus_generic_copy_plane_designs
	prerequisite = {
		focus = ETH_the_ethiopian_air_force
	}
	x = 0
	y = 1
	relative_position_id = ETH_the_ethiopian_air_force
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		create_equipment_variant = {
			name = CR.32
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_2x
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
			}
		} {
			name = Ca.101
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				engine_type_slot = engine_1_3x
				special_type_slot_1 = lmg_defense_turret
			}
			obsolete = yes
			icon = GFX_ITA_early_bomber_old_medium
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_czechoslovak_government_reform
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_czechoslovak_government_reform
	icon = GFX_goal_CZE_reform_czechoslovak_government
	x = 30
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = CZE.400
			days = 1
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			add_political_power = 75
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SWE_dont_guarantee_people_if_historical
Constructs: is_historical_focus_on, has_idea
Source: game
File: common/ai_strategy/SWE.txt

Code:
SWE_dont_guarantee_people_if_historical = {
	allowed = {
		original_tag = SWE
	}
	enable = {
		OR = {
			is_historical_focus_on = yes
			has_idea = neutrality_idea
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = protect
		id = NOR
		value = -2000
	} {
		type = protect
		id = FIN
		value = -2000
	} {
		type = protect
		id = DEN
		value = -2000
	} {
		type = protect
		id = DEN
		value = -2000
	} {
		type = protect
		id = ICE
		value = -2000
	} {
		type = protect
		id = CZE
		value = -2000
	} {
		type = protect
		id = FRA
		value = -2000
	} {
		type = protect
		id = HOL
		value = -2000
	} {
		type = protect
		id = BEL
		value = -2000
	} {
		type = protect
		id = ENG
		value = -2000
	} {
		type = protect
		id = YUG
		value = -2000
	} {
		type = protect
		id = GRE
		value = -2000
	} {
		type = protect
		id = TUR
		value = -2000
	} {
		type = protect
		id = ENG
		value = -2000
	} {
		type = protect
		id = USA
		value = -2000
	} {
		type = protect
		id = CAN
		value = -2000
	} {
		type = protect
		id = SAF
		value = -2000
	} {
		type = protect
		id = BRA
		value = -2000
	} {
		type = protect
		id = PER
		value = -2000
	} {
		type = protect
		id = CHI
		value = -2000
	} {
		type = protect
		id = ENG
		value = -2000
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_centralize_power
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, add_manpower, set_portraits
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_centralize_power
	icon = GFX_focus_ARG_centralize_power
	prerequisite = {
		focus = ARG_russian_manufacturers ARG_committee_of_state_security
	}
	x = 1
	y = 3
	relative_position_id = ARG_committee_of_state_security
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			popularity = 0.2
			ideology = communism
		}
		add_manpower = 50000
		add_political_power = 100
		hidden_effect = {
			ARG_rodolfo_ghioldi = {
				set_portraits = {
					army = {
						large = GFX_portrait_ARG_rodolfo_ghioldi_soviet
					}
					civilian = {
						large = GFX_portrait_ARG_rodolfo_ghioldi_soviet
					}
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.49
Constructs: is_triggered_only
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.49
	title = SEA_PHI_political_events.49.t
	desc = SEA_PHI_political_events.49.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.49.a
	}
}
### Entity: AI Strategy
Component: ENG_the_channel_is_dangerous
Constructs: has_war, is_fully_controlled_by
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_the_channel_is_dangerous = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = yes
		127 = {
			is_fully_controlled_by = ENG
		}
		123 = {
			is_fully_controlled_by = ENG
		}
		126 = {
			is_fully_controlled_by = ENG
		}
		125 = {
			is_fully_controlled_by = ENG
		}
		any_enemy_country = {
			OR = {
				ships_in_area = {
					type = screen_ship
					area = 18
					size = < 15
				} {
					type = capital_ship
					area = 18
					size = < 2
				} {
					type = submarine
					area = 18
					size = < 24
				} {
					type = carrier
					area = 18
					size = < 2
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 18
		value = 75
	}
}
### Entity: Event
Component: toykan.3
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.3
	title = toykan.3.t
	desc = toykan.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.3.a
		ai_chance = {
			base = 90
		}
		BUL = {
			create_wargoal = {
				type = take_state
				target = YUG
				generator = {
					106 940 831 803
				}
			}
		}
	} {
		name = toykan.3.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			news_event = {
				hours = 0
				id = news.635
			}
		}
	}
}
### Entity: AI Strategy
Component: COL_does_the_SCW_communism
Constructs: has_completed_focus, has_government, has_idea, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_COL.txt

Code:
COL_does_the_SCW_communism = {
	allowed = {
		original_tag = COL
	}
	enable = {
		date = < 1939.2.1
		COL = {
			has_completed_focus = COL_spanish_civil_war_involvement
			exists = yes
		} {
			has_government = communism
		}
		country_exists = SPR
		SPR = {
			OR = {
				has_government = communism democratic
				has_idea = POR_iberian_workers_united
			}
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 125
	}
}
### Entity: Character
Component: CZE_nationalistic_agitating_academic
Constructs: research_speed_factor, neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_nationalistic_agitating_academic = {
	random = no
	sprite = 13
	resistance_activity = -0.03
	non_core_manpower = 0.03
	research_speed_factor = 0.03
	neutrality_drift = 0.05
	fascism_drift = 0.05
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_demand_french_somalia
Constructs: prerequisite, add_opinion_modifier, completion_reward, create_wargoal, take_state_focus, add_ai_strategy, add_state_core
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_demand_french_somalia
	prerequisite = {
		focus = ETH_reclaim_aksum
	}
	relative_position_id = ETH_reclaim_aksum
	icon = GFX_goal_generic_territory_or_war
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		r56_script_i_am_sane = yes
		268 = {
			OWNER = {
				r56_script_target_is_sane = yes
			}
		}
	}
	bypass = {
		268 = {
			OWNER = {
				r56_script_standard_bypass = yes
			}
		}
	}
	completion_reward = {
		268 = {
			OWNER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = small_decrease
				}
			}
		} {
			OWNER = {
				ROOT = {
					create_wargoal = {
						target = PREV
						expire = 0
						type = take_state_focus
						generator = {
							268
						}
					}
					add_ai_strategy = {
						type = conquer
						id = PREV
						value = 200
					}
				}
			}
		}
		ETH = {
			country_event = {
				id = ethiopia.1008
				days = 1
			}
		}
		add_state_core = 268
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_grosskampfschiff_construction
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_tech, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_grosskampfschiff_construction
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = GER_expand_kriegsmarinewerft
	}
	x = 1
	y = 1
	relative_position_id = GER_expand_kriegsmarinewerft
	cost = 10
	available = {
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			NOT = {
				has_completed_focus = GER_high_seas_fleet
			}
			has_tech = improved_ship_hull_heavy
		}
		ELSE = {
			NOT = {
				has_completed_focus = GER_high_seas_fleet
			}
			has_tech = improved_battleship
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_grosskampfschiff_construction
			bonus = 0.5
			uses = 1
			category = bb_tech
		}
		random_navy_leader = {
			limit = {
				NOT = {
					is_character = GER_erich_raeder GER_karl_donitz
				} {
					has_trait = battleship_adherent
				}
			}
			add_trait = {
				trait = battleship_adherent
			}
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Hindenburg
				name_group = GER_BB_HISTORICAL
				type = ship_hull_heavy_3
				modules = {
					fixed_ship_battery_slot = ship_heavy_battery_3
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = ship_radar_1
					fixed_ship_engine_slot = heavy_ship_engine_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					fixed_ship_armor_slot = ship_armor_bb_2
					front_1_custom_slot = ship_anti_air_1
					mid_1_custom_slot = ship_airplane_launcher_1
					mid_2_custom_slot = ship_secondaries_1
					mid_3_custom_slot = ship_anti_air_1
					rear_1_custom_slot = ship_heavy_battery_3
				}
				design_team = mio:GER_germaniawerft_organization
			}
			add_equipment_production = {
				equipment = {
					type = s
# ... (truncated)