Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Component: CARIB_united_armed_forces
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_united_armed_forces
	icon = GFX_goal_generic_multinational_army
	text = GCO_UNIFIED_united_armed_forces
	cost = 10
	prerequisite = {
		focus = CARIB_defend_the_new_union
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification
		}
	}
	relative_position_id = CARIB_defend_the_new_union
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	allow_branch = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_r56_defense_of_the_union
			add_idea = idea_r56_united_armed_forces
		}
	}
}
### Entity: Character
Component: ARG_eva_peron
Constructs: has_completed_focus
Source: game
File: common/characters/ARG.txt

Code:
ARG_eva_peron = {
	advisor = {
		slot = political_advisor
		idea_token = ARG_eva_peron
		allowed = {
			original_tag = ARG
		}
		visible = {
			has_completed_focus = ARG_peronism
		}
		available = {
			has_completed_focus = ARG_peronism
		}
		traits = {
			ARG_womans_peronist
		}
	}
	name = Eva Perón
	portraits = {
		army = {
			small = GFX_portrait_ARG_eva_peron_small
		}
	}
}
### Entity: Scripted Effect
Component: r56_conscription_law_level_down
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_conscription_law_level_down = {
	if = {
		limit = {
			has_idea = volunteer_only
		}
		add_ideas = disarmed_nation
	}
	else_if = {
		limit = {
			has_idea = limited_conscription
		}
		add_ideas = volunteer_only
	} {
		limit = {
			has_idea = extensive_conscription
		}
		add_ideas = limited_conscription
	} {
		limit = {
			has_idea = service_by_requirement
		}
		add_ideas = extensive_conscription
	} {
		limit = {
			has_idea = all_adults_serve
		}
		add_ideas = service_by_requirement
	} {
		limit = {
			has_idea = scraping_the_barrel
		}
		add_ideas = all_adults_serve
	}
}
### Entity: Effect Reference
Construct: remove_state_core
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_state_core

* Supported Scopes: COUNTRY
* Supported Targets: none

```
remove core on state
```
### Entity: Decision
Component: political_actions
Constructs: limit, remove_ideas, fire_only_once, has_idea, is_subject, remove_effect, swap_ideas, remove_idea
Source: game
File: common/decisions/MAL.txt

Code:
political_actions = {
	MAL_loosen_societal_restrictions_decision = {
		icon = GFX_decision_SWI_support_humanitarian_efforts
		allowed = {
			original_tag = MAL
		}
		visible = {
			OR = {
				has_idea = MAL_ketuanan_melayu MAL_ketuanan_melayu_2 MAL_ketuanan_melayu_3
			}
		}
		available = {
			OR = {
				is_subject = no
				compare_autonomy_state = > autonomy_puppet
			}
		}
		fire_only_once = no
		cost = 100
		priority = 100
		ai_will_do = {
			base = 500
		}
		modifier = {
			political_power_factor = -0.1
		}
		days_remove = 70
		remove_effect = {
			IF = {
				limit = {
					has_idea = MAL_ketuanan_melayu
				}
				swap_ideas = {
					remove_idea = MAL_ketuanan_melayu
					add_idea = MAL_ketuanan_melayu_2
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = MAL_ketuanan_melayu_2
				}
				swap_ideas = {
					remove_idea = MAL_ketuanan_melayu_2
					add_idea = MAL_ketuanan_melayu_3
				}
			} {
				limit = {
					has_idea = MAL_ketuanan_melayu_3
				}
				remove_ideas = MAL_ketuanan_melayu_3
			}
		}
		complete_effect = {

		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_law_of_permanent_defense
Constructs: prerequisite, limit, add_ideas, has_government, every_country, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_law_of_permanent_defense
	icon = GFX_focus_ger_bulwark_against_bolshevism
	relative_position_id = CHL_chilean_anti_communist_action
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_chilean_anti_communist_action
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			any_country = {
				is_major = yes
				has_government = communism
			}
		}
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_country = {
			limit = {
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHL_anarchic_society_level_down = yes
		add_popularity = {
			ideology = communism
			popularity = -0.15
		}
		add_ideas = CHL_oppressed_working_class
	}
}
### Entity: Idea
Component: KHI_turkestan_supporters
Constructs: removal_cost
Source: game
File: common/ideas/khiva.txt

Code:
KHI_turkestan_supporters = {
	allowed = {
		original_tag = KHI
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_ottoman_spirit
	removal_cost = -1
	modifier = {
		weekly_manpower = 210
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_complete_the_shift_towards_static_defence
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_complete_the_shift_towards_static_defence
	icon = GFX_goal_grand_battleplan
	x = -4
	y = 1
	relative_position_id = CZE_military_maneuvers
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_military_maneuvers
	}
	mutually_exclusive = {
		focus = CZE_return_to_mobile_defence
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_bm_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_bm_max_dig_in_factor = 0.05
			tooltip = max_dig_in_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 1
			uses = 1
			category = cat_grand_battle_plan
		}
	}
}
### Entity: Character
Component: army_chief_drill_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_drill_2 = {
	sprite = 5
	training_time_army_factor = -0.1
	experience_gain_army = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Idea
Component: north_american_aviation
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/usa.txt

Code:
north_american_aviation = {
	allowed = {
		OR = {
			original_tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				has_completed_focus = PHI_align_with_the_usa
				else = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: PUE_nt
Source: game
File: common/characters/PUE.txt

Code:
PUE_nt = {
	advisor = {
		slot = theorist
		idea_token = PUE_nt
		ledger = navy
		allowed = {
			original_tag = PUE
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_national_specialists
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_national_specialists
	icon = GFX_SOV_national_specialists_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_finish_the_five_year_plan
	}
	x = 3
	y = 1
	relative_position_id = SOV_finish_the_five_year_plan
	cost = 5
	mutually_exclusive = {
		focus = SOV_foreign_experts
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = SOV_national_specialists_tt
		SOV_replace_industrial_designer = yes
		hidden_effect = {
			add_ideas = SOV_national_specialists_ns
		}
	}
}
### Entity: Character
Component: MEN_kyoiji_tomonaga
Source: game
File: common/characters/MEN.txt

Code:
MEN_kyoiji_tomonaga = {
	advisor = {
		slot = high_command
		idea_token = MEN_kyoiji_tomonaga
		ledger = army
		allowed = {
			original_tag = MEN
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MEN_kyoiji_tomonaga
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_soviet_ties
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_expand_soviet_ties
	icon = GFX_focus_generic_russian_deal_communist
	prerequisite = {
		focus = CZE_join_commitern
	}
	x = 28
	y = 9
	cost = 5
	available = {
		has_government = communism
		SOV = {
			has_government = communism
			is_in_faction_with = ROOT
		}
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = CZE.448
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_opinion_modifier = {
				target = SOV
				modifier = CZE_friendship_with_USSR
			}
			reverse_add_opinion_modifier = {
				target = SOV
				modifier = CZE_friendship_with_USSR
			}
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_ideas = CZE_help_from_sov
		}
	}
}
### Entity: Unit Template
Component: ITA_GAR_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_GAR_01 = {
	name = Garrison Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		ITA_INF_01
	}
	fallback_name = %da Divisione Costiera
	ordered = {
		201 = {
			%da Divisione Costiera
		}
		202 = {
			%da Divisione Costiera
		}
		204 = {
			%da Divisione Costiera
		}
		205 = {
			%da Divisione Costiera
		}
		206 = {
			%da Divisione Costiera
		}
		207 = {
			%da Divisione Costiera
		}
		208 = {
			%da Divisione Costiera
		}
		211 = {
			%da Divisione Costiera
		}
		212 = {
			%da Divisione Costiera
		}
		213 = {
			%da Divisione Costiera
		}
		214 = {
			%da Divisione Costiera
		}
		216 = {
			%da Divisione Costiera
		}
		220 = {
			%da Divisione Costiera
		}
		221 = {
			%da Divisione Costiera
		}
		222 = {
			%da Divisione Costiera
		}
		203 = {
			%da Divisione Costiera
		}
		209 = {
			%da Divisione Costiera
		}
		210 = {
			%da Divisione Costiera
		}
		215 = {
			%da Divisione Costiera
		}
		223 = {
			%da Divisione Costiera
		}
		224 = {
			%da Divisione Costiera
		}
		225 = {
			%da Divisione Costiera
		}
		226 = {
			%da Divisione Costiera
		}
		227 = {
			%da Divisione Costiera
		}
		228 = {
			%da Divisione Costiera
		}
		230 = {
			%da Divisione Costiera
		}
		231 = {
			%da Divisione Costiera
		}
		217 = {
			%da Divisione Costiera
		}
		218 = {
			%da Divisione Costiera
		}
		219 = {
			%da Divisione Costiera
		}
		229 = {
			%da Divisione Costiera
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/RKH_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_2
			creator = GER
		}
		requested_factories = 2
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_brno_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = RKH
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	}
}
### Entity: Event
Component: romania.2
Constructs: is_triggered_only, ai_chance, is_in_faction_with, set_country_flag, is_historical_focus_on, add_state_claim, create_wargoal, take_state
Source: game
File: events/Romania.txt

Code:
country_event = {
	id = romania.2
	title = romania.2.t
	desc = romania.2.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = romania.2.a
		ai_chance = {
			factor = 80
			modifier = {
				factor = 0
				OR = {
					is_in_faction_with = ENG FRA SOV
				}
			}
		}
		HUN = {
			country_event = {
				days = 1
				id = hungary.2
			}
		}
		set_country_flag = second_vienna_accepted_north
	} {
		name = romania.2.b
		ai_chance = {
			factor = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		HUN = {
			country_event = {
				days = 1
				id = hungary.4
			}
			effect_tooltip = {
				add_state_claim = 76
			}
		}
		GER = {
			country_event = {
				days = 1
				id = germany.21
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state
					target = ROM
					generator = {
						76
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: AFA
Component: AFA_misc
Constructs: set_technology, add_manpower, give_guarantee, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/AFA - Afar.txt

Code:
# Misc for AFA
capital = 908
OOB = AFA_1936
add_manpower = 15000
ITA = {
	give_guarantee = AFA
}
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_long_live_our_caudillo
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_country_leader_trait
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_long_live_our_caudillo
	prerequisite = {
		focus = PRU_expel_the_reds_from_america
	}
	mutually_exclusive = {
		focus = PRU_The_new_South_american_axis
	}
	icon = GFX_focus_generic_full_social_mobilization
	x = -1
	y = 2
	relative_position_id = PRU_inti_raymi
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_country_leader_trait = caudillo_trait
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Idea
Component: den_economic_hardship
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_economic_hardship = {
	removal_cost = -1
	picture = chi_hyper_inflation2
	modifier = {
		consumer_goods_factor = 0.35
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Event
Component: hon.42
Constructs: is_triggered_only, add_opinion_modifier, add_claim_by
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.42
	title = hon.42.t
	desc = hon.42.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.42.a
		add_opinion_modifier = {
			target = HOL
			modifier = rejected_demands
		}
		695 = {
			add_claim_by = ROOT
		}
		1079 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.50
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.50
	title = axis_minors_bulgaria.50.t
	desc = axis_minors_bulgaria.50.d
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.50.a
		BUL = {
			transfer_state = 184
		}
	}
}
### Entity: Event
Component: hon.71
Constructs: is_triggered_only, ai_chance, limit, random_army_leader, is_field_marshal, has_trait, has_id, set_nationality
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.71
	title = hon.71.t
	desc = hon.71.desc
	picture = GFX_report_event_spr_carlists2
	is_triggered_only = yes
	option = {
		name = hon.71.a
		ai_chance = {
			base = 90
		}
		random_army_leader = {
			limit = {
				is_field_marshal = yes
				has_trait = skilled_staffer
				skill = > 2
				planning_skill_level = > 1
				defense_skill_level = > 2
				attack_skill_level = > 3
				NOT = {
					has_id = 1114 1115 1116 1108
				}
			}
			set_nationality = FROM
			save_event_target_as = HON_SPB_general
		}
		FROM = {
			country_event = hon.72
		}
	} {
		name = hon.71.b
		ai_chance = {
			base = 10
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CHI_refused_support
		}
		FROM = {
			country_event = hon.73
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_denounce_metaxism
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_denounce_metaxism
	icon = GFX_goal_GRE_remove_metaxas
	text = GRE_denounce_metaxism
	prerequisite = {
		focus = GRE_internal_affairs
	}
	x = 0
	y = 2
	relative_position_id = GRE_democratic_approach
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.2
		} {
			ideology = communism
			popularity = -0.2
		} {
			ideology = fascism
			popularity = -0.2
		}
	}
}
### Entity: Event
Component: wtt_news.47
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.47
	title = wtt_news.47.t
	desc = wtt_news.47.desc
	picture = GFX_news_event_polish_army
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.47.a
		trigger = {
			is_literally_china = yes
		}
	} {
		name = wtt_news.47.b
		trigger = {
			OR = {
				controls_state = 671 670 286 741 1017 1066 1067 1068 1069
			}
		}
	} {
		name = wtt_news.47.c
		trigger = {
			is_literally_china = no
			NOT = {
				controls_state = 671 670 286 741 1017 1066 1067 1068 1069
			} {
				tag = USA
			}
		}
	} {
		name = wtt_news.47.d
		trigger = {
			tag = USA
		}
	}
}
### Entity: Event
Component: bftb_news.4
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.4
	title = bftb_news.4.t
	desc = bftb_news.4.desc
	picture = GFX_news_event_tsar_ferdinand_of_bulgaria
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.4.a
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.4.b
		trigger = {
			BUL_country_seeks_macedonian_stability = yes
			NOT = {
				tag = BUL
			}
		}
	} {
		name = bftb_news.4.c
		trigger = {
			NOT = {
				tag = BUL
			}
			BUL_country_seeks_macedonian_stability = no
		}
	}
}
### Entity: Idea
Component: ffascist_advisor
Constructs: political_power_gain, war_support_factor, removal_cost, research_bonus, fascism_drift
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
ffascist_advisor = {
	cost = 75
	removal_cost = 0
	picture = generic_army_europe_6
	research_bonus = {

	}
	modifier = {
		political_power_gain = 0.15
		fascism_drift = 0.15
		conscription = 0.01
		war_support_factor = 0.05
		opinion_gain_monthly_factor = 0.25
	}
}
### Entity: AI Strategy
Component: VEN_alternate_plan_6
Constructs: has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/VEN_alternate_strategy_plan.txt

Code:
VEN_alternate_plan_6 = {
	name = VEN: Anarcho-Capitalist
	desc = The ARDI will be reorganized and launch the second Alvarado Rebellion which will lead to a forceful Creole takeover on a Anarcho-Capitalist model.
	allowed = {
		original_tag = VEN
	}
	enable = {
		has_game_rule = {
			rule = VEN_ai_behavior
			option = VEN_ANCAPISTAN
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		VEN_congress VEN_reorganize_the_ARDI VEN_barranquilla_plan VEN_generation_of_28 VEN_national_development VEN_expand_oil_industry VEN_engineering_schools VEN_open_rubber_plantations VEN_promote_foreign_investment VEN_rebellion VEN_cult_of_creole VEN_export_oil_aggressively VEN_seize_public_services VEN_seize_government_assets VEN_arm_the_companies VEN_oil_protection_squadrons VEN_by_any_means VEN_creole_indivisible VEN_venezuelan_fortress
	}
	traits = {
		silent_workhorse = 5
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Misc Config
Component: idea_generation
Source: game
File: common/generation/generation.txt

Code:
idea_generation = {
	high_command = {
		army = {

		}
		navy = {

		}
		air = {

		}
	}
	army_chief = {
		army = {

		}
	}
	navy_chief = {
		navy = {

		}
	}
	air_chief = {
		air = {

		}
	}
	political_advisor = {

	}
	theorist = {
		army = {
			military_theorist = {
				attack_skill_level = < 1
			}
			mobile_warfare_expert = {
				attack_skill_level = < 1
			}
			superior_firepower_expert = {
				attack_skill_level = < 1
			}
			grand_battle_plan_expert = {
				attack_skill_level = < 1
			}
			mass_assault_expert = {
				attack_skill_level = < 1
			}
			blitzkrieg_theorist = {
				attack_skill_level = < 1
			}
		}
		navy = {
			naval_theorist = {
				attack_skill_level = < 1
			}
			naval_aviation_pioneer = {
				attack_skill_level = < 1
			}
			grand_fleet_proponent = {
				attack_skill_level = < 1
			}
		}
		air = {
			air_warfare_theorist = {
				attack_skill_level = < 1
			}
			assault_avaition = {
				attack_skill_level = < 1
			}
		}
	}
}
### Entity: Effect Reference
Construct: which_is_equivalent_to
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# which is equivalent to
randomize_temp_variable = {
  var = num_dogs
  distribution = uniform
  min = 0
  max = 1
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_opportunistic_militarization_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, complete_national_focus, set_country_flag
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_opportunistic_militarization_r56
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = SIA_phibuns_takeover_r56
	}
	x = 0
	y = 1
	relative_position_id = SIA_phibuns_takeover_r56
	cost = 8
	ai_will_do = {
		base = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	bypass = {
		has_completed_focus = SIA_issue_economic_mobilization_r56
	}
	completion_reward = {
		hidden_effect = {
			complete_national_focus = SIA_issue_economic_mobilization_r56
		}
		set_country_flag = {
			flag = SIA_issue_economic_mobilization_r56_timer_flag
			value = 1
			days = 364
		}
		effect_tooltip = {
			custom_effect_tooltip = SIA_issue_economic_mobilization_r56_tt generic_skip_one_line_tt
			add_war_support = 0.04
			if = {
				limit = {
					has_idea = civilian_economy
				}
				custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt generic_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
			}
			else_if = {
				limit = {
					has_idea = low_economic_mobilisation
				}
				custom_effect_tooltip = due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt generic_skip_one_line_tt generic_skip_one_line_tt
				add_ideas = partial_economic_mobilisation
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					prioritize = {
						1134
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			else = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					prioritize = {
						1134
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = arms_factory
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
}