Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_first_afghani_navy
Constructs: limit, completion_reward, is_coastal, is_controlled_by, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_first_afghani_navy
	icon = GFX_goal_AFG_navy
	x = 29
	y = 0
	cost = 10
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 15
		random_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 3
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
			custom_effect_tooltip = r56_newline
		}
		add_doctrine_cost_reduction = {
			name = AFG_first_afghani_navy_research
			uses = 1
			cost_reduction = 0.75
			category = naval_doctrine
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = r56_newline available_mio_tt
			show_mio_tooltip = PAK_karachi_shipyard_engineering_works
		}
		custom_effect_tooltip = r56_newline r56_newline available_chief_of_navy available_military_high_command
		add_naval_commander_role = {
			Character = AFG_mohammad_siddiq_choudri
			skill = 2
			attack_skill = 1
			defense_skill = 2
			coordination_skill = 1
			maneuvering_skill = 3
		}
		show_ideas_tooltip = AFG_mohammad_siddiq_choudri_nc AFG_mohammad_siddiq_choudri_hc
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Construct: intel_network_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## intel_network_gain

* Number with 1 decimal places
* **Categories**: unit_leader, country, state, intelligence_agency
### Entity: Idea
Component: CAY_aa2
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: vinland
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
vinland = {
	id = 180
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ICE
	}
	happened = {
		tag = ICE
		331 = {
			is_fully_controlled_by = ICE
		}
	}
}
### Entity: Idea
Component: KMT_porcupine_strategy2
Constructs: has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_porcupine_strategy2 = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		terrain_penalty_reduction = 0.2
		army_org_factor = 0.3
		army_infantry_attack_factor = 0.05
		army_infantry_defence_factor = 0.15
	}
}
### Entity: Idea
Component: AFG_censorship
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_censorship = {
	picture = generic_censorship
	allowed = {
		original_tag = AFG
	}
	modifier = {
		stability_factor = 0.05
		neutrality_drift = 0.05
		drift_defence_factor = 0.25
		political_power_factor = -0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_manpower_doctrine
Constructs: has_country_flag, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_manpower_doctrine = {
	NOT = {
		has_country_flag = EAI_STRATEGY_get_last_stand_DOCTRINE
	}
	set_temp_variable = {
		_check_xp = 100
	}
	EAI_XP_has_army_check_xp = yes
}
### Entity: Modifier Reference
Component: BEL_academies_of_belgium_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_academies_of_belgium_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_research_bonus
	specialization_nuclear_speed_factor = BEL_academies_of_belgium_specialization_nuclear_speed_factor
	sp_tag_nuclear_warfare_speed_factor = BEL_academies_of_belgium_sp_tag_nuclear_warfare_speed_factor
	sp_tag_nuclear_power_speed_factor = BEL_academies_of_belgium_sp_tag_nuclear_power_speed_factor
	sp_tag_helicopter_speed_factor = BEL_academies_of_belgium_sp_tag_helicopter_speed_factor
	special_project_speed_factor = BEL_academies_of_belgium_special_project_speed_factor
	production_speed_facility_factor = BEL_academies_of_belgium_production_speed_facility_factor
	production_speed_air_facility_factor = BEL_academies_of_belgium_production_speed_air_facility_factor
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_pickorder_ENG
Constructs: limit, has_game_rule, set_temp_variable, check_variable, has_character, is_hired_as_advisor
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_pickorder_ENG = {
	has_game_rule = {
		rule = ENG_ai_behavior
		option = DEFAULT
	}
	set_temp_variable = {
		RANK = 1
	} {
		RANK = 2
	} {
		RANK = 9
	} {
		RANK = 3
	} {
		RANK = 4
	} {
		RANK = 5
	} {
		RANK = 6
	} {
		RANK = 7
	} {
		RANK = 8
	}
	if = {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_philip_kerr
		}
		OR = {
			AND = {
				ENG_philip_kerr = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_maxwell_aitken
		}
		OR = {
			AND = {
				ENG_maxwell_aitken = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = eng_stewart_menzies
		}
		OR = {
			AND = {
				eng_stewart_menzies = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_alan_brooke
		}
		OR = {
			AND = {
				ENG_alan_brooke = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_ernle_chatfield
		}
		OR = {
			AND = {
				ENG_ernle_chatfield = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_charles_portal
		}
		OR = {
			AND = {
				ENG_charles_portal = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = ENG_kenneth_anderson
		}
		OR = {
			
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_iranian_culture
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, add_to_variable, set_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_iranian_culture
	icon = GFX_focus_ITA_generic_fascist_workers
	x = 11
	y = 1
	relative_position_id = PER_stage_mass_protests
	prerequisite = {
		focus = PER_stage_mass_protests PER_propagate_political_literature
	}
	mutually_exclusive = {
		focus = PER_rally_behind_mosaddegh PER_united_progressive_parties
	}
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_rally_behind_mosaddegh PER_united_progressive_parties PER_the_pahlavi_imperium
			}
		}
	}
	offset = {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_iranian_culture
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_opposition_tt
		add_to_variable = {
			var = PER_opposition_fascism_drift
			value = 0.03
			tooltip = fascism_drift_tt
		}
		set_variable = {
			var = PER_opposition_democratic_drift
			value = 0
			tooltip = democratic_drift_tt
		} {
			var = PER_opposition_communism_drift
			value = 0
			tooltip = communism_drift_tt
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Order of Battle
Component: Chernomorskiy Flot
Source: game
File: history/units/SOV_1936_naval_mtg.txt

Code:
fleet = {
	name = Chernomorskiy Flot
	naval_base = 3686
	task_force = {
		name = Chernomorskiy Flot
		location = 3686
		ship = {
			name = Parizhskaya Kommuna
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = SOV
					version_name = Marat Class
				}
			}
		} {
			name = Krasni Kavkaz
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Krasny Krym
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Chervona Ukraina
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Chervona Ukraina Class
				}
			}
		} {
			name = Komintern
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SOV
					version_name = Komintern Class
				}
			}
		} {
			name = Bug
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Bug Class
				}
			}
		}
	} {
		name = Chernomorskiy Podvodniy Flot
		location = 3686
		ship = {
			name = Shch-121
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-122
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-123
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = Shch-124
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			name = A-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = AG Class
				}
			}
		} {
			name = A-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = AG Class
				}
			}
		} {
			name = A-3
			definition = submarine
			equipme
# ... (truncated)
### Entity: Event
Component: prc.90
Constructs: is_triggered_only, limit
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.90
	title = prc.85.t
	desc = prc.85.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = prc.85.a
		if = {
			limit = {
				FROM = {
					controls_state = 728
				}
			}
			effect_tooltip = {
				transfer_state = 728
			}
		} {
			limit = {
				FROM = {
					controls_state = 729
				}
			}
			effect_tooltip = {
				transfer_state = 729
			}
		} {
			limit = {
				FROM = {
					controls_state = 329
				}
			}
			effect_tooltip = {
				transfer_state = 326
			}
		}
	}
}
### Entity: Idea
Component: POL_Maritime_and_Colonial_League
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Maritime_and_Colonial_League = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships
	modifier = {
		industrial_capacity_dockyard = 0.075
	}
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/tiny_island.txt

Code:
state_categories = {
	tiny_island = {
		local_building_slots = 0
		buildings_max_level = {
			naval_base = 3
			air_base = 2
		}
		color = {
			40 40 40
		}
	}
}
### Entity: AI Strategy
Component: BEL_nationalist_fascist_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BEL_alternate_strategy_plan.txt

Code:
BEL_nationalist_fascist_plan = {
	name = Belgian Nationalist Fascism Plan
	desc = 
	allowed = {
		original_tag = BEL
	}
	enable = {
		OR = {
			has_country_flag = BEL_AI_RANDOM_NATIONALIST_FASCIST
			has_game_rule = {
				rule = BEL_AI_BEHAVIOR
				option = NATIONALIST_FASCIST
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BEL_monetary_reconstruction BEL_rebuild_wallonian_industry BEL_gold_reserves BEL_perpetual_neutrality BEL_independent_neutral_and_loyal BEL_repudiate_treaty_with_france CONGO_congo_investments CONGO_societe_generale_de_belgique BEL_government_resigns BEL_government_of_national_unity BEL_investigate_bribery_charges BEL_royal_intervention BEL_support_the_rexists BEL_the_flemish_question BEL_christian_corporatism BEL_legacy_of_the_soldier_king BEL_the_french_horse_and_the_red_rider BEL_the_lost_tribe BEL_abandon_neutrality BEL_join_axis BEL_defense_bill BEL_increased_length_of_service BEL_defensive_neutrality BEL_belgian_gates BEL_iron_wall BEL_our_southern_neighbour BEL_protect_against_france
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: A
Constructs: limit, has_dlc, create_equipment_variant
Source: game
File: history/countries/NOR - Norway.txt

Code:
if = {
	limit = { has_dlc = "Man the Guns" }
	# Submarines #
	create_equipment_variant = {
		name = "A & B Class"						
		type = ship_hull_submarine_1
		parent_version = 0
		modules = {
			fixed_ship_torpedo_slot = ship_torpedo_sub_1
			fixed_ship_engine_slot = sub_ship_engine_1
			rear_1_custom_slot = ship_mine_layer_sub
		}
	}
	# Destroyers #
	create_equipment_variant = {
		name = "Draug Class"							
		type = ship_hull_light_1
		name_group = NOR_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = empty
			mid_1_custom_slot = ship_torpedo_1
			rear_1_custom_slot = empty
		}
	}
	create_equipment_variant = {
		name = "Frøya Class"								# minelayer		
		type = ship_hull_light_1
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = empty
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_mine_layer_1
		}
		obsolete = yes
	}
	create_equipment_variant = {
		name = "Olaf Tryggvason Class"							# minelayer		
		type = ship_hull_light_2
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_mine_layer_1
		}
	}
	# Heavy Cruisers #
	create_equipment_variant = {
		name = "Norge Class"				
		type = ship_hull_cruiser_coastal_defense_ship
		name_group = NOR_CA_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_medium_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = cruiser_ship_engine_1
			fixed_ship_armor_slot = ship_armor_cruiser_1
			fixed_ship_secondaries_s
# ... (truncated)
### Entity: Unit Template
Component: SHX_GAR_01
Source: game
File: common/units/names_divisions/SHX_names_divisions.txt

Code:
SHX_GAR_01 = {
	name = Garrison Unit
	for_countries = {
		SHX
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Shanxi Jingbei
	ordered = {
		101 = {
			1 Suiyuan Jingbei
		}
		111 = {
			1 Chahar Jingbei
		}
		102 = {
			2 Suiyuan Jingbei
		}
		103 = {
			3 Suiyuan Jingbei
		}
		112 = {
			2 Chahar Jingbei
		}
		113 = {
			3 Chahar Jingbei
		}
		104 = {
			4 Suiyuan Jingbei
		}
		105 = {
			5 Suiyuan Jingbei
		}
		114 = {
			4 Chahar Jingbei
		}
		115 = {
			5 Chahar Jingbei
		}
		131 = {
			Shanxi Baoan Ke
		}
		132 = {
			1 Suiyuan Baoan Ke
		}
		133 = {
			1 Taiyuan Baoan Ke
		}
		134 = {
			2 Taiyuan Baoan Ke
		}
		135 = {
			3 Taiyuan Baoan Ke
		}
		136 = {
			2 Suiyuan Baoan Ke
		}
		137 = {
			3 Suiyuan Baoan Ke
		}
		1 = {
			%d Shanxi Jingbei
		}
		2 = {
			%d Shanxi Jingbei
		}
		3 = {
			%d Shanxi Jingbei
		}
		4 = {
			%d Shanxi Jingbei
		}
		5 = {
			%d Shanxi Jingbei
		}
		6 = {
			%d Shanxi Jingbei
		}
		7 = {
			%d Shanxi Jingbei
		}
		8 = {
			%d Shanxi Jingbei
		}
		9 = {
			%d Shanxi Jingbei
		}
		10 = {
			%d Shanxi Jingbei
		}
	}
}
### Entity: Military Industrial Organization
Component: MEX_astimar_pacific_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MEX_organization.txt

Code:
MEX_astimar_pacific_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_MEX_astimar_pacific
	allowed = {
		has_dlc = Man the Guns
		tag = MEX
	}
	available = {
		owner = {
			has_completed_focus = MEX_focus_pacific_coast_naval_yards
		}
	}
}
### Entity: Character
Component: HOL_jan_goudriaan
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_jan_goudriaan = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_jan_goudriaan
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			captain_of_industry
		}
	}
	name = HOL_jan_goudriaan
	portraits = {
		army = {
			small = GFX_idea_HOL_jan_goudriaan
		}
	}
}
### Entity: Modding Documentation
Construct: Promotions
Source: vanilla_docs
File: documentation/loc_objects_documentation.md

Doc:
### Promotions
**Controller**

Gets the controlling country of the province

**Terrain**

Gets the terrain of the province.
### Entity: Idea
Component: KMT_economic_unity
Constructs: production_speed_buildings_factor, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_economic_unity = {
	removal_cost = -1
	picture = SPR_appropriate_church_riches
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				is_ally_with = CHI SOV
			}
		}
	}
	modifier = {
		political_power_factor = -0.05
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.03
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_retake_north_iran
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, allow_branch, has_global_flag, create_wargoal, take_state
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_retake_north_iran
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = PER_our_place_in_empire PER_iran_for_iranians
	}
	x = 1
	y = 1
	relative_position_id = PER_our_place_in_empire
	cost = 10
	available = {
		NOT = {
			has_war_with = SOU
		}
	}
	bypass = {

	}
	allow_branch = {
		has_global_flag = SOV_agreed_anglo_soviet_invasion_of_iran_flag
		has_completed_focus = PER_swear_fealty
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			type = take_state
			target = SOU
			generator = {
				420 419 416 1000 1001 1004
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_timed_idea = {
			idea = PER_anti_soviet_idea
			days = 1095
		}
	}
}
### Entity: Idea
Component: JAP_tokko_idea_no_lar_2
Constructs: stability_factor, has_government, removal_cost, encryption_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_tokko_idea_no_lar_2 = {
	name = JAP_tokko_idea_lar
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		foreign_subversive_activites = -0.2
		encryption_factor = 0.2
		drift_defence_factor = 0.4
		resistance_target = -0.05
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_royal_australian_navy
Constructs: has_completed_focus, limit, add_war_support, completion_reward, has_game_rule, add_dynamic_modifier, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_royal_australian_navy
	icon = GFX_focus_AST_royal_australian_navy
	x = 125
	y = 0
	cost = 5
	offset = {
		x = -49
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_australia_first
		}
	} {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_war_is_coming
		}
	} {
		x = -58
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AST_against_war_and_fascism
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AST_royal_australian_navy_spirit
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		navy_experience = 25
		add_war_support = 0.025
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP FOCUS_FILTER_WAR_SUPPORT
	}
}