Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_ban_excessive_hero_worship
Constructs: has_completed_focus, prerequisite, limit, completion_reward, check_variable, swap_ruler_traits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_ban_excessive_hero_worship
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = SOV_the_faithful_servant_of_lenin
	}
	x = 1
	y = 1
	relative_position_id = SOV_the_faithful_servant_of_lenin
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = SOV_propaganda_campaigns_taken_10_or_greater_tt
			check_variable = {
				SOV_propaganda_campaigns_taken = 10
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = SOV_ban_excessive_hero_worship_dec_cost_tt
		SOV_foreign_politics_decision_cost_reduction_effect = yes
		if = {
			limit = {
				has_completed_focus = SOV_leader_of_the_party_and_the_people
			}
			swap_ruler_traits = {
				remove = stalin_servant_of_lenin_leader
				add = stalin_servant_of_lenin_final
			}
		}
		else = {
			swap_ruler_traits = {
				remove = stalin_servant_of_lenin
				add = stalin_servant_of_lenin_worship
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_repeal_party_ban
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_repeal_party_ban
	icon = GFX_goal_generic_repeal_opressive_law
	relative_position_id = AUS_look_west
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_look_west
	}
	cost = 7
	completion_reward = {
		if = {
			limit = {
				has_idea = AUS_memories_of_februarkampfe
			}
			swap_ideas = {
				remove_idea = AUS_memories_of_februarkampfe
				add_idea = AUS_memories_of_februarkampfe_2
			}
		}
		else = {
			swap_ideas = {
				remove_idea = AUS_memories_of_februarkampfe_3
				add_idea = AUS_memories_of_februarkampfe_4
			}
		}
		country_event = austria.54
	}
}
### Entity: Event
Component: india.2940
Constructs: has_completed_focus, has_government, has_country_flag, has_idea
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.2940
	title = india.2940.t
	desc = india.2940.d
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	trigger = {
		tag = RAJ
		NOT = {
			has_country_flag = not_women_liberationists
		} {
			has_idea = r56i_laws_gender_equality
		}
		has_government = communism
		has_completed_focus = RAJ_Organize_a_Conference RAJ_A_Society_of_All_Classes
	}
	mean_time_to_happen = {
		days = 140
	}
	option = {
		name = india.2940.a
		custom_effect_tooltip = women_rights_demands_tt
		hidden_effect = {
			country_event = {
				id = india.294
				days = 140
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_escorts
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_escorts = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_escort
	}
	priority = {
		factor = 200
		modifier = {
			factor = 5
			anti_submarine_strategy_required_trigger = yes
		}
	}
	escort_early = {
		name = Spica Class
		priority = {
			factor = 5
			modifier = {
				has_tech = basic_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge ship_light_battery dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_basic = {
		name = Pegaso Class
		priority = {
			factor = 25
			modifier = {
				factor = 2
				has_war = yes
			} {
				has_tech = improved_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 1500.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_improved = {
		name = Ciclone Class
		priority = {
			factor = 50
			modifier = {
				factor = 2
				has_war = yes
			} {
				has_tech = advanced_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fi
# ... (truncated)
### Entity: AI Strategy
Component: ITA_dont_overcommit_to_greece
Constructs: has_war_with
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_overcommit_to_greece = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = GRE ENG
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = GRE
		value = -40
	}
}
### Entity: Idea
Component: ICE_KEA
Constructs: research_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_KEA = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = ICE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
}
### Entity: Country Definition
Component: mountainous_republics_unified
Source: game
File: common/countries/cosmetic.txt

Code:
mountainous_republics_unified = {
	color = {
		rgb = {
			128 212 255
		}
	}
	color_ui = {
		rgb = {
			0 102 153
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_free_the_ugonskrusts
Constructs: division_template, prerequisite, has_government, completion_reward, cancel_if_invalid, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_free_the_ugonskrusts
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = LAT_alignment_with_germany LAT_the_thunder_strikes_alone
	}
	x = -1
	y = 1
	relative_position_id = LAT_alignment_with_germany
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Ugonskrust Division
			division_names_group = LAT_INF_01
			is_locked = no
			priority = 0
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 2
					y = 0
				} {
					x = 3
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 1
				} {
					x = 3
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 2
				} {
					x = 3
					y = 2
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
				engineer = {
					x = 0
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			custom_effect_tooltip = LAT_free_the_ugonskrusts_tt
			hidden_effect = {
				create_unit = {
					division = name = "1. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "2. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "3. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "4. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "5. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "6. Ugonskrust Division" division_template = "Ugonskrust Division" start_experience_factor = 0.5
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: CHL_non_lar_encryption
Constructs: encryption_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_non_lar_encryption = {
	picture = POL_ideology_drift_defence
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		encryption = 2
		encryption_factor = 0.25
	}
}
### Entity: Idea
Component: SPR_begin_collectivization
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_begin_collectivization = {
	name = SPR_begin_collectivization
	picture = generic_communist_army
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.2
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_aluminium_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_aluminium_shortage = {
	check_variable = {
		EAI_aluminium_resource_shortage = 3
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_coastal_entrenchment
Constructs: prerequisite, limit, add_ideas, completion_reward, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_coastal_entrenchment
	icon = GFX_focus_generic_coastal_fort
	ai_will_do = {
		factor = 5
	}
	x = -1
	y = 1
	relative_position_id = INS_naval_autonomy
	prerequisite = {
		focus = INS_naval_autonomy
	}
	cost = 10
	completion_reward = {
		978 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = 7381
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 7381
					instant_build = yes
				}
			}
		}
		334 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = 13520
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 13520
					instant_build = yes
				}
			}
		}
		add_ideas = INS_coastal_entrenchment_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: germany.68
Constructs: is_triggered_only
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.68
	title = germany.68.t
	desc = germany.68.d
	picture = GFX_report_event_french_liberation
	is_triggered_only = yes
	option = {
		name = germany.68.a
	}
}
### Entity: Order of Battle
Component: air_wing_166
Source: game
File: history/units/SPA_1939_air_bba.txt

Code:
air_wings = {
	166 = {
		small_plane_airframe_0 = {
			owner = SPR
			amount = 64
			creator = SOV
			version_name = I-15
		}
	}
}
### Entity: Achievement
Component: from_tehran_with_love
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_guaranteed, is_subject
Source: game
File: common/achievements.txt

Code:
from_tehran_with_love = {
	id = 239
	possible = {
		tag = PER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = from_tehran_with_love_tt
			date = > 1945.1.1
			PER = {
				has_guaranteed = POL
			}
			POL = {
				exists = yes
				is_subject = no
				NOT = {
					has_country_flag = POL_has_capitulated_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_free_education
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_free_education
	icon = GFX_goal_communist_brain
	prerequisite = {
		focus = EST_communist_victory
	}
	relative_position_id = EST_communist_victory
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_occupy_paraguay
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_occupy_paraguay
	icon = GFX_goal_generic_attack_paraguay
	prerequisite = {
		focus = ARG_internationalism ARG_join_the_comintern
	}
	relative_position_id = ARG_internationalism
	x = -1
	y = 1
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 150000
		}
		surrender_progress = < 0.1
		NOT = {
			PAR = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		NOT = {
			country_exists = PAR
		}
	}
	cancel = {
		has_war_with = PAR
	}
	cancel_if_invalid = no
	completion_reward = {
		add_named_threat = {
			threat = 0.3
			name = ARG_paraguay_claim_threat
		}
		add_state_claim = 301 688
		create_wargoal = {
			type = take_state_focus
			target = PAR
			expire = 0
			generator = {
				301 688
			}
		}
		PAR = {
			add_opinion_modifier = {
				target = ARG
				modifier = arg_claim
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Technology
Component: paras_airborne_light_armor
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost, enable_subunits
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = paras_combat_1
		research_cost_coeff = 1
	} {
		leads_to_tech = paras_combat_2
		research_cost_coeff = 1
	}
	doctrine = yes
	research_cost = 4.5
	enable_subunits = {
		airborne_light_armor
	}
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 4
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Unit Template
Component: DDR_CA_HISTORICAL
Source: game
File: common/units/names_ships/DDR_ship_names.txt

Code:
DDR_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		DDR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Schwerer Kreuzer %d
	unique = {
		Ruegen Freidrich Engels Sachsen Brandenburg Mecklenburg
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/FRI_bonus_troops_armee_de_terre.txt

Code:
division = {
	location = 12232
	division_template = Corps Expéditionnaire d'Extrême Orient
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Isolated
Constructs: prerequisite, has_war, limit, add_ideas, add_stability, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Isolated
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = TAN_militarism TAN_the_fifth_constitution TAN_the_basis_of_the_economy
	}
	mutually_exclusive = {
		focus = TAN_Conquer TAN_Intervene
	}
	x = -2
	y = 2
	relative_position_id = TAN_Organise_Youth
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			is_subject = yes
			has_war = yes
		}
	}
	completion_reward = {
		add_stability = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = neutrality_idea
				}
			}
			add_ideas = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: jordan.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.2
	title = jordan.2.t
	desc = jordan.2.d
	picture = GFX_report_event_kenya_army
	is_triggered_only = yes
	option = {
		name = jordan.2.a
		ai_chance = {
			base = 70
		}
		JOR = {
			country_event = jordan.4
		}
	} {
		name = jordan.2.b
		ai_chance = {
			base = 30
		}
	}
}
### Entity: Event
Component: BBA_switzerland.95
Constructs: fire_only_once, has_global_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.95
	fire_only_once = yes
	trigger = {
		SWI_bba = yes
		has_global_flag = scw_over
	}
	mean_time_to_happen = {
		days = 60
	}
	hidden = yes
	immediate = {
		SWI_update_councilors = yes
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_demand_french_north_africa
Constructs: prerequisite, limit, owns_state, completion_reward, has_focus_tree, is_historical_focus_on, random_other_country, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_demand_french_north_africa
	available = {
		any_country = {
			original_tag = FRA
			has_focus_tree = vichy_french_focus
			owns_state = 461 462 459 460 513 514 458 665
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_tangiers_enclave
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	icon = GFX_goal_generic_territory_or_war
	x = 0
	y = 1
	relative_position_id = SPA_the_tangiers_enclave
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		random_other_country = {
			limit = {
				original_tag = FRA
				has_focus_tree = vichy_french_focus
				owns_state = 461 462 459 460 513 514 458 665
			}
			country_event = {
				id = lar_spain.39
				hours = 6
				random_hours = 18
			}
		}
	}
}
### Entity: Idea
Component: r56_LUX_struggle_for_equality
Constructs: war_support_factor, has_government, communism_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_struggle_for_equality = {
	picture = generic_communism_drift_bonus
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		war_support_factor = 0.05
		communism_drift = 0.03
		political_advisor_cost_factor = 0.1
		political_power_factor = -0.1
	}
}
### Entity: Idea
Component: ENG_tackle_capitalism_idea
Constructs: democratic_drift, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_tackle_capitalism_idea = {
	name = ENG_tackle_capitalism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = -0.02
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	picture = eng_tackle_capitalism
	removal_cost = -1
}
### Entity: Trigger Reference
Construct: num_fake_intel_divisions
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_fake_intel_divisions

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Will compare towards the amount of fake intel divisions a country has control over. .
```
### Entity: Event
Component: kmt.289
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.289
	title = kmt.289.t
	desc = kmt.289.d
	picture = GFX_report_event_airplane_crash
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			JAP = {
				country_event = {
					id = kmt.293
				}
			}
		}
	}
	option = {
		name = kmt.289.a
		add_political_power = -50
	}
}
### Entity: Idea
Component: TMS_mt
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = TMS
	}
	traits = {
		military_theorist
	}
}
### Entity: Idea
Component: bra_ana_mineira_idea_3
Constructs: army_defence_factor, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ana_mineira_idea_3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		army_defence_factor = 0.05
		max_dig_in = 1
		army_infantry_attack_factor = 0.05
		army_artillery_attack_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: per_focus
Component: PER_UNIFIED_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, allow_branch, random_state, is_core_of
Source: game
File: common/national_focus/r56_persian_empire_shared.txt

Code:
shared_focus = {
	id = PER_UNIFIED_connect_the_cities
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = PER_UNIFIED_persian_imperial_ambitions
	}
	relative_position_id = PER_UNIFIED_persian_imperial_ambitions
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_electrification_of_the_countryside
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, secret_bonus
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_electrification_of_the_countryside
	icon = GFX_goal_generic_radar
	x = 33
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_focus_on_civilian_department
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				370
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = secret_bonus
			bonus = 1
			uses = 1
			category = electronics
		}
	}
}