Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.56
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, is_capital, is_core_of, random_owned_controlled_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.56
	title = BBA_ethiopia_balance_of_power_events.56.t
	desc = BBA_ethiopia_balance_of_power_events.56.desc
	is_triggered_only = yes
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	picture = GFX_report_event_generic_train
	option = {
		name = BBA_ethiopia_balance_of_power_events.56.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 50
		add_stability = 0.02
	} {
		name = BBA_ethiopia_balance_of_power_events.56.b
		ai_chance = {
			base = 10
		}
		var:ROOT.ETH_bop_state = {
			add_to_variable = {
				ETH_state_independence = -1
			} {
				ETH_state_independence = -1
			} {
				ETH_state_development_production_speed = 0.05
			}
			custom_effect_tooltip = ETH_investments_in_state_tt
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_the_italian_affair
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_the_italian_affair
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = ALB_send_diplomats_to_italy
	}
	x = 19
	y = 1
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = albania.1
	}
}
### Entity: Unit Template
Component: SIC_MEC_01
Source: game
File: common/units/names_divisions/SIC_names_divisions.txt

Code:
SIC_MEC_01 = {
	name = Mechanized Unit
	for_countries = {
		SIC
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SIC_INF_01
	}
	fallback_name = %d Sichuan Juntuán
	ordered = {
		1 = {
			%d Sichuan Juntuán
		}
		2 = {
			%d Sichuan Juntuán
		}
		3 = {
			%d Sichuan Juntuán
		}
		4 = {
			%d Sichuan Juntuán
		}
		5 = {
			%d Sichuan Juntuán
		}
		6 = {
			%d Sichuan Juntuán
		}
		7 = {
			%d Sichuan Juntuán
		}
		8 = {
			%d Sichuan Juntuán
		}
		9 = {
			%d Sichuan Juntuán
		}
		10 = {
			%d Sichuan Juntuán
		}
		11 = {
			%d Sichuan Juntuán
		}
		12 = {
			%d Sichuan Juntuán
		}
		13 = {
			%d Sichuan Juntuán
		}
		14 = {
			%d Sichuan Juntuán
		}
		15 = {
			%d Sichuan Juntuán
		}
		16 = {
			%d Sichuan Juntuán
		}
		17 = {
			%d Sichuan Juntuán
		}
		18 = {
			%d Sichuan Juntuán
		}
		19 = {
			%d Sichuan Juntuán
		}
		20 = {
			%d Sichuan Juntuán
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_recreate_the_navy
Constructs: limit, completion_reward, set_technology, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_recreate_the_navy
	icon = GFX_goal_BEL_coa_navy
	mutually_exclusive = {
		focus = BEL_belgian_navy_in_exile
	}
	relative_position_id = BEL_revise_air_doctrine
	x = 4
	y = 0
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	available = {
		6 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		6 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = early_destroyer
				}
			}
			else = {
				add_tech_bonus = {
					name = dd_bonus
					bonus = 1
					uses = 1
					category = dd_tech cl_tech
				}
			}
			if = {
				limit = {
					has_tech = early_destroyer
					NOT = {
						has_tech = basic_destroyer
					}
				}
				set_technology = {
					basic_destroyer = 1
				}
			}
		}
		custom_effect_tooltip = available_theorist available_chief_of_navy
		show_ideas_tooltip = BEL_paul_van_waesberghe BEL_lambert_robins BEL_georges_timmermans
		navy_experience = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: r56_ger_nraf_70
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_nraf_70 = {
	IF = {
		limit = {
			has_active_mission = GER_nraf_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_nraf_demands_action
			days = 280
		}
	}
}
### Entity: Modifier Reference
Component: JAP_early_industrialization_efforts_dm
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_early_industrialization_efforts_dm = {
	icon = GFX_idea_JAP_japanese_economy
	enable = {
		always = yes
	}
	custom_modifier_tooltip = JAP_convoy_production_cost_tt
	industry_air_damage_factor = JAP_industry_industry_air_damage_factor
	production_lack_of_resource_penalty_factor = JAP_industry_lack_of_resource_penalty_factor
	research_speed_factor = JAP_industry_research_speed_factor
	consumer_goods_factor = JAP_industry_consumer_goods_factor
	production_speed_industrial_complex_factor = JAP_industry_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = JAP_industry_production_speed_arms_factory_factor
	production_speed_dockyard_factor = JAP_industry_production_speed_dockyard_factor
	production_speed_buildings_factor = JAP_industry_production_speed_buildings_factor
	factory_energy_consumption = JAP_industry_factory_energy_consumption
	industrial_capacity_dockyard = JAP_industry_industrial_capacity_dockyard
	industrial_capacity_factory = JAP_industry_industrial_capacity_factory
	local_resources_factor = JAP_industry_local_resources_factor
	local_resources_coal_factor = JAP_industry_local_resources_coal_factor
	convoy_retreat_speed = JAP_industry_convoy_retreat_speed
	production_factory_max_efficiency_factor = JAP_industry_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = JAP_industry_production_factory_efficiency_gain_factor
	special_project_speed_factor = JAP_industry_special_project_speed_factor
	line_change_production_efficiency_factor = JAP_industry_line_change_production_efficiency_factor
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_support_allies_with_meat
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction_with, is_in_faction, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_support_allies_with_meat
	icon = GFX_focus_generic_reinforcing_the_supply_network
	prerequisite = {
		focus = NZL_wairarapa_sheep_farms
	}
	x = 0
	y = 1
	relative_position_id = NZL_wairarapa_sheep_farms
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			is_in_faction_with = USA
		}
	}
	available = {
		has_war = yes
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt NZL_support_allies_with_meat_tt
		every_allied_country = {
			limit = {
				NOT = {
					tag = ROOT
				}
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_join_germany
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_puppet, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_join_germany
	icon = GFX_goal_support_fascism
	mutually_exclusive = {
		focus = FRA_woo_italy FRA_france_first
	}
	available = {
		is_puppet = no
		is_in_faction = no
		NOT = {
			has_war_with = GER
		}
		OR = {
			has_government = fascism
			fascism = > 0.4
		}
		GER = {
			exists = yes
			has_government = fascism
			is_faction_leader = yes
		}
	}
	prerequisite = {
		focus = FRA_army_of_aggression
	}
	x = 2
	y = 1
	relative_position_id = FRA_army_of_aggression
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = germany.91
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_reclaiming_the_empire
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_owned_and_controlled_by, add_claim_by, random_other_country
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_reclaiming_the_empire
	icon = GFX_focus_ICE_reclaiming_the_empire
	prerequisite = {
		focus = ICE_the_viking_spirit
	}
	x = 0
	y = 1
	relative_position_id = ICE_the_viking_spirit
	cost = 10
	available = {
		NOT = {
			owns_state = 101
		}
		any_country = {
			owns_state = 101
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		101 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		101 = {
			add_claim_by = ROOT
		}
		random_other_country = {
			limit = {
				owns_state = 101
			}
			country_event = {
				id = iceland_events.20
				days = 1
				random = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				transfer_state = 101
			}
			101 = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Idea
Component: integrated_designers_spirit
Constructs: has_doctrine, has_dlc, research_bonus
Source: game
File: common/ideas/navy_spirits.txt

Code:
integrated_designers_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_convoy_raiding
	}
	visible = {
		has_dlc = Man the Guns
	}
	research_bonus = {
		ship_modules_tech = 0.2
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = anti_aircraft_cruisers battlecruiser_supremacy escort_carrier_support
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_supply_center_fortifications
Constructs: every_owned_state, prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_building_construction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_supply_center_fortifications
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = RAJ_great_indian_peninsula_railway_dlc
	}
	x = 0
	y = 1
	relative_position_id = RAJ_great_indian_peninsula_railway_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		custom_effect_tooltip = RAJ_supply_center_fortifications_tt
		hidden_effect = {
			every_owned_state = {
				add_building_construction = {
					type = bunker
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_supply_node = yes
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_level_down = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_1
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = MAN_low_legitimacy_2
				add_idea = MAN_low_legitimacy_1
			}
		}
		hidden_effect = {
			remove_ideas = MAN_low_legitimacy_1
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_2
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_2
			add_idea = MAN_low_legitimacy_1
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_3
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_3
			add_idea = MAN_low_legitimacy_2
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_4
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_4
			add_idea = MAN_low_legitimacy_3
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_5
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_5
			add_idea = MAN_low_legitimacy_4
		}
	}
}
### Entity: Decision
Component: AUS_the_danubian_federation_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/AUS_decision_categories.txt

Code:
AUS_the_danubian_federation_category = {
	priority = 80
	icon = GFX_decision_generic_political_address
	picture = GFX_decision_cat_picture_danubian_federation
	visible_when_empty = no
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	visible = {
		has_completed_focus = AUS_invite_danubian_countries
		NOT = {
			has_completed_focus = AUS_via_danube_to_europe
		}
	}
}
### Entity: National Focus
Component: bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = aviation_effort
	}
	mutually_exclusive = {
		focus = fighter_focus
	}
	x = 1
	y = 1
	relative_position_id = aviation_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1.0
			uses = 2
			category = cat_strategic_bomber tactical_bomber
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_yokosuka_naval_arsenal_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, add_trait, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_yokosuka_naval_arsenal_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_yokosuka_naval_arsenal
	allowed = {
		OR = {
			AND = {
				original_tag = JAP
				has_dlc = Arms Against Tyranny
			}
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_align_with_japan
				if = {
					limit = {
						has_completed_focus = PHI_declare_military_emergency
					}
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_naval_arsenal_trait
		name = JAP_mio_trait_naval_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_primary_fire_director_control
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_naval_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_armor_plating_to_hull_strength
		name = JAP_mio_trait_armor_plating_to_hull_strength
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_background = yes
		relative_position_id = generic_mio_trait_long_range_cruising
		any_parent = {
			generic_mio_trait_long_range_cruising generic_mio_trait_high_speed_cruising
		}
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		equipment_bonus = {

		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_enhanced_optics
		name = JAP_mio_trait_enhanced_optics
		icon = GFX_generic_mio_trait_icon_surface_detection
		special_trait_background = yes
		relative_position_id = generic_mio_trait_primary_fire_director_control
		all_parents = {
			generic_mio_trait_primary_fire_director_control
		}
		position = {
			x = 1
			y = 1
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		equipment_bonus = {
			lg_attack = 0.05
			hg_attack = 0.05
		}
		a
# ... (truncated)
### Entity: Decision
Component: r56_PAR_franco_coup
Constructs: has_government, has_country_flag, add_stability, fire_only_once, add_political_power, has_civil_war, cancel_if_not_visible, is_good
Source: game
File: common/decisions/r56_PAR_decisions.txt

Code:
r56_PAR_franco_coup = {
	r56_PAR_franco_coup_mission = {
		icon = generic_ignite_civil_war
		allowed = {
			tag = PAR
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		days_mission_timeout = 48
		fire_only_once = yes
		activation = {
			tag = PAR
		}
		visible = {
			has_civil_war = no
			NOT = {
				has_government = fascism
			} {
				has_country_flag = r56_PAR_coup_called_off
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			country_event = r56_paraguay.1
			set_country_flag = r56_PAR_coup_called_off
		}
	}
	r56_PAR_military_concessions = {
		icon = generic_political_discourse
		allowed = {
			tag = PAR
		}
		custom_cost_text = r56_25_command_power_cost
		custom_cost_trigger = {
			command_power = > 24
		}
		fire_only_once = yes
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {
			has_civil_war = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 300
				is_historical_focus_on = no
			}
		}
		days_remove = 10
		modifier = {
			fascism_drift = 0.1
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_political_power = 5
		}
	}
	r56_PAR_marxist_concessions = {
		icon = generic_political_discourse
		allowed = {
			tag = PAR
		}
		cost = 5
		fire_only_once = yes
		available = {
			has_civil_war = no
		}
		visible = {
			has_civil_war = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		days_remove = 10
		modifier = {
			communism_drift = 0.1
		}
		complete_effect = {
			custom_effect_tooltip = r56_PAR_civil_war_choice_tt
			set_country_flag = r56_PAR_civil_war_choice
		}
		remove_effect = {
			add_political_power = 20
		}
	}
	r56_PAR_assassinate_franco = {
		icon = generic_assassination
		allowed = {
			tag = PAR
		}
		cost = 150
		priority = 1
		available = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.1
			modifier = {
				add = 300
				is_historical_focus_on = no
			}
		}
		visible = {
			has_civil_war = no
		}
		fire_only_once = yes
		complete_effect = {
			add_stability = -0.1
			custom_effect_tooltip = r56_PAR_coup_called_off_tt
			set_country_flag = r56_PAR_coup_called_off
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_coastal_defense
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_coastal_defense
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = CUB_the_twin_threats
	}
	mutually_exclusive = {
		focus = CUB_strike_force
	}
	relative_position_id = CUB_caribbean_navy
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_coastal_defense
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = CUB_coastal_defense
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_further_nuclear_research
Constructs: has_completed_focus, prerequisite, limit, add_ideas, every_country, is_major, completion_reward, is_subject_of
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_further_nuclear_research
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = BEL_transform_the_congo
	} {
		focus = BEL_Expand_the_port_of_Antwerp
	}
	relative_position_id = BEL_urban_projects_capital
	x = -2
	y = 3
	cost = 10
	ai_will_do = {
		base = 20
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_further_nuclear_research
					progress = > 0
				}
			}
		}
		OR = {
			controls_state = 295
			AND = {
				COG = {
					is_subject_of = ROOT
				} {
					controls_state = 295
				}
			}
		}
		has_tech = excavation3
		date = > 1939.06.01
	}
	bypass = {
		COG = {
			has_completed_focus = COG_further_nuclear_research
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = BEL_further_nuclear_research
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
		add_ideas = BEL_congo_uranium
		if = {
			limit = {
				COG = {
					is_subject_of = ROOT
				}
			}
			COG = {
				IF = {
					limit = {
						NOT = {
							has_tech = atomic_research
						}
					}
					add_tech_bonus = {
						name = BEL_further_nuclear_research
						bonus = 1.0
						uses = 1
						category = nuclear
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.5
					}
				}
				ELSE = {
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.8
					}
				}
				add_ideas = BEL_congo_uranium
			}
			every_country = {
				limit = {
					is_in_faction_with = ROOT
					is_major = yes
				}
				add_ideas = BEL_congo_uranium
			} {
				limit = {
					is_in_faction_with = ROOT
					is_major = yes
				}
				country_event = belgium.57
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Component: construction_effort
Constructs: prerequisite, limit, completion_reward, is_in_array, is_subject_of, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = construction_effort
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = industrial_effort
	}
	x = -1
	y = 1
	relative_position_id = industrial_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			is_in_array = {
				array = RAJ.raj_releasables
				value = THIS
			}
			is_subject_of = RAJ
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = industrial_complex
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}