Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_reclaim_transylvania
Constructs: prerequisite, limit, random_country, owns_state, has_war_with, completion_reward, is_puppet, has_army_manpower
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reclaim_transylvania
	icon = GFX_focus_YUG_autonomous_transylvania
	prerequisite = {
		focus = wuw_HUN_protect_czechoslovakia
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_protect_czechoslovakia
	will_lead_to_war_with = ROM TRA
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
		has_army_manpower = {
			size = > 200000
		}
		NOT = {
			OR = {
				76 = {
					is_owned_by = ROOT
				}
				83 = {
					is_owned_by = ROOT
				}
				84 = {
					is_owned_by = ROOT
				}
			}
		}
		76 = {
			OWNER = {
				NOT = {
					OR = {
						is_in_faction_with = ROOT
						has_war_with = ROOT
					}
				}
			}
		}
		IF = {
			limit = {
				ROM = {
					owns_state = 76
				}
			}
			strength_ratio = {
				tag = ROM
				ratio = > 0.66
			}
		}
	}
	bypass = {
		OR = {
			76 = {
				OWNER = {
					has_war_with = ROOT
				}
			} {
				is_owned_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 76 83 84 82
				}
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt HUN_demands_tt
		random_country = {
			limit = {
				owns_state = 76
			}
			country_event = {
				id = WW_hungary.4
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_democratic_international_policies.3
Constructs: is_triggered_only, add_popularity, add_timed_idea
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_democratic_international_policies.3
	title = bftb_bulgaria_democratic_international_policies.3.t
	desc = bftb_bulgaria_democratic_international_policies.3.desc
	picture = GFX_report_event_bul_boris_with_muraviev
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_democratic_international_policies.3.a
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_timed_idea = {
			idea = BUL_bulgarian_capital_injection
			days = 120
		}
	}
}
### Entity: Event
Component: siam.44
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.44
	title = siam.44.t
	desc = siam.44.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = siam.44.a
		add_opinion_modifier = {
			target = FROM
			modifier = SIA_purchased_submarines_from_us
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_strengthen_mesopotamian_farming
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_strengthen_mesopotamian_farming
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = IRQ_construct_the_kut_barrage
	}
	x = 0
	y = 2
	relative_position_id = IRQ_construct_the_kut_barrage
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_idea = IRQ_iraq_currency_board_idea_3
			}
			swap_ideas = {
				remove_idea = IRQ_iraq_currency_board_idea_3
				add_idea = IRQ_iraq_currency_board_idea_4
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = IRQ_iraq_currency_board_idea
				add_idea = IRQ_iraq_currency_board_idea_2
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_suomen_merivoimat
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_suomen_merivoimat
	icon = GFX_focus_FIN_suomen_merivoimat
	prerequisite = {
		focus = FIN_increase_military_budget
	}
	x = 6
	y = 0
	relative_position_id = FIN_suomen_ilmavoimat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = FIN_suomen_merivoimat
			bonus = 0.75
			uses = 1
			category = naval_equipment
		}
		add_doctrine_cost_reduction = {
			name = FIN_suomen_merivoimat
			cost_reduction = 0.75
			uses = 1
			category = naval_doctrine
		}
		random_core_state = {
			prioritize = {
				149
			}
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		effect_tooltip = {
			add_ideas = FIN_finnish_navy_fake
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = FIN_finnish_navy
			}
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.12
Constructs: is_triggered_only, ai_chance, limit, add_autonomy_ratio, random_owned_controlled_state, remove_building, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.12
	title = mongol_soviet_puppet.12.t
	desc = mongol_soviet_puppet.12.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.12.a
		trigger = {
			any_controlled_state = {
				OR = {
					region = 137 40 138 136 14 150
				}
				arms_factory = > 0
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				ROOT = {
					surrender_progress = > 0.2
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.4
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.6
				}
			}
		}
		MON = {
			MON_soviet_low_influence_increase_effect = yes
			add_autonomy_ratio = {
				value = -0.05
				localization = MON_soviet_cooperation_name
			}
		} {
			country_event = {
				id = mongol_soviet_puppet.13
				hours = 6
			}
		}
		random_owned_controlled_state = {
			limit = {
				OR = {
					region = 137 40 138 136 14 150
				}
				arms_factory = > 0
			}
			remove_building = {
				type = arms_factory
				level = 1
			}
		}
		effect_tooltip = {
			MON = {
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
		}
	} {
		name = mongol_soviet_puppet.12.b
		trigger = {
			any_controlled_state = {
				OR = {
					region = 137 40 138 136 14 150
				}
				industrial_complex = > 0
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				ROOT = {
					surrender_progress = > 0.2
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.4
				}
			} {
				factor = 4
				ROOT = {
					surrender_progress = > 0.6
				}
			}
		}
		MON = {
			MON_soviet_low_influence_increase_effect = yes
			add_autonomy_ratio = {
				value = -0.05
				localization = MON_soviet_cooperation_name
			}
		} {
			country_event = {
				id = mongol_soviet_puppet.14
				hours = 6
			}
		}
		random_owned_controlled_state = {
			limit = {
				OR = {
					region = 137 40 138 136 14 150
				}
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
		effect_tooltip = {
			MON = {
				random_owned_controlled_state 
# ... (truncated)
### Entity: Idea
Component: CZE_territory_compensation_payments_reduced_ROM_idea
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_territory_compensation_payments_reduced_ROM_idea = {
	picture = czech_industry
	allowed = {
		tag = CZE
	}
	available = {
		NOT = {
			has_war_with = ROM
		}
	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ROM
		cic_to_target_factor = 0.15
		mic_to_target_factor = 0.15
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/GER_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 6521
	division_template = Panzer-Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_equipment_1 = {
			owner = GER
		}
	}
}
### Entity: Event
Component: mtg_news.29
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.29
	title = mtg_news.29.t
	desc = mtg_news.29.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.29.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.29.b
		trigger = {
			original_tag = FROM
		}
	} {
		name = mtg_news.29.c
		trigger = {
			OR = {
				original_tag = AFG PER
			}
			NOR = {
				original_tag = FROM
			}
		}
	} {
		name = mtg_news.29.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = PER
			} {
				original_tag = AFG
			}
		}
	}
}
### Entity: Character
Component: GRN_jonathan_petersen
Source: game
File: common/characters/GRN.txt

Code:
GRN_jonathan_petersen = {
	name = Jonathan Petersen
	portraits = {
		army = {
			small = GFX_idea_generic_war_industrialist_eastern_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRN_jonathan_petersen
		allowed = {
			original_tag = GRN
		}
		available = {

		}
		ai_will_do = {
			factor = 3
		}
		traits = {
			AFG_newspaper_editor
		}
	}
}
### Entity: Modifier Reference
Component: CZE_ceskoslovenske_alecne_lodstvo_dynamic_modifier
Constructs: screening_efficiency, sortie_efficiency
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_ceskoslovenske_alecne_lodstvo_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CZE_ceskoslovenska_lodstvo
	experience_gain_navy_factor = CZE_ceskoslovenske_alecne_lodstvo_experience_gain_navy_factor
	navy_capital_ship_attack_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_capital_ship_attack_factor
	screening_without_screens = CZE_ceskoslovenske_alecne_lodstvo_screening_without_screens
	navy_screen_attack_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_screen_attack_factor
	screening_efficiency = CZE_ceskoslovenske_alecne_lodstvo_screening_efficiency
	convoy_raiding_efficiency_factor = CZE_ceskoslovenske_alecne_lodstvo_convoy_raiding_efficiency_factor
	naval_torpedo_reveal_chance_factor = CZE_ceskoslovenske_alecne_lodstvo_naval_torpedo_reveal_chance_factor
	naval_heavy_gun_hit_chance_factor = CZE_ceskoslovenske_alecne_lodstvo_naval_heavy_gun_hit_chance_factor
	navy_capital_ship_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_capital_ship_defence_factor
	navy_screen_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_screen_defence_factor
	navy_submarine_defence_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_submarine_defence_factor
	sortie_efficiency = CZE_ceskoslovenske_alecne_lodstvo_sortie_efficiency
	navy_max_range_factor = CZE_ceskoslovenske_alecne_lodstvo_navy_max_range_factor
}
### Entity: Name List
Component: KLT
Source: game
File: common/names/00_names.txt

Code:
KLT = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: Idea
Component: arg_malbran
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_malbran = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_disjointed_gov
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_nordic_technology_sharing
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_in_tech_sharing_group, modify_tech_sharing_bonus, unlock_decision_category_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_expand_nordic_technology_sharing
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = NOR_nordic_technology_sharing
	}
	x = -2
	y = 2
	relative_position_id = NOR_three_brothers
	cost = 10
	ai_will_do = {
		base = 25
	}
	available = {
		OR = {
			is_in_faction_with = DEN SWE FIN
		}
		is_in_tech_sharing_group = NOR_nordic_research
	}
	available_if_capitulated = yes
	completion_reward = {
		ROOT = {
			modify_tech_sharing_bonus = {
				id = NOR_nordic_research
				bonus = 0.05
			}
		}
		unlock_decision_category_tooltip = NOR_nordic_research
		custom_effect_tooltip = NOR_expand_nordic_technology_sharing_tt
		add_tech_bonus = {
			name = NOR_support_technology_bonus
			bonus = 1.0
			uses = 1
			category = support_tech
		}
		if = {
			limit = {
				OR = {
					is_in_faction_with = DEN SWE
				}
			}
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 1.0
				uses = 1
				category = motorized_equipment
			} {
				name = cr_bonus
				bonus = 1.0
				uses = 1
				category = ca_tech
			}
		} {
			limit = {
				is_in_faction_with = FIN
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		} {
			limit = {
				DEN = {
					is_in_faction_with = NOR
				}
			}
			DEN = {
				add_tech_bonus = {
					name = NOR_electronics_bonus
					bonus = 1.0
					uses = 1
					category = electronics
				}
			}
		} {
			limit = {
				SWE = {
					is_in_faction_with = NOR
				}
			}
			SWE = {
				add_tech_bonus = {
					name = NOR_naval_technology_bonus
					bonus = 1.0
					uses = 1
					category = naval_equipment
				}
			}
		} {
			limit = {
				FIN = {
					is_in_faction_with = NOR
				}
			}
			FIN = {
				add_tech_bonus = {
					name = HUN_light_fighter_effort
					bonus = 1.0
					uses = 1
					category = light_fighter
				}
			}
		} {
			limit = {
				EST = {
					is_in_faction_with = NOR
				}
			}
			EST = {
				add_tech_bonus = {
					name = NOR_naval_technology_bonus
					bonus = 1.0
					uses = 1
					category = naval_equipment
				}
			}
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					is_subject_of = NOR
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
				add_to_tech_sharing_group = NOR_nordic_research
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: greece.77
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.77
	title = greece.77.t
	desc = greece.77.d
	picture = GFX_report_GRE_fascist_victory
	is_triggered_only = yes
	option = {
		name = greece.77.a
	}
}
### Entity: Event
Component: SEA_warlords.4
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, fire_only_once, load_oob, remove_dynamic_modifier
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.4
	title = SEA_warlords.4.t
	desc = SEA_warlords.4.desc
	picture = GFX_report_event_spr_anarchist_uprising2
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			KUM = {
				transfer_state = 760
				load_oob = KUM_uprising
				add_ideas = {
					SIK_battle_for_sinkiang
				}
			}
			760 = {
				remove_dynamic_modifier = {
					modifier = SIK_state_autonomous_prefecture
				}
			}
			IF = {
				limit = {
					KHM = {
						has_country_flag = KHM_initiated_the_war_flag
					}
				}
				KHM = {
					puppet = {
						target = KUM
						end_wars = no
					}
				}
			}
		}
	}
	option = {
		name = SEA_warlords.4.a
		ai_chance = {
			base = 100
		}
		declare_war_on = {
			target = KUM
			type = annex_everything
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			760 = {
				remove_dynamic_modifier = {
					modifier = SIK_state_autonomous_prefecture
				}
			}
		}
	} {
		name = SEA_warlords.4.b
		ai_chance = {
			base = 0
		}
		custom_effect_tooltip = we_will_play_as_kum_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			KUM = {
				load_oob = KUM_uprising_2
				change_tag_from = ROOT
			}
		}
		declare_war_on = {
			target = KUM
			type = annex_everything
		}
		effect_tooltip = {
			760 = {
				remove_dynamic_modifier = {
					modifier = SIK_state_autonomous_prefecture
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_german_staff
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_german_staff = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
	picture = generic_fascism_drift_2
	modifier = {
		conscription = 0.02
	}
}
### Entity: Decision
Component: JAP_seek_alliances
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/r56_JAP_decision_categories.txt

Code:
JAP_seek_alliances = {
	icon = GFX_decision_category_generic_independence
	allowed = {
		original_tag = JAP
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	priority = 10
	visible = {
		is_subject = no
		has_completed_focus = JAP_seek_alliances
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_allow_rigged_election
Constructs: prerequisite, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_allow_rigged_election
	prerequisite = {
		focus = BUL_tsarist_terror
	}
	relative_position_id = BUL_tsarist_terror
	icon = GFX_focus_usa_voter_registration_act
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_39
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_39 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 39
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 39
	}
}
### Entity: Unit Template
Component: BRENGL_INFB_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_INFB_01 = {
	name = Infantry Brigade
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Infantry Brigade
	ordered = {
		1 = {
			%dst Infantry Brigade
		}
		2 = {
			%dnd Infantry Brigade
		}
		3 = {
			%drd Infantry Brigade
		}
		4 = {
			%dth Infantry Brigade
		}
		5 = {
			%dth Infantry Brigade
		}
		6 = {
			%dth Infantry Brigade
		}
		7 = {
			%dth Infantry Brigade
		}
		8 = {
			%dth Infantry Brigade
		}
		9 = {
			%dth Infantry Brigade
		}
		10 = {
			%dth Infantry Brigade
		}
		11 = {
			%dth Infantry Brigade
		}
		12 = {
			%dth Infantry Brigade
		}
		13 = {
			%dth Infantry Brigade
		}
		14 = {
			%dth Infantry Brigade
		}
		15 = {
			%dth Infantry Brigade
		}
		16 = {
			%dth Infantry Brigade
		}
		17 = {
			%dst Infantry Brigade
		}
		18 = {
			%dnd Infantry Brigade
		}
		19 = {
			%drd Infantry Brigade
		}
		20 = {
			%dth Infantry Brigade
		}
		21 = {
			%dst Infantry Brigade
		}
		22 = {
			%dnd Infantry Brigade
		}
		23 = {
			%drd Infantry Brigade
		}
	}
}
### Entity: Modifier Reference
Construct: max_command_power_mult
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_command_power_mult

* Number with 0 decimal places
* **Categories**: country, army
### Entity: National Focus
Tree: swe_focus
Component: SWE_lindholmens_varv
Constructs: prerequisite, limit, completion_reward, is_coastal, is_fully_controlled_by, cancel_if_invalid, add_timed_idea, random_core_state
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_lindholmens_varv
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_gotaverken
	}
	relative_position_id = SWE_gotaverken
	ai_will_do = {
		factor = 10
	}
	available = {
		any_core_state = {
			is_coastal = yes
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_lindsholmens_varv_idea
			days = 270
		}
		random_core_state = {
			prioritize = {
				140
			}
			limit = {
				is_coastal = yes
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		mio:SWE_kockums_organization = {
			add_mio_funds = 200
		}
		mio:SWE_gotaverken_organization = {
			add_mio_funds = 200
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_push_forward_modest_social_benefits
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_push_forward_modest_social_benefits
	prerequisite = {
		focus = POR_utilize_the_budget_surplus
	}
	icon = GFX_goal_generic_banking_legislation
	cost = 8
	ai_will_do = {
		base = 25
	}
	x = 1
	y = 1
	relative_position_id = POR_utilize_the_budget_surplus
	completion_reward = {
		add_political_power = 40
		add_stability = 0.04
		custom_effect_tooltip = CHL_skip_one_line_tt
		unlock_decision_tooltip = POR_maternalistic_welfare POR_subsidize_rural_farming
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_decentralisation_2
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_decentralisation_2
	icon = GFX_focus_generic_industry_3
	ai_will_do = {
		factor = 3
	}
	x = 16
	y = 4
	prerequisite = {
		focus = MAL_decentralisation_1
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = -100
		remove_ideas = MAL_colonial_idea
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}