Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_closer_ties_with_the_usa
Constructs: prerequisite, has_government, has_war_with, completion_reward, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_closer_ties_with_the_usa
	icon = GFX_focus_generic_befriend_usa
	x = 0
	y = 1
	relative_position_id = JAP_democratic_war_with_china
	prerequisite = {
		focus = JAP_democratic_war_with_china
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		USA = {
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		USA = {
			country_event = {
				id = SEA_japan_foreign_policy.92
				hours = 6
				random_hours = 24
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.31
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, add_country_leader_role
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.31
	title = SEA_japan_popup_events.31.t
	desc = SEA_japan_popup_events.31.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.31.a
		ai_chance = {
			base = 50
		}
		add_country_leader_role = {
			character = JAP_sanzo_nosaka
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1993.1.1.1
				traits = {
					guerilla_warfare_expert JAP_first_secretary_of_the_jcp_trait
				}
			}
		}
	} {
		name = SEA_japan_popup_events.31.b
		ai_chance = {
			base = 50
		}
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_seek_yakuza_support
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, every_army_leader, has_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_seek_yakuza_support
	icon = GFX_focus_JAP_seek_yakuza_support
	x = -7
	y = 1
	relative_position_id = JAP_okadas_military_purge_speech
	prerequisite = {
		focus = JAP_okadas_military_purge_speech
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt JAP_seek_yakuza_support_2_tt generic_skip_one_line_tt JAP_seek_yakuza_support_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_trait = JAP_IJA_loyalist
					NOT = {
						is_character = JAP_tadaichi_wakamatsu
					} {
						has_character_flag = JAP_do_not_align_me_flag
					}
				}
				random_select_amount = 1
				remove_trait = {
					trait = JAP_IJA_loyalist
				}
				add_trait = {
					trait = JAP_government_supporter
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			JAP_create_yoshio_kodama_operative = yes
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		show_ideas_tooltip = JAP_noboru_yamaguchi
	}
}
### Entity: Character
Component: SEN_acgs
Source: game
File: common/characters/SEN.txt

Code:
SEN_acgs = {
	advisor = {
		slot = air_chief
		idea_token = SEN_acgs
		allowed = {
			original_tag = SEN
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: NIR_aco2
Source: game
File: common/characters/NIR.txt

Code:
NIR_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = NIR_aco2
		allowed = {
			original_tag = NIR
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, complete_effect, remove_effect, random_owned_controlled_state
Source: game
File: common/decisions/HUN.txt

Code:
political_actions = {
	HUN_collectivize_society = {
		priority = 50
		icon = GFX_decision_SOV_place_hq
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = HUN
		}
		available = {
			has_government = communism
			OR = {
				has_completed_focus = wuw_HUN_join_the_comintern wuw_HUN_restore_the_socialist_federative_republic
			}
		}
		visible = {
			tag = HUN
			has_government = communism
			NOT = {
				has_country_flag = HUN_collectivized_society_flag
			}
		}
		days_remove = 105
		cost = 120
		complete_effect = {
			add_stability = -0.05
		}
		modifier = {

		}
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					} {
						building = infrastructure
						size = > 1
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			hidden_effect = {
				set_country_flag = HUN_collectivized_society_flag
			}
		}
	}
	HUN_apostolic_king_goering = {
		priority = 100
		icon = GFX_decision_generic_political_address
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = HUN
		}
		available = {
			has_government = fascism
			has_completed_focus = wuw_HUN_government_of_national_unity
			OR = {
				AND = {
					GER = {
						has_government = fascism
						is_in_faction_with = HUN
						NOT = {
							has_country_leader = {
								ruling_only = yes
								character = GER_hermann_goring
							}
						}
					}
				}
				GER = {
					NOT = {
						has_government = fascism
					}
				}
			}
			has_country_leader = {
				ruling_only = yes
				character = HUN_ferenc_szalasi
			}
			amount_taken_ideas = {
				amount = < 3
				slots = {
					political_advisor
				}
			}
		}
		visible
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_sway_the_balkans
Constructs: prerequisite, completion_reward, is_subject, is_faction_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_sway_the_balkans
	icon = GFX_focus_generic_balkan_diplomacy
	prerequisite = {
		focus = GER_align_czechoslovakia
	}
	x = 0
	y = 1
	relative_position_id = GER_align_czechoslovakia
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_sway_the_balkans_tt
	}
}
### Entity: National Focus
Component: submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = flexible_navy large_navy
	}
	x = 0
	y = 1
	relative_position_id = flexible_navy
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_argentine_nationalism
Constructs: prerequisite, add_ideas, completion_reward, random_core_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_argentine_nationalism
	icon = GFX_focus_ARG_argentine_nationalism
	prerequisite = {
		focus = ARG_union_nacional_fascista
	}
	x = 0
	y = 1
	relative_position_id = ARG_union_nacional_fascista
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		random_core_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_ideas = ARG_argentine_nationalism_idea
	}
}
### Entity: Character
Component: CHI_chen_yi
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_yi = {
	name = CHI_chen_yi
	portraits = {
		civilian = {
			small = GFX_idea_CHI_chen_yi
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHI_chen_yi
		allowed = {
			original_tag = CHI
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Event
Component: mongol.20
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_country_flag, save_event_target_as, set_variable, clr_state_flag, clr_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.20
	title = mongol.20.t
	desc = mongol.20.d
	picture = GFX_report_event_MON_cavalry_raid_good
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
			}
			set_variable = {
				num_guns_from_small_raid = 0
			}
			randomize_variable = {
				var = num_guns_from_small_raid
				distribution = uniform
				min = 150
				max = 350
			}
			if = {
				limit = {
					FROM.FROM = {
						NOT = {
							has_country_flag = MON_raid_ignored
						}
					}
				}
				FROM.FROM.FROM = {
					clr_state_flag = border_incident_active
					save_event_target_as = their_state
				}
				FROM = {
					clr_state_flag = border_incident_active
				}
			}
			FROM.FROM = {
				save_event_target_as = their_country
				if = {
					limit = {
						has_country_flag = MON_raid_ignored
					}
					clr_country_flag = MON_raid_ignored
				}
			}
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.20.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_from_small_raid
			producer = FROM.FROM
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = MON_had_won_the_first_small_raid
				}
			}
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.25
				uses = 1
				category = infantry_weapons
			}
			set_global_flag = MON_had_won_the_first_small_raid
		}
	}
}
### Entity: Modifier Reference
Component: islamist_opposition
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
islamist_opposition = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_traditionalist_unrest
	recruitable_population_factor = -0.05
	local_building_slots_factor = -0.1
	state_resources_factor = -0.1
	state_production_speed_buildings_factor = -0.15
}
### Entity: Event
Component: PER_revolution_events.1
Constructs: is_triggered_only, fire_only_once, set_global_flag, is_capital, is_controlled_by
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_revolution_events.1
	title = PER_revolution_events.1.t
	desc = PER_revolution_events.1.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = PER_revolution_events.1.a
		hidden_effect = {
			set_global_flag = PER_civil_war_happened
			start_civil_war = {
				ideology = democratic
				size = 0.1
				army_ratio = 0.1
				navy_ratio = 0
				air_ratio = 0.5
				states = all
				states_filter = {
					is_capital = no
					is_controlled_by = PER
					NOT = {
						state = 266 418 417 1001 1000 420 419
					}
				}
				keep_all_characters = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/AIR/fighter
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/AIR/fighter = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_ftr_air_focus_1 = yes
							NOT = {
								EAI_ftr_air_focus_1 = yes
								EAI_ftr_air_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/fighter = global.EAI_FTR_A
			}
			set_variable = {
				EAI_FOCUS/AIR/fighter = global.EAI_FTR_A
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_ftr_air_focus_0 = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/AIR/fighter = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/fighter = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/armor_width = global.EAI_HISTORICAL
		}
	}
}
### Entity: Event
Component: kmt.188
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.188
	title = kmt.188.t
	desc = kmt.188.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		name = kmt.188.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_kings_line
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_kings_line
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = NOR_encourage_recruitment
	} {
		focus = NOR_for_the_king_and_prince
	}
	x = 1
	y = 1
	relative_position_id = NOR_encourage_recruitment
	cost = 10
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {

	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_protect_the_homeland
Constructs: every_owned_state, prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, is_controlled_by, is_on_continent
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_protect_the_homeland
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = AST_never_another_gallipoli
	}
	mutually_exclusive = {
		focus = AST_abandon_the_westminster_system
	}
	x = -3
	y = 1
	relative_position_id = AST_never_another_gallipoli
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_homeland_defense_tt
		hidden_effect = {
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_on_continent = australia
					is_in_home_area = yes
				}
				add_building_construction = {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
					level = 2
					instant_build = yes
				} {
					type = bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				} {
					type = coastal_bunker
					province = {
						all_provinces = yes
						limit_to_naval_base = yes
					}
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.172
Constructs: is_triggered_only, ai_chance, clr_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.172
	title = JUNO_brazil_events.172.t
	desc = JUNO_brazil_events.172.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.172.a
		ai_chance = {
			base = 1
		}
		FROM = {
			clr_country_flag = BRA_target_which_is_currently_being_integrated
		}
		clr_country_flag = BRA_invite_country_in_progress
	}
}
### Entity: Character
Component: army_armored_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_armored_2 = {
	sprite = 8
	army_armor_attack_factor = 0.1
	army_armor_defence_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/AST_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = AST
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = AST
		}
		requested_factories = 1
		progress = 0.45
		efficiency = 100
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/heavy_armor.txt

Code:
sub_units = {
	heavy_armor = {
		abbreviation = HTK
		sprite = heavy_armor
		map_icon_category = armored
		priority = 2503
		ai_priority = 2503
		active = yes
		training_time = 180
		type = {
			armor
		}
		group = armor
		categories = {
			category_tanks category_front_line category_all_armor category_army
		}
		forest = {
			attack = -0.4
			movement = -0.4
		}
		hills = {
			attack = -0.2
		}
		mountain = {
			attack = -0.3
		}
		jungle = {
			attack = -0.6
			movement = -0.4
		}
		marsh = {
			attack = -0.4
			movement = -0.2
		}
		urban = {
			attack = -0.5
			defence = -0.2
		}
		river = {
			attack = -0.4
			movement = -0.4
		}
		amphibious = {
			attack = -0.9
		}
		fort = {
			attack = 0.1
		}
		combat_width = 2
		need = {
			heavy_tank_chassis = 40
		}
		manpower = 500
		max_organisation = 10
		default_morale = 0.3
		max_strength = 2
		weight = 1.5
		supply_consumption = 0.32
		breakthrough = 0.15
		suppression = 2.5
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Multipartism
Constructs: prerequisite, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Multipartism
	icon = GFX_goal_generic_multipartism
	cost = 5
	available = {
		democratic = > 0.4
	}
	prerequisite = {
		focus = PAK_General_Election
	}
	mutually_exclusive = {
		focus = PAK_Cement_Leaders_Rule
	}
	x = 5
	y = 1
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_politics = {
			ruling_party = democratic
			last_election = 1936.03.14
			election_frequency = 48
			elections_allowed = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: prevent_operative_detection
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
prevent_operative_detection
|
Your operatives/spies won't be detected anymore
|

|
### Entity: Idea
Component: BOS_acgs
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_demand_albanian_subjugation
Constructs: prerequisite, has_war_with, completion_reward, has_full_control_of_state, is_subject, is_subject_of, has_capitulated
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_demand_albanian_subjugation
	icon = GFX_goal_generic_befriend_albania_communist
	prerequisite = {
		focus = BUL_rally_the_proletariat
	}
	relative_position_id = BUL_support_yugoslavian_seperatists
	x = 0
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 50
	}
	available = {
		has_full_control_of_state = 106
		is_subject = no
		ALB = {
			is_subject = no
			exists = yes
			NOT = {
				has_war_with = BUL
			}
		}
	}
	bypass = {
		ALB = {
			OR = {
				is_subject_of = BUL
				exists = no
				AND = {
					has_war_with = BUL
					has_capitulated = yes
					BUL = {
						controls_state = 44 805
					}
				}
			}
		}
	}
	completion_reward = {
		ALB = {
			country_event = axis_minors_bulgaria.58
		}
	}
}
### Entity: Character
Component: CAR_nt
Source: game
File: common/characters/CAR.txt

Code:
CAR_nt = {
	advisor = {
		slot = theorist
		idea_token = CAR_nt
		ledger = navy
		allowed = {
			original_tag = CAR
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_extensive_navy_maneuvers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_extensive_navy_maneuvers
	icon = GFX_focus_PER_the_peoples_navy
	x = 2
	y = 1
	relative_position_id = JAP_socialism_in_one_state
	prerequisite = {
		focus = JAP_socialism_in_one_state
	}
	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_NAVY_XP
	}
	completion_reward = {
		navy_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_anti_breakway_navy_maneuvers_idea
			days = 365
		}
	}
}