Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lti.11
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = lti.11
	title = lti.11.t
	desc = lti.11.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = lti.11.a
		effect_tooltip = {
			add_timed_idea = {
				idea = improper_frontline_command
				days = 700
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_bringing_breakaways_back_to_the_fold
Constructs: prerequisite, limit, every_country, has_country_flag, completion_reward, create_wargoal, take_core_state
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_bringing_breakaways_back_to_the_fold
	icon = GFX_SOV_bringing_breakaways_back_to_the_fold_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_consolidate_power
	}
	x = -2
	y = 1
	relative_position_id = SOV_consolidate_power
	mutually_exclusive = {
		focus = SOV_offer_autonomy_to_former_soviet_republics
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_country = {
			has_country_flag = SOV_breakaway_country_flag
		}
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_country = {
			limit = {
				has_country_flag = SOV_breakaway_country_flag
			}
			ROOT = {
				create_wargoal = {
					type = take_core_state
					target = PREV
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Battle_Plan_and_Allies
Source: wiki
File: wiki/Battle_plan.html

Doc:
Battle Plan and Allies[edit]
Players can see their allies battle plans (an option that can toggle on and off). This will help in multiplayer to coordinate with allies. The ai countries will also create battle plans so this is also useful in single player.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Battle_plan&oldid=2606"
### Entity: Event
Component: SEA_japan_foreign_policy.100
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power, random_hours
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.100
	title = SEA_japan_foreign_policy.100.t
	desc = SEA_japan_foreign_policy.100.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.100.a
		ai_chance = {
			base = 100
		}
		add_ideas = JAP_pacific_customs_union_member
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.101
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = SEA_japan_foreign_policy.100.b
		ai_chance = {
			base = 0
		}
		add_political_power = -10
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.102
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Idea
Component: GER_revive_the_kaiserreich2
Constructs: has_government, removal_cost, neutrality_drift, democratic_drift, send_volunteers_tension
Source: game
File: common/ideas/GER.txt

Code:
GER_revive_the_kaiserreich2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ger_revive_the_kaiserreich
	modifier = {
		neutrality_drift = 0.1
		democratic_drift = -0.02
		drift_defence_factor = 0.1
		join_faction_tension = -0.2
		lend_lease_tension = -0.2
		send_volunteers_tension = -0.2
	}
}
### Entity: Event
Component: bftb_greece.220
Constructs: is_triggered_only, limit, add_war_support, add_stability, is_owned_by, add_core_of
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.220
	title = bftb_greece.220.t
	desc = bftb_greece.220.desc
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = bftb_greece.220.a
		183 = {
			if = {
				limit = {
					is_owned_by = ENG
				}
				add_core_of = GRE
			}
		}
		GRE = {
			transfer_state = 183
		}
		add_stability = 0.1
		add_war_support = 0.05
	}
}
### Entity: Event
Component: luxembourg.251
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.251
	hidden = yes
	is_triggered_only = yes
	option = {
		swap_ideas = {
			remove_idea = r56_LUX_developing_autarkic_economy
			add_idea = r56_LUX_autarkic_economy
		}
	}
}
### Entity: Event
Component: wtt_news.20
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.20
	title = wtt_news.20.t
	desc = wtt_news.20.desc
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.215.a
		trigger = {
			original_tag = GER
		}
	} {
		name = news.215.b
		trigger = {
			original_tag = SOV
		}
	} {
		name = news.215.c
		trigger = {
			NOT = {
				original_tag = GER SOV
			}
		}
	}
}
### Entity: Modding Documentation
Construct: manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### manpower_k
* description: total manpower of country in thousands
### Entity: Technology
Component: strategic_bomber2
Constructs: limit, enable_equipments, has_dlc, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		strat_bomber_equipment_2
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_air_intercontinental_bomber
			} {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_air_mothership_aircraft
			} {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_air_bouncing_bomb
			} {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_air_earthshaker_bomb
			}
		}
	}
	path = {
		leads_to_tech = strategic_bomber3
		research_cost_coeff = 1
	} {
		leads_to_tech = reinforced_wings_mothership
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 0
			y = 6
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = ENG
		} {
			factor = 5
			tag = USA
		}
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_bukharin
Constructs: add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_bukharin = {
	add_country_leader_role = {
		character = SOV_nikolay_bukharin
		country_leader = {
			ideology = marxism
			traits = {
				defender_of_the_peasantry
			}
			expire = 1965.1.1.1
		}
		promote_leader = yes
	}
	SOV = {
		set_country_flag = SOV_bukharin_country_leader_flag
	}
}
### Entity: Idea
Component: GER_deschimag_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_deschimag_improved = {
	name = GER_deschimag
	picture = GER_deschimag
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_high_seas_fleet
	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		air_escort_efficiency = 0.1
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Event
Component: soviet.15
Constructs: is_triggered_only
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.15
	title = soviet.15.t
	desc = soviet.15.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = soviet.15.a
	}
}
### Entity: Order of Battle
Component: Festung Lötzen
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/GER_1939.txt

Code:
division = {
	name = Festung Lötzen
	location = 9327
	division_template = Sicherungs-Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: argentina.38
Constructs: is_triggered_only, limit, is_owned_by, add_core_of, annex_country
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.38
	title = argentina.38.t
	desc = argentina.38.d
	is_triggered_only = yes
	option = {
		name = argentina.38.a
		300 = {
			if = {
				limit = {
					is_owned_by = URG
				}
				add_core_of = ARG
			}
		}
		annex_country = {
			target = URG
			transfer_troops = no
		}
	}
}
### Entity: Character
Component: RUT_vasily_zakharovich_filonovich
Source: game
File: common/characters/RUT.txt

Code:
RUT_vasily_zakharovich_filonovich = {
	name = RUT_vasily_zakharovich_filonovich
	portraits = {
		army = {
			large = GFX_Portrait_Europe_Generic_land_2
			small = GFX_idea_europe_generic_land_2
		}
	}
	corps_commander = {
		traits = {
			commando militias_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Modifier Reference
Component: SIK_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SIK_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = SIK_warlord_army_xp_factor
	surrender_limit = SIK_warlord_army_surrender_limit
	conscription_factor = SIK_warlord_army_rec_pop
	attrition = SIK_warlord_army_attrition
	max_planning_factor = SIK_warlord_army_max_planning
	land_doctrine_cost_factor = SIK_warlord_army_doc_cost
	army_attack_factor = SIK_warlord_army_attack
	army_defence_factor = SIK_warlord_army_defence
	army_core_attack_factor = SIK_warlord_army_core_attack
	army_core_defence_factor = SIK_warlord_army_core_defence
	out_of_supply_factor = SIK_warlord_army_supply_factor
	supply_consumption_factor = SIK_warlord_army_supply_cons
	training_time_factor = SIK_warlord_army_training_time_factor
	special_forces_cap = SIK_warlord_army_spec_cap
	special_forces_attack_factor = SIK_warlord_army_spec_attack
	army_armor_attack_factor = SIK_warlord_army_armor_attack
	production_speed_bunker_factor = SIK_warlord_army_fort
	army_artillery_attack_factor = SIK_warlord_army_arty
	terrain_penalty_reduction = SIK_warlord_army_terrain
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_fascist
Constructs: stability_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_fascist = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		offensive_war_stability_factor = 0.05
		conscription = 0.01
		stability_factor = -0.1
		political_power_factor = -0.1
		fascism_drift = 0.05
		grand_battleplan_mastery_gain_factor = 0.05
		experience_gain_army_factor = 0.1
		drift_defence_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.15
		defense_bonus_against = -0.15
	}
}
### Entity: Decision
Component: ETH_second_italo_ethiopian_war_category
Constructs: fire_only_once, has_global_flag, has_full_control_of_state, complete_effect, white_peace, is_core_of
Source: game
File: common/decisions/ITA.txt

Code:
ETH_second_italo_ethiopian_war_category = {
	ITA_withdraw_from_ethiopia = {
		priority = -10
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			original_tag = ITA
		}
		visible = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		available = {
			OR = {
				date = > 1937.01.01
				NOT = {
					has_full_control_of_state = 550
				} {
					has_full_control_of_state = 559
				} {
					has_full_control_of_state = 844
				}
			}
		}
		cost = 15
		fire_only_once = yes
		complete_effect = {
			ETH = {
				country_event = {
					id = BBA_italy_second_italo_ethiopian_war.1
					hours = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				custom_effect_tooltip = ITA_transfer_lost_states_tt
				white_peace = ETH
				ITA_manage_italian_defeat_in_ethiopia_effect = yes
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 10
				NOT = {
					has_full_control_of_state = 550
				}
			} {
				add = 10
				NOT = {
					has_full_control_of_state = 559
				}
			} {
				add = 5
				NOT = {
					has_full_control_of_state = 844
				}
			} {
				factor = 100
				NOT = {
					has_full_control_of_state = 550
				} {
					has_full_control_of_state = 559
				} {
					has_full_control_of_state = 844
				}
			} {
				factor = 0.5
				any_controlled_state = {
					is_core_of = ETH
				}
			} {
				factor = 0
				date = < 1937.03.01
			}
		}
	}
}
### Entity: Character
Component: COS_lisandro_barillas
Source: game
File: common/characters/COS.txt

Code:
COS_lisandro_barillas = {
	name = Lisandro Barillas
	portraits = {
		civilian = {
			large = GFX_portrait_Lisandro_Barillas
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1943.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_aizsargi
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_aizsargi
	icon = GFX_focus_LAT_aizsargi
	prerequisite = {
		focus = LAT_banish_clemens
	}
	x = 0
	y = 2
	relative_position_id = LAT_banish_clemens
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LAT_paramilitary_idea
			add_idea = LAT_paramilitary_idea_1
		}
	}
}
### Entity: Event
Component: naw_norway.74
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, add_country_leader_role
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.74
	title = naw_norway.74.t
	desc = naw_norway.74.d
	picture = GFX_report_event_haakon_in_minerva_car
	is_triggered_only = yes
	option = {
		name = naw_norway.74.a
		ai_chance = {
			base = 5
		}
		hidden_effect = {
			set_country_flag = NOR_slightly_empowered_constitutional_monarchy
		}
	} {
		name = naw_norway.74.b
		ai_chance = {
			base = 45
		}
		add_country_leader_role = {
			character = NOR_haakon_vii
			promote_leader = yes
			country_leader = {
				ideology = constitutional_monarchy
				traits = {
					naw_naval_officer compassionate_gentleman
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_haakon_vii_desc
			}
		}
		hidden_effect = {
			set_country_flag = NOR_empowered_constitutional_monarchy
		}
	} {
		name = naw_norway.74.c
		ai_chance = {
			base = 50
		}
		add_country_leader_role = {
			character = NOR_haakon_vii
			promote_leader = yes
			country_leader = {
				ideology = constitutional_monarchy
				traits = {
					naw_naval_officer compassionate_gentleman
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_haakon_vii_desc
			}
		}
		hidden_effect = {
			set_country_flag = NOR_semi-constitutional_monarchy
		}
	} {
		name = naw_norway.74.p
		ai_chance = {
			base = 0
		}
		add_country_leader_role = {
			character = NOR_haakon_vii
			promote_leader = yes
			country_leader = {
				ideology = absolute_monarchism
				traits = {
					naw_naval_officer compassionate_gentleman
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_haakon_vii_desc
			}
		}
		hidden_effect = {
			set_country_flag = NOR_absolute_monarchy
		}
		add_political_power = -25
	}
}
### Entity: Event
Component: bftb_greece.51
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power, send_equipment
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.51
	title = bftb_greece.51.t
	desc = bftb_greece.51.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.51.a
		ai_chance = {
			factor = 100
		}
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1250
				producer = ENG
			}
		} {
			GRE = {
				country_event = {
					id = bftb_greece.52
					days = 1
				}
			}
		}
		send_equipment = {
			equipment = infantry_equipment
			amount = 1250
			target = GRE
		}
	} {
		name = bftb_greece.51.b
		ai_chance = {
			factor = 75
		}
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 150
				producer = ENG
			}
		} {
			GRE = {
				country_event = {
					id = bftb_greece.53
					days = 1
				}
			}
		}
		send_equipment = {
			equipment = support_equipment
			amount = 150
			target = GRE
		}
		add_political_power = -25
	} {
		name = bftb_greece.51.c
		ai_chance = {
			factor = 15
		}
		hidden_effect = {
			GRE = {
				country_event = {
					id = bftb_greece.54
					days = 1
				}
			}
		}
	}
}
### Entity: Character
Component: YUN_zhu_hu
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_zhu_hu = {
	name = YUN_zhu_hu
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YUN_zhu_hu
		ledger = air
		allowed = {
			original_tag = YUN
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Faction
Component: faction_goal_control_dardanelles
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_dardanelles = {
	name = control_dardanelles_goal_name
	description = control_dardanelles_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = TUR
				is_in_faction_with = TUR
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 340
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		340 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		341 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 340 341
				}
			}
			add_faction_initiative = 1
		}
		340 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 6864
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 6864
				instant_build = yes
			}
		}
		341 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = 849
			} {
				type = coastal_bunker
				level = 1
				province = 849
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 849
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			340 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			has_navy_size = {
				size = > 20
				type = capital_ship
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = SOV
			}
		} {
			add = 1
			original_tag = SOV
		}
	}
}
### Entity: Character
Component: EST_jaan_tonisson
Constructs: has_completed_focus, limit, has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/characters/EST.txt

Code:
EST_jaan_tonisson = {
	name = EST_jaan_tonisson
	portraits = {
		civilian = {
			large = GFX_portrait_EST_jaan_tonisson
		}
		army = {
			small = GFX_idea_EST_jaan_tonisson
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_jaan_tonisson
		allowed = {
			original_tag = EST
		}
		available = {
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				has_completed_focus = EST_establish_the_rahvuskogu
			}
		}
		traits = {
			democratic_reformer
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 100
				OR = {
					has_government = democratic
					has_country_flag = EST_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = EST_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			BEL_determined_prime_minister
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_Refinery
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_Refinery
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = SUD_Excavation
	} {
		focus = SUD_Research
	}
	text = GEN_focus_on_synthetic_processing
	x = -2
	y = 1
	relative_position_id = SUD_Excavation
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		ROOT = {
			has_tech = synth_oil_experiments
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = SUD_Refinery_1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = SUD_Refinery_1
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_foreign_guest_workers
Constructs: prerequisite, completion_reward, cancel_if_invalid, remove_worker_shortage_effect
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_foreign_guest_workers
	icon = GFX_focus_generic_manpower
	x = 3
	y = 1
	prerequisite = {
		focus = FRA_strengthen_the_little_entente
	}
	relative_position_id = FRA_strengthen_the_little_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		FRA_has_worker_shortage = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		remove_worker_shortage_effect = yes
	}
}
### Entity: Wiki Documentation
Construct: imageright
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
imageright

No parameter = If no imageright parameter is given then no image is shown on the right side.
An image = Should be an image with usual wiki notation. 40px - 50px width are usually about right depending on the image height to width ratio. (Images over 52 pixels width will cause padding problems.)
Anything = Any other object that you want to show on the right side.
### Entity: Event
Component: PER_ssb_events.9
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.9
	title = PER_ssb_events.9.t
	desc = PER_ssb_events.9.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.9.a
	}
}