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

Code:
focus = {
	id = SOV_church_candidates
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = SOV_romanov_reconstruction SOV_dismantle_the_zemsky_sobor
	}
	x = 5
	y = 1
	relative_position_id = SOV_romanov_reconstruction
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = SOV_dismantle_the_zemsky_sobor
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			SOV_increase_church_power = yes
		} {
			limit = {
				has_completed_focus = SOV_dismantle_the_zemsky_sobor
			}
			add_stability = 0.05
			SOV_increase_church_power = yes
		}
	}
}
### Entity: Character
Component: anti_shah_democrat
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
anti_shah_democrat = {
	sprite = 5
	political_power_factor = 0.1
	neutrality_acceptance = -15
	democratic_drift = 0.05
	stability_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: State History
Component: 707
Source: game
File: history/states/707-Mauritius.txt

Code:
state = {
	id = 707
	name = STATE_707
	manpower = 404458
	state_category = small_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			13018 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13018
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: por_focus
Component: POR_endless_sea
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_endless_sea
	available = {
		OR = {
			has_full_control_of_state = 321 729 721
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_atlantic_defense_strategy
	}
	icon = GFX_focus_generic_coastal_fort
	x = 0
	y = 1
	relative_position_id = POR_atlantic_defense_strategy
	cost = 20
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POR_endless_sea
		if = {
			limit = {
				has_full_control_of_state = 321
			}
			321 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 1273
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 1273
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 729
			}
			729 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 4189
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 4189
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 721
			}
			721 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 12190
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 12190
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: r56_raj.7
Constructs: is_triggered_only, ai_chance, has_government, add_stability, fire_only_once, add_political_power, set_cosmetic_tag, set_party_name
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.7
	title = r56_raj.7.t
	desc = r56_raj.7.d
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_raj.7.a
		ai_chance = {
			base = 5
		}
		add_stability = -0.05
		add_political_power = -100
	} {
		name = r56_raj.7.b
		ai_chance = {
			base = 45
			modifier = {
				factor = 0.5
				has_government = communism
			}
		}
		add_political_power = -50
		release = BRM
		puppet = BRM
		BRM = {
			set_cosmetic_tag = BRM_FB
			hidden_effect = {
				set_party_name = {
					ideology = communism
					name = PRP
					long_name = People's Revolutionary Party
				} {
					ideology = fascism
					name = BNA
					long_name = Burma National Army
				}
			}
		}
	} {
		name = r56_raj.7.c
		ai_chance = {
			base = 50
		}
		add_stability = 0.05
		add_political_power = 100
		release = BRM
		set_autonomy = {
			autonomy_state = autonomy_dominion
			target = BRM
		}
		BRM = {
			set_cosmetic_tag = BRM_FB
			hidden_effect = {
				set_party_name = {
					ideology = communism
					name = PRP
					long_name = People's Revolutionary Party
				} {
					ideology = fascism
					name = BNA
					long_name = Burma National Army
				}
			}
		}
	}
}
### Entity: Character
Component: CZE_sergej_vojcechovsky
Constructs: has_dlc
Source: game
File: common/characters/CZE.txt

Code:
CZE_sergej_vojcechovsky = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_sergej_vojcechovsky
		portraits = {
			army = {
				large = GFX_Portrait_czechoslovakia_sergej_vojcechovsky
				small = GFX_portrait_CZE_sergej_vojcechovsky_small
			}
		}
		corps_commander = {
			traits = {
				war_hero trickster winter_specialist
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_sergej_vojcechovsky
		portraits = {
			army = {
				large = GFX_Portrait_czechoslovakia_sergej_vojcechovsky
				small = GFX_portrait_CZE_sergej_vojcechovsky_small
			}
		}
		field_marshal = {
			traits = {
				war_hero trickster winter_specialist
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Trigger Reference
Construct: has_idea
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_idea

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has idea
```
### Entity: Technology
Component: HON_jungle_infantry
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_light_infantry = {
		jungle = {
			attack = 0.05
			movement = 0.1
		}
	}
}
### Entity: State History
Component: 36
Constructs: add_core_of
Source: game
File: history/states/36-Friesland.txt

Code:
state = {
	id = 36
	name = STATE_36
	history = {
		owner = HOL
		add_core_of = HOL
		victory_points = {
			6241 5
		} {
			9363 1
		} {
			9335 3
		} {
			6336 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			6336 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		6241 6286 6336 8622 9309 9335 9363 9403 11318
	}
	manpower = 2364000
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 14.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_a_unity_with_buryats
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, has_army_manpower, every_state, is_core_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_a_unity_with_buryats
	icon = GFX_goal_generic_befriend_buryatia
	x = 1
	y = 1
	relative_position_id = MON_disagreements_with_sinkiang
	cost = 10
	prerequisite = {
		focus = MON_disagreements_with_sinkiang MON_delegation_to_tuva
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		has_army_manpower = {
			size = > 35000
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		controls_state = 563 565 564 566
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = BYA
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					is_core_of = BYA
				}
			}
			country_event = {
				id = mongol_greater_mongolia.10
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/AFA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 13240
	division_template = Qafar Sefari
	start_experience_factor = 0.2
	start_equipment_factor = 1
}
### Entity: AI Strategy
Component: GER_ConvoySurfaceRaiding_1
Source: game
File: common/ai_navy/taskforce/GER_taskforce_templates.txt

Code:
GER_ConvoySurfaceRaiding_1 = {
	allowed = {
		original_tag = GER
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		battle_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		battle_cruiser = {
			amount = 2
		}
	}
}
### Entity: State History
Component: 94
Constructs: add_core_of
Source: game
File: history/states/94-Polesie.txt

Code:
state = {
	id = 94
	name = STATE_94
	history = {
		owner = POL
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			3392 1
		} {
			560 1
		}
		add_core_of = POL BLR
	}
	provinces = {
		535 560 3256 3309 3392 3496 3556 6280 6306 6415 6546 6579 9520 11285 11503 11528
	}
	manpower = 1232200
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: SEA_japan_foreign_policy.80
Constructs: is_triggered_only, add_political_power, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.80
	title = SEA_japan_foreign_policy.80.t
	desc = SEA_japan_foreign_policy.80.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.80.a
		add_political_power = 50
		set_country_flag = JAP_MAN_accepted_our_proposal_for_integration
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_kido_butai
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_kido_butai
	icon = GFX_focus_SMB_blue_water_fleet
	prerequisite = {
		focus = JAP_focus_on_aircraft_carriers JAP_balanced_naval_approach
	}
	relative_position_id = JAP_focus_on_aircraft_carriers
	x = 1
	y = 2
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = JAP_expand_hiratsuka_navy_arsenal_tt
			NOT = {
				has_idea = MTG_naval_treaty_adherent
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_sortie_efficiency = 0.1
			tooltip = sortie_efficiency_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_form_the_kido_butai_tt
	}
}
### Entity: AI Strategy
Component: EGY_dont_naval_invade_israel
Source: game
File: common/ai_strategy/r56_ISR.txt

Code:
EGY_dont_naval_invade_israel = {
	allowed = {
		ROOT = {
			original_tag = EGY
		}
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = invade
		value = -10000
		id = ISR
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ATurkey_DiplomacyView.jpg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: DAH_acd2
Source: game
File: common/characters/DAH.txt

Code:
DAH_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = DAH_acd2
		allowed = {
			original_tag = DAH
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Idea
Component: BEL_BEL_benelux_customs_union
Constructs: removal_cost
Source: game
File: common/ideas/benelux.txt

Code:
BEL_BEL_benelux_customs_union = {
	name = BEL_LUX_customs_union
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		production_speed_industrial_complex_factor = 0.08
	}
}
### Entity: Order of Battle
Component: Divisão de Infantaria do Sul de São Paulo
Constructs: division_template
Source: game
File: history/units/BRA_cohen.txt

Code:
division = {
	name = Divisão de Infantaria do Sul de São Paulo
	location = 10513
	division_template = Divisão de Infantaria 3
	start_experience_factor = 0.5
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: yun_focus
Component: YUN_political_reforms
Constructs: prerequisite, completion_reward, has_country_leader, has_idea, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = YUN_political_reforms
	icon = GFX_focus_generic_self_management
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = YUN_a_land_of_mountains
	}
	relative_position_id = YUN_a_land_of_mountains
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = YUN_long_yun
		}
		has_idea = YUN_the_democratic_fortress_idea
	}
	bypass = {

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

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = YUN_the_democratic_fortress_idea
			add_idea = YUN_the_democratic_fortress_idea_2
		}
	}
}
### Entity: Scripted Trigger
Component: SPR_scw_in_progress
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/SPR_scripted_triggers.txt

Code:
SPR_scw_in_progress = {
	has_global_flag = spanish_civil_war
	NOT = {
		has_global_flag = scw_over
	}
}
### Entity: AI Strategy
Component: GER_dont_die_in_mountains
Constructs: is_historical_focus_on, has_idea
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_die_in_mountains = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1942.5.1
		country_exists = SWI
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			AND = {
				NOT = {
					country_exists = FRA
				}
				date = > 1942.5.1
			}
			SWI = {
				NOt = {
					has_idea = SWI_swiss_neutrality
				}
			}
		}
	}
	ai_strategy = {
		type = ignore
		id = SWI
		value = 1000
	}
}
### Entity: Idea
Component: political_commissars_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
political_commissars_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		army_morale_factor = 0.1
	}
}
### Entity: Event
Component: ww_congo.71
Constructs: is_triggered_only, fire_only_once, add_political_power, set_nationality
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.71
	title = ww_congo.71.t
	desc = ww_congo.71.desc
	picture = GFX_report_event_SOV_purge_aircraft_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.71.a
		ENG = {
			set_nationality = {
				target_country = COG
				character = POL_jan_zumbach
			}
		}
		COG = {
			country_event = {
				id = ww_congo.72
				hours = 1
			}
		}
	} {
		name = ww_congo.71.b
		add_political_power = -25
	}
}
### Entity: Modifier Reference
Component: NORDIC_monarchist_alliance_leader_dmod
Constructs: research_speed_factor, political_power_gain, production_speed_buildings_factor, remove_trigger, neutrality_drift, fascism_drift
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_monarchist_alliance_leader_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NORDIC_kalmar_league
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	neutrality_drift = 0.015
	political_power_gain = 0.7
	research_speed_factor = -0.03
	production_factory_efficiency_gain_factor = NORDIC_monarchist_alliance_leader_dmod_prod_eff_gain
	production_speed_buildings_factor = NORDIC_monarchist_alliance_leader_dmod_construction
	army_org_factor = NORDIC_monarchist_alliance_leader_dmod_max_org
	fascism_drift = NORDIC_monarchist_alliance_leader_dmod_drift_defense
}
### Entity: Unit Template
Component: COG_BC_HISTORICAL
Source: game
File: common/units/names_ships/COG_ship_names.txt

Code:
COG_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		COG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = BNS 
	fallback_name = Croiseur Cuirassé %d
	unique = {
		Roi Mbóp Mábíínc maMbéky Roi Yuhi V Musinga Roi Dom Pedro VII Roi Moe Poaty III Roi Yeta III
	}
}
### Entity: Character
Component: the_rwandan_collaborstionist_king
Constructs: war_support_factor, neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_rwandan_collaborstionist_king = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	fascism_drift = 0.05
	army_core_defence_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Faction
Component: joining_rule_africa_only
Constructs: is_on_continent, is_faction_leader
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_africa_only = {
	type = joining_rules
	visible = {
		capital_scope = {
			is_on_continent = africa
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			is_faction_leader = yes
			capital_scope = {
				is_on_continent = africa
			}
		}
	}
	trigger = {
		capital_scope = {
			is_on_continent = africa
		}
	}
	modifier = {
		enemy_justify_war_goal_time = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_dominate_public_symbols
Constructs: prerequisite, limit, add_stability, completion_reward, random_core_state, add_extra_state_shared_building_slots, add_building_construction, add_popularity
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_dominate_public_symbols
	icon = GFX_focus_PER_national_bank
	prerequisite = {
		focus = SIA_civil_nationalism SIA_the_true_heirs_of_1932
	}
	x = 0
	y = 1
	relative_position_id = SIA_civil_nationalism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				infrastructure = < 4
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		add_stability = 0.03
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/r56_ISR_scripted_localisation.txt

Code:
defined_text = {
	name = ISRGetURFVoteNo
	text = {
		trigger = {
			NOT = {
				has_country_flag = ISR_urf_vote_yes
			}
		}
		localization_key = ISR_urf_party
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_expand_mining
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_expand_mining
	icon = GFX_goal_italy_establish_the_sme
	prerequisite = {
		focus = VNZ_extra_tech_slot
	}
	x = 1
	y = 1
	relative_position_id = VNZ_extra_tech_slot
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		OR = {
			num_of_controlled_states = > 1
			AND = {
				has_tech = excavation3
				num_of_controlled_states = > 0
			}
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				num_of_controlled_states = < 2
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: britain.4
Constructs: is_triggered_only
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.4
	title = britain.4.t
	desc = britain.4.d
	picture = GFX_report_event_burma_road
	is_triggered_only = yes
	option = {
		name = britain.4.a
	}
}
### Entity: AI Strategy
Component: ENG_i_like_raj
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_i_like_raj = {
	allowed = {
		original_tag = ENG
		has_dlc = Graveyard of Empires
	}
	enable = {
		has_government = democratic
		RAJ = {
			has_completed_focus = RAJ_tryst_with_destiny
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = RAJ
		value = 200
	} {
		type = alliance
		id = RAJ
		value = 200
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_reform_the_tax_system
Constructs: prerequisite, limit, completion_reward, add_popularity, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_reform_the_tax_system
	icon = GFX_focus_DEN_no_regulations
	cost = 8
	prerequisite = {
		focus = SAU_introduce_the_constitution SAU_continue_hakimovs_legacy
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		random_owned_controlled_state = {
			prioritize = {
				856
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 2
	y = 1
	relative_position_id = SAU_introduce_the_constitution
}