Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: r56_com_hate_anti_com_SWE
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_SWE = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		SWE = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = SWE
		value = -800
	} {
		type = support
		id = SWE
		value = -25
	} {
		type = befriend
		id = SWE
		value = -25
	} {
		type = alliance
		id = SWE
		value = -75
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_question_of_resources
Constructs: prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_question_of_resources
	icon = GFX_focus_generic_resource_extraction
	prerequisite = {
		focus = PER_wether_the_storm
	}
	x = -2
	y = 1
	relative_position_id = PER_wether_the_storm
	mutually_exclusive = {
		focus = PER_stand_our_ground
	}
	cost = 5
	available = {
		has_government = neutrality
		has_war = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = PER_anglo_iranian_oil_ns
			}
			remove_ideas = PER_anglo_iranian_oil_ns
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = limited_exports
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_reform_the_party
Constructs: prerequisite, has_government, completion_reward, is_subject, remove_trait, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_reform_the_party
	icon = GFX_goal_generic_crisis
	prerequisite = {
		focus = QUE_liberal_in_charge
	}
	relative_position_id = QUE_liberal_in_charge
	x = -2
	y = 1
	cost = 5
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		remove_trait = {
			character = QUE_adelard_godbout
			ideology = liberalism
			trait = low_legitimacy
		}
		swap_ideas = {
			add_idea = QUE_liberal_legacy_2
			remove_idea = QUE_liberal_legacy
		}
		custom_effect_tooltip = QUE_party
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_INVASION_THIS_is_invaded_by_leader_of_ROOT
Constructs: has_country_flag, is_ai, has_capitulated, is_in_faction_with, is_faction_leader, is_subject_of
Source: game
File: common/scripted_triggers/EAI_MILITARY_naval_invasion_triggers.txt

Code:
EAI_INVASION_THIS_is_invaded_by_leader_of_ROOT = {
	any_other_country = {
		is_ai = yes
		NOT = {
			tag = ROOT
		}
		has_capitulated = no
		OR = {
			AND = {
				is_in_faction_with = ROOT
				is_faction_leader = yes
			}
			ROOT = {
				is_subject_of = PREV
			}
		}
		PREV = {
			has_country_flag = EAI_naval_invasion_from_@PREV
		}
	}
}
### Entity: Idea
Component: idea_GUAY_heavy_industry
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_heavy_industry = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	available = {

	}
	allowed_civil_war = {
		always = no
	}
	picture = man_five_year_plan_industry
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: JAP_ship_management_committee_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_ship_management_committee_idea = {
	name = JAP_ship_management_committee
	picture = generic_convoys
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	equipment_bonus = {
		convoy_1 = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: Character
Component: BLZ_acd2
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = BLZ_acd2
		allowed = {
			original_tag = BLZ
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_healing_a_divided_nation
Constructs: prerequisite, limit, remove_ideas, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_healing_a_divided_nation
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CZE_beacon_of_liberty
	}
	x = -1
	y = 1
	relative_position_id = CZE_beacon_of_liberty
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		democratic = > 0.8
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_divided_nation
			}
			remove_ideas = CZE_divided_nation
		}
		else = {
			add_political_power = 150
			add_stability = 0.1
			add_war_support = 0.1
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_proclaim_a_new_chapter
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_proclaim_a_new_chapter
	icon = GFX_focus_generic_china1
	prerequisite = {
		focus = CHI_politicise_the_process CHI_a_functioning_bureaucracy_first
	} {
		focus = CHI_the_freedom_to_abject
	} {
		focus = CHI_affirm_civilian_primacy
	}
	x = 9
	y = 1
	relative_position_id = CHI_a_functioning_bureaucracy_first
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = idea_CHI_a_new_chapter
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_EST
Source: game
File: common/ai_focuses/EST.txt

Code:
ai_focus_naval_air_EST = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Character
Component: AFG_abdul_hadi_dawi
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_abdul_hadi_dawi = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_abdul_hadi_dawi
		allowed = {
			original_tag = AFG
		}
		available = {
			OR = {
				has_completed_focus = AFG_revive_the_1923_constitution AFG_ally_the_young_afghans
			}
		}
		traits = {
			JAP_minister_of_finance
		}
	}
	name = AFG_abdul_hadi_dawi
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_abdul_hadi_davi_small
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_order_destroyers
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_order_destroyers
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = CHI_sea_investment_into_shipbuilding
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_investment_into_shipbuilding
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_order_destroyers
			bonus = 1.0
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nordic_collaboration
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, add_ai_strategy, build_army, set_rule
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_nordic_collaboration
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = SWE_scandinavian_socialism
	}
	relative_position_id = SWE_scandinavian_socialism
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_POR_popular_front_bloc
				name = stockholm_internationale
				icon = GFX_faction_logo_generic_9
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = stockholm_internationale
		}
		if = {
			limit = {
				country_exists = DEN
			}
			DEN = {
				add_timed_idea = {
					idea = SWE_swedish_influence
					days = 1095
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = NOR
			}
			NOR = {
				add_timed_idea = {
					idea = SWE_swedish_influence
					days = 1095
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = ICE
			}
			ICE = {
				add_timed_idea = {
					idea = SWE_swedish_influence
					days = 1095
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		} {
			limit = {
				country_exists = SMI
			}
			SMI = {
				add_timed_idea = {
					idea = SWE_swedish_influence
					days = 1095
				}
				hidden_effect = {
					country_event = {
						id = generic.1
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Trigger Reference
Construct: has_flanked_opponent
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_flanked_opponent

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side has flanked their opponent
```
### Entity: National Focus
Tree: ast_focus
Component: AST_the_ultimate_overseas_duty
Constructs: has_completed_focus, limit, has_government, completion_reward, allow_branch, has_game_rule, check_variable, has_country_leader
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_ultimate_overseas_duty
	icon = GFX_focus_AST_the_ultimate_overseas_duty_uap
	overlay = GFX_focus_election_overlay_blue_3
	mutually_exclusive = {
		focus = AST_pleading_britain AST_inevitably_independent AST_bring_on_the_giant
	}
	relative_position_id = AST_british_war_cabinet
	x = 0
	y = 3
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_australia_first
				} {
					has_completed_focus = AST_against_war_and_fascism
				}
			}
		}
	}
	available = {
		custom_override_tooltip = {
			tooltip = {
				localization_key = AST_uap_win_count_trigger_tt
				COUNT = 3
			}
			check_variable = {
				var = AST_uap_election_win_count
				value = 3
				compare = greater_than_or_equals
			}
		}
		has_country_leader = {
			ruling_only = yes
			character = AST_robert_menzies
		}
		has_dynamic_modifier = {
			modifier = AST_british_war_cabinet_spirit
		}
		ENG = {
			has_government = democratic
		}
		is_subject_of = ENG
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		country_event = {
			id = AST_diplomatic_events.24
			hours = 3
		}
		hidden_effect = {
			ENG = {
				country_event = {
					id = AST_diplomatic_events.24
					hours = 3
				}
			}
		}
		custom_effect_tooltip = effects_of_event_tt
		effect_tooltip = {
			ENG = {
				add_country_leader_role = {
					character = ENG_robert_menzies
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1952.1.1.1
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			AST = {
				IF = {
					limit = {
						is_subject = yes
					}
					OVERLORD = {
						set_autonomy = {
							target = AST
							autonomy_state = autonomy_associated_dominion
							freedom_level = 0.5
							end_wars = no
							end_civil_wars = no
						}
					}
					custom_effect_tooltip = AST_a_change_of_authority_tt
				}
				custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
				add_country_leader_role = {
					character = AST_billy_hughes
					promote_leader = yes
					country_leader = {
						ideology = socialism
						expire = 1952.1.1.1
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: EGY_suez_canal_operations_category
Constructs: has_war, limit, has_war_with, has_country_flag, fire_only_once, is_subject, has_full_control_of_state, is_subject_of
Source: game
File: common/decisions/EGY.txt

Code:
EGY_suez_canal_operations_category = {
	EGY_prepare_to_nationalize_the_canal = {
		icon = border_war
		allowed = {
			original_tag = EGY
		}
		visible = {
			is_subject = no
			has_full_control_of_state = 907
			NOT = {
				OR = {
					has_full_control_of_state = 911 995
				}
			}
		}
		available = {
			is_subject = no
			911 = {
				NOT = {
					CONTROLLER = {
						has_war_with = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 695
			}
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 10
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			if = {
				limit = {
					NOT = {
						911 = {
							is_core_of = ROOT
						}
					}
				}
				add_state_core = 911
			} {
				limit = {
					NOT = {
						995 = {
							is_core_of = ROOT
						}
					}
				}
				add_state_core = 995
			}
			custom_effect_tooltip = VEN_border_war_warning
			unlock_decision_tooltip = EGY_suez_border_war_start
			hidden_effect = {
				set_country_flag = EGY_suez_border_war
				911 = {
					OWNER = {
						country_event = {
							hours = 6
							id = egypt.43
						}
					}
				}
			}
			907 = {
				set_state_flag = border_incident_active
			}
			911 = {
				set_state_flag = border_incident_active
			}
		}
	}
	EGY_suez_border_war_start = {
		icon = border_war
		allowed = {
			original_tag = EGY
		}
		priority = 5
		available = {
			OR = {
				is_subject = yes
				NOT = {
					has_full_control_of_state = 907
				}
				has_full_control_of_state = 911 995
				911 = {
					OR = {
						CONTROLLER = {
							has_war_with = EGY
						} {
							is_subject_of = EGY
						} {
							is_in_faction_with = EGY
						}
					}
				}
			}
		}
		activation = {
			has_country_flag = EGY_suez_border_war
		}
		visible = {
			has_country_flag = EGY_suez_border_war
		}
		fire_only_once = yes
		is_good = yes
		days_mission_timeout = 30
		war_with_on_timeout = ENG
		cancel_if_not_visible = yes
		highlight_states = {
			highlight_state_targets = {
				state = 911
			}
		}
		ai_will_do = {
			base = 20
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		timeout_effect = {
			start_border_war = {
				change_state_after_war = no
				attacker = {
					state = 907
					num_provinces = 1
					on_win = egypt.44
					on_lose = egypt.45
					on_cancel = venezuela.24
			
# ... (truncated)
### Entity: Technology
Component: paras_dispersed_drop
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_PAR_doctrine_progress_limit = yes
			}
		} {
			limit = {
				is_ai = yes
			}
			always = no
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = paras_airborne_light_armor
		research_cost_coeff = 1
	}
	xor = {
		paras_combat_drop
	}
	doctrine = yes
	research_cost = 4.5
	paratroopers_special_forces_contribution_factor = -0.1
	on_research_complete = {
		custom_effect_tooltip = SF_PARAS_sabotage_effect_tt
	}
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 2
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Idea
Component: EAI_DD_7/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_linda
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_linda = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_linda
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_announce_the_gyor_program
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_announce_the_gyor_program
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = HUN_institute_for_industrial_techniques
	}
	x = 0
	y = 4
	relative_position_id = HUN_industrial_revitalization
	cost = 10
	ai_will_do = {
		factor = 90
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_announce_the_gyor_program
			bonus = 1.0
			uses = 2
			category = industry
		}
	}
}
### Entity: Character
Component: CHL_benjamin_larrain
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_benjamin_larrain = {
	name = CHL_benjamin_larrain
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_benjamin_larrain_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_benjamin_larrain
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_the_future_of_Chile CHL_address_the_mapuche_conflict
				}
			}
		}
		traits = {
			SWE_minister_of_agriculture
		}
	}
}
### Entity: AI Strategy
Component: convoy_factory_assignment_3
Source: game
File: common/ai_strategy/r56_default.txt

Code:
convoy_factory_assignment_3 = {
	enable = {
		num_of_naval_factories = > 44
	}
	abort = {
		num_of_naval_factories = < 45
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.2
Constructs: is_triggered_only, ai_chance, is_major, fire_only_once, is_in_faction, is_in_faction_with, is_ai
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.2
	title = NSB_polish_fascist_events.2.t
	desc = NSB_polish_fascist_events.2.desc
	picture = GFX_report_event_lithuanian_ultimatum
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.2.a
		trigger = {
			LIT = {
				exists = yes
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.75
				LIT = {
					is_in_faction = yes
				}
			} {
				factor = 0.5
				LIT = {
					is_in_faction = yes
				}
				any_other_country = {
					is_major = yes
					is_in_faction_with = LIT
				}
			}
		}
		LIT = {
			country_event = NSB_polish_fascist_events.201
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			POL_divide_lithuania_effect = yes
		}
	} {
		name = NSB_polish_fascist_events.2.b
		trigger = {
			LIT = {
				exists = no
			}
		}
		ai_chance = {
			base = 50
		}
		hidden_effect = {
			POL = {
				country_event = NSB_polish_fascist_events.203
			}
		}
		effect_tooltip = {
			POL_divide_lithuania_effect = yes
		}
	} {
		name = NSB_polish_fascist_events.2.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				POL = {
					is_ai = no
				}
			}
		}
		hidden_effect = {
			POL = {
				country_event = NSB_polish_fascist_events.202
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_a_western_capital_taog
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_a_western_capital_taog
	available = {
		has_full_control_of_state = 335
	}
	prerequisite = {
		focus = HOL_continue_the_war_in_batavia_taog
	}
	icon = GFX_focus_generic_industry_3
	x = -1
	y = 1
	relative_position_id = HOL_continue_the_war_in_batavia_taog
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		335 = {
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = industrial_complex
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = industrial_complex
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_secure_our_borders
Constructs: prerequisite, has_war, completion_reward, has_war_support, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_secure_our_borders
	icon = GFX_focus_BRA_secure_our_borders
	prerequisite = {
		focus = BRA_reward_army_loyalty BRA_restoration_of_honor
	}
	x = 0
	y = 3
	relative_position_id = BRA_reward_army_loyalty
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		OR = {
			has_war_support = > 0.6
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_secure_our_borders_idea
			days = 1460
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_expand_rural_influence
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_expand_rural_influence
	icon = GFX_goal_generic_promote_ruralism
	relative_position_id = ISR_hashomer
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_hashomer
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_hashomer
		add_to_variable = {
			ISR_hashomer_max_seats = 3
		} {
			ISR_hashomer_min_seats = 3
		}
	}
}
### Entity: Idea
Component: FIJ_ai2
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: CZE.434
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.434
	title = CZE.434.t
	desc = CZE.434.d
	picture = GFX_CZKE_vlajka_report
	is_triggered_only = yes
	option = {
		name = CZE.434.a
		GER = {
			country_event = CZE.435
		}
	}
}
### Entity: Idea
Component: AST_R56_appeal_to_the_labour_dissidents_idea
Constructs: removal_cost, autonomy_gain, communism_drift
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_appeal_to_the_labour_dissidents_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		autonomy_gain = 1
		communism_drift = 0.15
	}
}