Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_Fighter_Competition
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Fighter_Competition
	icon = GFX_goal_zero_blue
	prerequisite = {
		focus = LIT_Aircraft_England LIT_Aircraft_German LIT_Aircraft_Soviet LIT_Aircraft_Italian LIT_Aircraft_japanese
	}
	x = 1
	y = 1
	relative_position_id = LIT_Aircraft_american
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = LIT_Aircraft_England
				NOT = {
					has_War_with = GER
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = ENG
			} {
				type = cv_small_plane_airframe_1
				amount = 15
				producer = ENG
			}
		} {
			limit = {
				has_completed_focus = LIT_Aircraft_american
				NOT = {
					has_War_with = USA
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = USA
			} {
				type = cv_small_plane_airframe_1
				amount = 15
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = LIT_Aircraft_Soviet
				NOT = {
					has_War_with = SOV
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = SOV
			}
		} {
			limit = {
				has_completed_focus = LIT_Aircraft_German
				NOT = {
					has_War_with = GER
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe
				producer = GER
				amount = 20
			}
		} {
			limit = {
				has_completed_focus = LIT_Aircraft_Italian
				NOT = {
					has_war_with = ITA
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 15
				producer = ITA
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = LIT_Aircraft_England
				} {
					has_completed_focus = LIT_Aircraft_Soviet
				} {
					has_completed_focus = LIT_Aircraft_German
				} {
					has_completed_focus = LIT_Aircraft_Italian
				}
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = GEN_Fighter_Competition_EXPL
			add_tech_bonus = {
				name = GEN_Fighter_Competition
				bonus = 1.0
				uses = 1
				category = light_fighter
			}
		}
		else_if = {
			limit = {
				has_completed_focus = LIT_Aircraft_England
				NOT = {
					has_War_with = GER
				}
			}
			add_equipment_to_stockpile = {
				type = f
# ... (truncated)
### Entity: National Focus
Tree: spa_focus
Component: SPA_banish_the_party_leaders
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag, remove_political_advisor, add_days_mission_timeout
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_banish_the_party_leaders
	available = {

	}
	bypass = {
		has_global_flag = SPR_carlist_uprising_flag
	}
	prerequisite = {
		focus = SPA_extol_the_martyrs_of_the_war
	} {
		focus = SPA_foment_a_carlist_split
	}
	icon = GFX_focus_generic_support_the_left_right
	x = 1
	y = 1
	relative_position_id = SPA_extol_the_martyrs_of_the_war
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CARLIST_UPRISING
	}
	completion_reward = {
		add_political_power = 200
		custom_effect_tooltip = remove_political_advisor available_political_advisor
		show_ideas_tooltip = SPA_manuel_hedilla SPA_raimundo_fernandez_cuesta
		add_days_mission_timeout = {
			mission = SPA_carlist_uprising_mission
			days = 140
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_strategic_area_audessusde
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_strategic_area_audessusde = {
	OR = {
		region = 159 181 187
	}
}
### Entity: Scripted Effect
Component: SMB_purchase_dreadnoughts_tt_gen
Constructs: add_timed_idea
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
SMB_purchase_dreadnoughts_tt_gen = {
	custom_effect_tooltip = SMB_purchase_dreadnought_tt SMB_purchase_dreadnought_tt_2
	effect_tooltip = {
		add_timed_idea = {
			idea = SMB_dreadnought_debt_fake_for_tooltip
			days = 365
		}
	}
}
### Entity: Idea
Component: SHL_ncav
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = SHL
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_strengthen_the_central_bank
Constructs: has_completed_focus, prerequisite, has_war, limit, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_strengthen_the_central_bank
	icon = GFX_focus_CHL_strengthen_the_central_bank
	relative_position_id = CHL_devalue_the_peso
	x = -6
	y = 2
	cost = 5
	prerequisite = {
		focus = CHL_devalue_the_peso
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_war = no
		}
	}
	available = {
		NOT = {
			OR = {
				has_idea = CHL_devalue_the_peso_idea CHL_devalue_the_franc_idea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHL_inflation_control_by_the_central_bank
				}
			}
			custom_effect_tooltip = CHL_skip_one_line_tt available_industrial_concern
			show_ideas_tooltip = CHL_banco_central_de_chile
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_smash_democracy
Constructs: prerequisite, limit, has_government, completion_reward, has_war_with_major, is_on_continent, every_other_country, create_wargoal
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_smash_democracy
	icon = GFX_focus_generic_strike_at_democracy2
	prerequisite = {
		focus = BRA_join_the_comintern BRA_create_faction
	}
	x = 1
	y = 1
	relative_position_id = BRA_create_faction
	cost = 10
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			has_war_with_major = yes
		}
	}
	available = {
		any_country = {
			capital_scope = {
				is_on_continent = south_america
			}
			has_government = democratic
			NOT = {
				OR = {
					original_tag = ELS MEX DOM PAN
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					OR = {
						has_government = democratic neutrality
					}
					NOT = {
						OR = {
							original_tag = ELS MEX DOM PAN
						}
					}
				}
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
						expire = 0
					}
				}
			}
		}
		custom_effect_tooltip = BRA_anti_democracy_in_south_america_tt
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_connect_the_islands
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_connect_the_islands
	icon = GFX_dutch_east_indies
	ai_will_do = {
		factor = 2
	}
	x = 0
	y = 2
	relative_position_id = INS_industrial_centralisation
	prerequisite = {
		focus = INS_colonial_infrastructure
	}
	cost = 10
	available = {
		OR = {
			controls_state = 673 975 667 1127 1142 668 738 669 1137
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
				OR = {
					state = 975 673 667 1127 1142 668 738 669 1137
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_271
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	271 = {
		medium_plane_airframe_0 = {
			owner = ITA
			amount = 60
			version_name = Ca.133
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.14
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.14
	title = ww_BEL_event_diplomatic.14.t
	desc = ww_BEL_event_diplomatic.14.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.14.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_anti_tank_guns
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_anti_tank_guns
	icon = GFX_focus_generic_anti_tank_guns
	prerequisite = {
		focus = BEL_department_of_ballistic_metrology
	}
	relative_position_id = BEL_department_of_ballistic_metrology
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = -1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = BEL_anti_tank_guns
			bonus = 1
			uses = 2
			category = cat_anti_tank
		}
		custom_effect_tooltip = BEL_anti_tank_guns_tt
		hidden_effect = {
			set_technology = {
				SWE_bofors_antitank_gun = 1
				popup = no
			}
		}
	}
}
### Entity: Event
Component: jordan.6
Constructs: is_triggered_only
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.6
	title = jordan.6.t
	desc = jordan.6.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = jordan.6.a
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_fleet_in_being
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_fleet_in_being
	icon = GFX_goal_generic_navy_doctrines_tactics
	text = GRE_fleet_in_being
	prerequisite = {
		focus = GRE_battleship_focus
	}
	x = 9
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_limit_wartime_activity_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_war_with_major, allow_branch, has_focus_autohide_rule_trigger_r56
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_limit_wartime_activity_r56
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = SIA_forced_out_of_neutrality_r56
	}
	mutually_exclusive = {
		focus = SIA_prove_thailands_worth_r56
	}
	x = 2
	y = 1
	relative_position_id = SIA_return_to_the_world_stage_r56
	cost = 5
	ai_will_do = {
		base = 15
	}
	available = {
		has_war_with_major = yes
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_songsuradets_ascendency_r56 SIA_pridis_premiership_r56 SIA_prove_thailands_worth_r56
			}
		}
	}
	completion_reward = {
		add_ideas = SIA_focus_on_domestic_stability_r56
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_utopian_paradise
Constructs: prerequisite, completion_reward, set_cosmetic_tag, add_country_leader_trait
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_utopian_paradise
	icon = GFX_focus_GRE_red_greece
	prerequisite = {
		focus = GRE_subjugate_yugoslavia
	}
	x = 2
	y = 3
	relative_position_id = GRE_ally_the_balkans
	cost = 6.5
	ai_will_do = {
		factor = 80
	}
	available = {
		controls_state = 44 805 910 48 212 211 106 950 803 108 802 953 105 963 341
	}
	completion_reward = {
		set_cosmetic_tag = GRE_balkans
		add_country_leader_trait = unifier_of_the_balkans
	}
}
### Entity: State History
Component: 303
Constructs: add_core_of
Source: game
File: history/states/303-Peru.txt

Code:
state = {
	id = 303
	name = STATE_303
	manpower = 3563249
	resources = {
		oil = 14
		coal = 4
	}
	state_category = large_city
	history = {
		owner = PRU
		add_core_of = PRU
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 6
			air_base = 3
			12997 = {
				naval_base = 5
			}
			2156 = {
				naval_base = 1
			}
		}
		victory_points = {
			12997 10
		} {
			2156 2
		}
	}
	provinces = {
		2156 2162 5190 8199 12969 12983 12997
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: SAU_MTN_01
Source: game
File: common/units/names_divisions/SAU_names_divisions.txt

Code:
SAU_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		SAU
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SAU_MAR_01
	}
	fallback_name = al-Mushati al-%dr
	ordered = {
		20 = {
			al-Mushati al-%dr
		}
		21 = {
			al-Mushati al-%dr
		}
		22 = {
			al-Mushati al-%dr
		}
		23 = {
			al-Mushati al-%dr
		}
		24 = {
			al-Mushati al-%dr
		}
		25 = {
			al-Mushati al-%dr
		}
		26 = {
			al-Mushati al-%dr
		}
		27 = {
			al-Mushati al-%dr
		}
		28 = {
			al-Mushati al-%dr
		}
		29 = {
			al-Mushati al-%dr
		}
		30 = {
			al-Mushati al-%dr
		}
	}
}
### Entity: Event
Component: portugal.78
Constructs: is_triggered_only, ai_chance, limit, add_ideas, is_subject, has_dynamic_modifier, remove_dynamic_modifier, has_non_aggression_pact_with
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.78
	title = portugal.78.title
	desc = portugal.78.desc
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = portugal.55.a
		trigger = {
			is_subject = no
		}
		ai_chance = {
			base = 20
		}
		171 = {
			transfer_state_to = POR
			hidden_effect = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = autonomous_state
						}
					}
					remove_dynamic_modifier = {
						modifier = autonomous_state
					}
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_ideas = POR_pan_iberian_trade_SPR_r56
		if = {
			limit = {
				has_non_aggression_pact_with = POR
			}
		}
		else = {
			diplomatic_relation = {
				country = POR
				relation = non_aggression_pact
				active = yes
			}
		}
		POR = {
			country_event = {
				id = portugal.79
				hours = 5
			}
		}
	} {
		name = turkey.120.b
		POR = {
			country_event = {
				id = portugal.64
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 80
				has_country_leader = {
					character = SPA_francisco_franco
					ruling_only = yes
				}
			}
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.22
Constructs: is_triggered_only, ai_chance, set_autonomy, complete_national_focus, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.22
	title = congo_independence_struggle.22.t
	desc = congo_independence_struggle.22.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.22.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.5
				end_wars = no
				end_civil_wars = no
			}
		} {
			complete_national_focus = CONGO_overseas_department_of_belgium
		}
		hidden_effect = {
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_land_ownership
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_land_ownership
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = EST_constitutional_referendumm
	}
	relative_position_id = EST_constitutional_referendumm
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = EST_land_ownership
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: can_build_railway
Constructs: can_build_railway, build_only_on_allied
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_build_railway

* Supported Scopes: any
* Supported Targets: any

```
Checks if a railway can be built according to specifications. Example:
can_build_railway = {
  build_only_on_allied = yes # No by default. If yes and the effect scope is country, it will only build on allied territories for the country

  # You can specify a weight function that will be used in pathing. The scope will be the controller of the province it is trying to path to.
  # A negative value will make it not to path to that controller.
  # Non-negative values will be used as a path cost for that province.
  controller_priority = {
    base = 1

    modifier = {
      tag = MAN
      add = 2
    }
  }

  # The following options are used for picking a path. You can specify multiple options and it will pick in following order:
  fallback = yes # Default no. If yes, each option will try to fallback to next one.
  # option 1: List of provinces to draw railways. If fallback = yes uses start and end provinces of the path as fallback in option 2.
  path = { 10 20 30 40 }
  # option 2: Specify start & end province IDs. It will pick the shortest path. If provinces are not valid and if fallback = yes it will use states of those provs and use in option 3.
  start_province = 42
  target_province = 84
  # option 3: Specify start & end state IDs. It will pick provinces with the best node (capital > nodes > naval )
  start_state = 50
  target_state = 100
}

```
### Entity: Unit Template
Component: MON_DD_HISTORICAL
Source: game
File: common/units/names_ships/MON_ship_names.txt

Code:
MON_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		MON
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = MTK 
	fallback_name = Ustgagch %d
	unique = {
		Shuurga Khar Salkhi Badmaarag Galt Shuvuu Foryel Mori Ayanga Gal Sutai Altai Tavan Bogd Aj Bogd Dunheger Baga Bogd Khan Höhii Dari Ovoo
	}
}
### Entity: Unit Template
Component: AST_RGR_01
Source: game
File: common/units/names_divisions/AST_names_divisions.txt

Code:
AST_RGR_01 = {
	name = Jungle Divisions
	for_countries = {
		AST
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %d Jungle Division
	link_numbering_with = {
		AST_INF_01
	}
	ordered = {
		1 = {
			%dst Jungle Division
		}
		2 = {
			%dnd Jungle Division
		}
		3 = {
			%drd Jungle Division
		}
		4 = {
			%dth Jungle Division
		}
		5 = {
			%dth Jungle Division
		}
		6 = {
			%dth Jungle Division
		}
		7 = {
			%dth Jungle Division
		}
		8 = {
			%dth Jungle Division
		}
		9 = {
			%dth Jungle Division
		}
		10 = {
			%dth Jungle Division
		}
		11 = {
			%dth Jungle Division
		}
		12 = {
			%dth Jungle Division
		}
		13 = {
			%dth Jungle Division
		}
		14 = {
			%dth Jungle Division
		}
		15 = {
			%dth Jungle Division
		}
		16 = {
			%dth Jungle Division
		}
		17 = {
			%dth Jungle Division
		}
		18 = {
			%dth Jungle Division
		}
		19 = {
			%dth Jungle Division
		}
		20 = {
			%dth Jungle Division
		}
		21 = {
			%dst Jungle Division
		}
		22 = {
			%dnd Jungle Division
		}
		23 = {
			%drd Jungle Division
		}
		24 = {
			%dth Jungle Division
		}
		25 = {
			%dth Jungle Division
		}
		26 = {
			%dth Jungle Division
		}
		27 = {
			%dth Jungle Division
		}
		28 = {
			%dth Jungle Division
		}
		29 = {
			%dth Jungle Division
		}
		30 = {
			%dth Jungle Division
		}
		31 = {
			%dst Jungle Division
		}
		32 = {
			%dnd Jungle Division
		}
		33 = {
			%drd Jungle Division
		}
		34 = {
			%dth Jungle Division
		}
		35 = {
			%dth Jungle Division
		}
		36 = {
			%dth Jungle Division
		}
		37 = {
			%dth Jungle Division
		}
		38 = {
			%dth Jungle Division
		}
		39 = {
			%dth Jungle Division
		}
		40 = {
			%dth Jungle Division
		}
		41 = {
			%dst Jungle Division
		}
		42 = {
			%dnd Jungle Division
		}
		43 = {
			%drd Jungle Division
		}
		44 = {
			%dth Jungle Division
		}
		45 = {
			%dth Jungle Division
		}
		46 = {
			%dth Jungle Division
		}
		47 = {
			%dth Jungle Division
		}
		48 = {
			%dth Jungle Division
		}
		49 = {
			%dth Jungle Division
		}
		50 = {
			%dth Jungle Division
		}
		51 = {
			%dst Jungle Division
		}
		52 = {
			%dnd Jungle Division
		}
		53 = {
			%drd Jungle Division
		}
	}
}
### Entity: Idea
Component: MAN_showa_steel_works
Constructs: has_completed_focus, has_dlc, is_literally_china, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
MAN_showa_steel_works = {
	picture = JAP_japan_steel_works
	available = {
		controls_state = 716
	}
	allowed = {
		has_dlc = Waking the Tiger
		OR = {
			original_tag = MAN
			is_literally_china = yes
		}
	}
	visible = {
		NOT = {
			has_completed_focus = MAN_tsr_mangyo
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_steel_mills_trait
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BBA_italy_air_accident.02
Constructs: is_triggered_only, fire_only_once, set_country_flag, has_character, retire_character, add_trait
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_air_accident.02
	title = BBA_italy_air_accident.02.t
	desc = BBA_italy_air_accident.02.desc
	picture = GFX_report_event_ITA_air_crash
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ITA_balbo_accident_flag
		}
	}
	trigger = {
		has_character = ITA_giuseppe_tellera ITA_italo_balbo
	}
	option = {
		name = BBA_italy_air_accident.02.a
		retire_character = ITA_giuseppe_tellera
		ITA_italo_balbo = {
			add_trait = {
				trait = harsh_leader
			}
		}
	}
}
### Entity: AI Strategy
Component: GUAY_historical_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/GUAY_historical_strategy_plan.txt

Code:
GUAY_historical_plan = {
	name = Uruguay Historical Plan
	desc = 
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = URG_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = URG_AI_RANDOM_HISTORICAL
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {

	}
	focus_factors = {

	}
	research = {

	}
	ideas = {
		communist_revolutionary = 40
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Royal_Industries
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Royal_Industries
	icon = GFX_goal_generic_royal_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Social_Nationalism
	} {
		focus = DEN_Restore_Aristocratic_Land_Rights
	}
	x = 5
	y = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		random_owned_state = {
			limit = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_to_variable = {
			den_middle_equilibrium = 15
			tooltip = den_middle_equilibrium_tooltip
		}
		den_calculate_middle = yes
		custom_effect_tooltip = DEN_unlock_stalvalsevaerket_tt
	}
}