Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hun_focus
Component: HUN_form_parachute_battalions
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_form_parachute_battalions
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = HUN_light_infantry_divisions_doctrine
	}
	x = 2
	y = 3
	relative_position_id = HUN_home_defense
	cost = 10
	ai_will_do = {
		factor = 50
	}
	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_form_parachute_battalions
			bonus = 3.0
			uses = 1
			category = para_tech
		}
	}
}
### Entity: Scripted Effect
Component: SWI_president_initiative_complete_effect
Constructs: limit, set_country_flag, has_any_power_balance, add_power_balance_value
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_president_initiative_complete_effect = {
	set_country_flag = SWI_ongoing_president_initiative
	if = {
		limit = {
			has_any_power_balance = yes
		}
		add_power_balance_value = {
			id = SWI_centralization_bop
			value = -0.15
		}
	}
}
### Entity: Music Config
Component: allied_speeches/order_of_the_day
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = order_of_the_day
	chance = {
		factor = 0
	}
}
### Entity: Character
Component: GER_rudolf_hess
Constructs: has_completed_focus, has_government, has_country_flag, is_hired_as_advisor
Source: game
File: common/characters/GER.txt

Code:
GER_rudolf_hess = {
	name = GER_rudolf_hess
	portraits = {
		army = {
			large = GFX_portrait_GER_rudolf_hess
			small = GFX_portrait_GER_rudolf_hess_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = rudolf_hess
		allowed = {
			original_tag = GER
		}
		available = {
			NOT = {
				has_country_flag = flight_of_hess
				GER_martin_bormann = {
					is_hired_as_advisor = yes
				}
				has_completed_focus = GER_party_chancellor_hess
			}
			OR = {
				has_government = fascism
				has_country_flag = GER_reinstated_nazi_leadership
			}
		}
		visible = {
			always = no
			has_government = fascism
			NOT = {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
		traits = {
			GER_first_among_equals
		}
	}
}
### Entity: Modifier Reference
Component: ARG_federal_intervention_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
ARG_federal_intervention_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	army_core_defence_factor = 0.05
	local_manpower = 0.04
	local_org_regain = 0.05
}
### Entity: National Focus
Tree: cos_focus
Component: COS_revolution_in_san_jose
Constructs: prerequisite, has_government, completion_reward, is_historical_focus_on, add_popularity, set_politics
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_revolution_in_san_jose
	icon = GFX_goal_communist_revolt
	prerequisite = {
		focus = COS_kick_out_the_UFC
	} {
		focus = COS_establish_the_credito_rural
	} {
		focus = COS_arrest_nazi_sympathizers
	}
	available = {
		communism = > 0.4
	}
	bypass = {
		has_government = communism
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 0
	y = 2
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
			last_election = 1936.1.1
			election_frequency = 48
		}
	}
}
### Entity: Event
Component: lar_spain.43
Constructs: is_triggered_only, random_days
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.43
	title = lar_spain.43.t
	desc = lar_spain.43.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = lar_spain.43.a
		puppet = FROM
		custom_effect_tooltip = lar_spain.43_tt
		hidden_effect = {
			country_event = {
				id = lar_spain.79
				days = 7
				random_days = 7
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_dynamic_strategy_USA
Constructs: limit, check_variable, set_temp_variable, set_country_flag, set_variable, clr_country_flag, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_dynamic_strategy_USA = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 0
			}
		}
		if = {
			limit = {
				set_temp_variable = {
					_transition_to = 1
				}
				check_variable = {
					EAI_PC_changed_state = 0
				}
				always = yes
			}
			EAI_PC_transition_state = yes
			set_country_flag = EAI_PC_dynamic_strategy_delay_effect {
				flag = EAI_PC_dynamic_strategy_delay_effect_duration
				value = 1
				days = 1
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 1
				}
			}
			set_variable = {
				EAI_PC_changed_state = 0
			}
			set_country_flag = EAI_block_AI_construction
		} {
			limit = {
				date = < 1937.6.1
			}
			set_temp_variable = {
				_assign_fraction = 1
			}
			EAI_PC_set_max_factory_limit = yes
		}
		else = {
			set_temp_variable = {
				_transition_to = 2
			}
			EAI_PC_transition_state = yes
		}
	} {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 2
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 1
				}
			}
			set_variable = {
				EAI_PC_changed_state = 0
			}
			clr_country_flag = EAI_block_AI_construction
		} {
			limit = {
				check_variable = {
					EAI_PC_changed_state = 0
				}
			}
			set_temp_variable = {
				_assign_fraction = 0.35
			} {
				_assign_max = 30
			}
			EAI_PC_set_max_factory_limit = yes
			EAI_PC_sort_projects_by_build_time = yes
			EAI_PC_sort_projects_by_priority = yes
			add_to_temp_array = {
				_sort_projects_TYPES = global.EAI_PC_BUNKER
			} {
				_sort_projects_TYPES = global.EAI_PC_CBUNKER
			}
			EAI_PC_sort_projects_by_enemy_distance = yes
		}
	}
}
### Entity: Country History
Country: KHA
Component: KHA_technology
Constructs: set_technology
Source: game
File: history/countries/KHA - Khakassia.txt

Code:
# Starting Technologies for KHA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
	early_fighter = 1
	fighter1 = 1
	early_bomber = 1
	strategic_bomber1 = 1
	naval_bomber1 = 1
}
### Entity: Event
Component: palestine.67
Constructs: is_triggered_only, change_state_after_war, terrain_factor
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.67
	picture = GFX_report_event_generic_battle
	title = palestine.67.t
	desc = palestine.67.d
	is_triggered_only = yes
	option = {
		name = palestine.67.a
		start_border_war = {
			change_state_after_war = no
			attacker = {
				state = 966
				num_provinces = 4
				dig_in_factor = 0
				terrain_factor = 0
				on_win = palestine.68
			}
			defender = {
				state = 455
				num_provinces = 4
				on_win = palestine.69
			}
		}
	} {
		name = palestine.67.b
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/BUL_internal_factions_scripted_gui.txt

Code:
scripted_gui = {
	bul_internal_factions_decision_ui = {
		context_type = decision_category
		window_name = bul_internal_factions_decision_ui_window
	}
}
### Entity: Event
Component: AUS_political_events.54
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.54
	title = AUS_political_events.54.t
	desc = AUS_political_events.54.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.54.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Modding Documentation
Construct: Example
Source: vanilla_docs
File: documentation/script_collection_input.md

Doc:
### Example
Checks if there are more than 42 members in the collection named "my_named_collection".
```
collection_size = {
    input = collection:my_named_collection
    value > 42
}
```
### Entity: National Focus
Tree: prc_focus
Component: PRC_put_an_end_to_the_sufan
Constructs: has_completed_focus, add_stability, completion_reward, add_political_power, has_game_rule, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_put_an_end_to_the_sufan
	icon = GFX_focus_PRC_the_central_committee
	x = 39
	y = 0
	cost = 5
	ai_will_do = {
		factor = 1
	}
	offset = {
		x = -15
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_burn_the_paper_tigers
		}
	} {
		x = -20
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_the_unwilling_diarchy_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_to_variable = {
			PRC_check_variable_test = 1
		} {
			PRC_central_committee_political_power_factor = 0.05
			tooltip = political_power_factor_tt
		}
		add_stability = 0.05
		add_political_power = 25
		custom_effect_tooltip = PRC_modify_central_committee_modifier
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_steam_locomotive
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_steam_locomotive
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = HOA_pave_the_roads
	}
	x = 0
	y = 1
	relative_position_id = HOA_pave_the_roads
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = yes
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 10
			producer = ETH
		}
	}
}
### Entity: Country History
Country: OMA
Component: OMA_characters
Constructs: recruit_character
Source: game
File: history/countries/OMA - Oman.txt

Code:
# Leaders & Characters for OMA
recruit_character = OMA_said_bin_taimur OMA_ahmad_ibn_jafar OMA_halil_ibn_halil OMA_iskandar_ibn_ali OMA_abdul_rahal OMA_fawzi_ibn_timur OMA_geoffrey_claydon OMA_hafs_mohammed OMA_abdallah_ibn_timur OMA_nasser_bazzi OMA_musa_al_saif OMA_jassim_bin_hani OMA_zahir_ibn_timur OMA_fayur_kassis OMA_ghassan_aly OMA_said_ibn_timur OMA_suleiman_al_ryami OMA_khalfan_bin_master OMA_marhoon_muhaid OMA_rashid_al_kharusi
### Entity: National Focus
Tree: hun_focus
Component: HUN_army_maneuvers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_army_maneuvers
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = HUN_bled_agreement
	}
	x = 6
	y = 1
	relative_position_id = HUN_bled_agreement
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = HUN_army_maneuvers
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_bypass_maginot_in_the_south
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_bypass_maginot_in_the_south
	icon = GFX_focus_attack_switzerland
	prerequisite = {
		focus = GER_carte_blanche_for_alsace_and_french_colonies
	}
	available = {
		is_subject = no
		has_war_with = FRA
		NOT = {
			is_in_faction_with = SWI
		}
	}
	bypass = {
		NOT = {
			country_exists = SWI
		}
	}
	cancel_if_invalid = yes
	will_lead_to_war_with = SWI
	x = 0
	y = 2
	relative_position_id = GER_carte_blanche_for_alsace_and_french_colonies
	cost = 4
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SWI
			expire = 0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/KYR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = KYR
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: State History
Component: 705
Source: game
File: history/states/705-Sao Tome.txt

Code:
state = {
	id = 705
	name = STATE_705
	manpower = 24725
	state_category = tiny_island
	history = {
		owner = POR
		buildings = {
			infrastructure = 1
			13015 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13015
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: BRA_select_leader_flag
Constructs: limit, has_country_leader, set_country_flag
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
BRA_select_leader_flag = {
	IF = {
		limit = {
			has_country_leader = {
				ruling_only = yes
				character = BRA_armando_de_sales_oliveira
			}
		}
		set_country_flag = BRA_adso_president_flag
	}
	ELSE_IF = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = BRA_anisio_teixeira
				}
			}
			set_country_flag = BRA_ansio_president_flag
		}
	} {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = BRA_minervino_de_oliveira
				}
			}
			set_country_flag = BRA_mdo_president_flag
		}
	} {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = BRA_lindolfo_collor
				}
			}
			set_country_flag = BRA_collor_president_flag
		}
	} {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = BRA_eurico_gaspar_dutra
				}
			}
			set_country_flag = BRA_dutra_president_flag
		}
	}
}
### Entity: Character
Component: CMR_acd2
Source: game
File: common/characters/CMR.txt

Code:
CMR_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = CMR_acd2
		allowed = {
			original_tag = CMR
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Event
Component: war_justification.216
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.216
	title = war_justification.216.t
	desc = war_justification.216.d
	picture = GFX_report_event_pla_in_beijing
	is_triggered_only = yes
	option = {
		name = war_justification.216.a
	}
}
### Entity: Event
Component: EAI_DM_W.23
Constructs: limit, has_government, has_war_with, has_country_flag, fire_only_once, is_ai, has_variable, is_in_faction
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.23
	hidden = yes
	fire_only_once = yes
	mean_time_to_happen = {
		days = 180
	}
	trigger = {
		tag = JAP
		is_ai = yes
		date = > 1942.6.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		BHU = {
			EAI_is_threat = yes
			any_other_country = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				is_neighbor_of = PREV
			}
			NOT = {
				has_war_with = ROOT
			}
		}
		CHI = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		BHU = {
			add_to_array = {
				ROOT.EAI_prepare_for_war_targets = THIS.id
			}
			set_country_flag = {
				flag = EAI_prepare_for_war_from_@ROOT
				value = 1
				days = 365
			}
			ROOT = {
				set_variable = {
					EAI_wardec_script_target = PREV.id
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_war_justification_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO WARDEC: against BHU
		}
	}
	option = {

	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_CHL_use_rubber_heavy_fighter_design
Constructs: is_historical_focus_on, is_in_faction_with
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_CHL_use_rubber_heavy_fighter_design = {
	EAI_MODE_challenging = yes
	OR = {
		AND = {
			original_tag = ENG
			OR = {
				is_historical_focus_on = yes
				is_in_faction_with = USA
			}
		}
		original_tag = USA GER
	}
}
### Entity: Idea
Component: ISR_president_klausner
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_president_klausner = {
	picture = ISR_president_klausner
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	traits = {
		ISR_revisionist_author
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_experiment_with_amphibious_vehicles
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_experiment_with_amphibious_vehicles
	prerequisite = {
		focus = POR_towards_a_mobile_army POR_specialized_auxiliary_tanks
	}
	icon = GFX_focus_generic_naval_invasion_tank
	x = 0
	y = 1
	relative_position_id = POR_specialized_auxiliary_tanks
	cost = 5
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_experiment_with_amphibious_vehicles
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = amphibious_mechanized_infantry amphibious_mechanized_infantry_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: ENG
Component: ENG_technology
Constructs: set_technology
Source: game
File: history/countries/ENG - Britain.txt

Code:
# Starting Technologies for ENG
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
	electronic_mechanical_engineering = 1
	radio = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 2
	}
}
### Entity: Idea
Component: ITA_ferrovie_dello_stato_italiane
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_ferrovie_dello_stato_italiane = {
	picture = ITA_ferrovie_dello_stato_italiane
	allowed = {
		original_tag = ITA
	}
	available = {
		has_completed_focus = ITA_railway_innovations
	}
	cost = 75
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		railway_company
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_republican_defence_league
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_republican_defence_league
	icon = GFX_focus_EST_republican_defence_league
	prerequisite = {
		focus = EST_fight_the_vaps
	}
	x = 0
	y = 1
	relative_position_id = EST_fight_the_vaps
	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 = {
		add_ideas = EST_republican_defence_league_idea
	}
}
### Entity: State History
Component: 103
Constructs: add_core_of
Source: game
File: history/states/103-Croatia.txt

Code:
state = {
	id = 103
	name = STATE_103
	manpower = 1431700
	state_category = large_town
	history = {
		owner = YUG
		victory_points = {
			6889 3
		} {
			3924 3
		}
		buildings = {
			infrastructure = 3
			dockyard = 1
			industrial_complex = 3
			3924 = {
				naval_base = 3
			}
			6889 = {
				naval_base = 1
			}
		}
		add_core_of = YUG CRO
	}
	provinces = {
		591 984 3601 3868 3924 3974 6611 6889 11816 11901 13252
	}
	local_supplies = 4.0
}
### Entity: National Focus
Tree: cog_focus
Component: COG_german_east_africa
Constructs: prerequisite, limit, has_government, every_country, completion_reward, cancel_if_invalid, every_state, is_owned_by
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_german_east_africa
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = COG_prussia_of_africa
	}
	x = 1
	y = 1
	relative_position_id = COG_prussia_of_africa
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				region = 217
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_claimed_by = ROOT
						is_core_of = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				is_subject = no
			}
			every_country = {
				limit = {
					NOT = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
					}
					any_owned_state = {
						region = 217
					}
				}
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				is_subject_of = GER
			}
			every_country = {
				limit = {
					NOT = {
						OR = {
							is_in_faction_with = GER
							is_subject_of = GER
						}
					}
					any_owned_state = {
						region = 217
					}
				}
				GER = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_strengthen_the_brotherhood
Constructs: prerequisite, has_government, add_war_support, completion_reward, add_political_power, has_civil_war
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_strengthen_the_brotherhood
	icon = GFX_goal_EGY_muslim_brotherhood
	relative_position_id = EGY_rally_the_green_shirts
	x = 0
	y = 1
	cost = 5
	available = {
		has_government = fascism
		has_civil_war = no
	}
	prerequisite = {
		focus = EGY_rally_the_green_shirts
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_92
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_92 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 92
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 92
	}
}