Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_naval_cruiser_heavy
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_cruiser_heavy = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_cruiser_heavy
	}
	priority = {
		factor = 10
		modifier = {
			factor = 5
			GER_naval_interest_trigger = yes
		}
	}
	capital_cruiser_early = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_armor_slot = ship_armor_cruiser_2
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_torpedo
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_medium_battery_2
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher ship_fire_control_system cruiser_ship_engine ship_cruiser_armor
		}
	}
	capital_cruiser_basic = {
		priority = {
			factor = 10
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2050.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_armor_slot = ship_armor_cruiser_2
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_torpedo
				mid_2_custom_slot = ship_airplane_launcher_1
				rear_1_custom_slot = ship_medium_battery_2
			}
		}
		allowed_modules = {
			ship_anti_air ship_medium_battery ship_radar ship_torpedo ship_airplane_launcher ship_fire_control_system cruiser_ship_engine ship_cruiser_armor
		}
	}
	capital_cruiser_basic_upgrade = {
		visible = no
		priority = {
			factor = 10
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cr
# ... (truncated)
### Entity: Event
Component: wuw_GER_diplomacy.118
Constructs: is_triggered_only, limit, annex_country, every_state, add_core_of, is_owned_by, add_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.118
	title = wuw_GER_diplomacy.118.t
	desc = wuw_GER_realpolitik.8.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.8.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 69 972 74
				}
			}
			add_core_of = PREV
		} {
			limit = {
				is_owned_by = ROOT
				OR = {
					state = 9 75 72
				}
			}
			add_compliance = 60
		} {
			limit = {
				is_owned_by = ROOT
				OR = {
					state = 70 71 664 73
				}
			}
			add_compliance = 15
		}
		GER_czechoslovakia_modify_mefo_bills_or_economy_of_conquest = yes
		GER_seize_gold_reserves_in_europe_peacefully = yes
	}
}
### Entity: State History
Component: 124
Constructs: add_core_of
Source: game
File: history/states/124-Gotland.txt

Code:
state = {
	id = 124
	name = STATE_124
	manpower = 56988
	state_category = small_island
	history = {
		victory_points = {
			408 1
		}
		owner = SWE
		add_core_of = SWE
		buildings = {
			infrastructure = 3
			408 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		408 6258
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: SOV_display_civil_war_start_state
Constructs: has_country_flag, has_global_flag, has_variable, has_state_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_display_civil_war_start_state = {
	NOT = {
		has_global_flag = SOV_soviet_civil_war
	} {
		has_variable = SOV_civil_war_start_state
	}
	OR = {
		FROM = {
			has_state_flag = SOV_hq_state_selected
		}
		NOT = {
			has_country_flag = SOV_hq_state_selected_country_flag
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_support_the_war_industry
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_in_faction_with, complete_tooltip, every_state
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_support_the_war_industry
	available = {
		any_country = {
			is_in_faction_with = ROOT
			has_government = fascism
			is_major = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_facilitate_pyrenees_freight_transports
	} {
		focus = SPA_improve_cross_country_railways
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = 0
	y = 2
	relative_position_id = SPA_facilitate_pyrenees_freight_transports
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_support_the_war_industry_1civ
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPA_recovering_from_civil_war_2
			add_idea = SPA_recovering_from_civil_war_3
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_support_the_war_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_support_the_war_industry_1civ
				}
			}
			set_state_flag = SPA_support_the_war_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_support_the_war_industry_1civ
				}
			}
			set_state_flag = SPA_support_the_war_industry_1civ
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = SPA_reduce_reliance_on_foreign_resources_tt
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.50
Constructs: is_triggered_only, ai_chance, add_stability, create_wargoal, take_claimed_state
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.50
	title = BBA_ethiopia_fascist_events.50.t
	desc = BBA_ethiopia_fascist_events.50.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.50.a
		ai_chance = {
			base = 10
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_fascist_events.51
				hours = 1
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.50.b
		ai_chance = {
			base = 0
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_fascist_events.52
				hours = 1
			}
		}
		add_stability = -0.05
		create_wargoal = {
			type = take_claimed_state
			target = FROM
			generator = {
				268
			}
		}
	}
}
### Entity: Decision
Component: aftermath_of_the_munich_agreement
Constructs: has_completed_focus, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, has_idea, is_in_faction_with
Source: game
File: common/decisions/SLO_decisions.txt

Code:
aftermath_of_the_munich_agreement = {
	SLO_seek_support_from_german_slovaks = {
		icon = ger_reichskommissariats
		allowed = {
			original_tag = SLO
		}
		available = {
			has_government = fascism
			has_completed_focus = SLO_militarize_the_hlinka_guard
			NOT = {
				has_idea = disarmed_nation volunteer_only limited_conscription
			}
			GER = {
				has_government = fascism
				is_in_faction_with = SLO
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			has_government = fascism
		}
		ai_will_do = {
			factor = 1
		}
		days_remove = 60
		complete_effect = {

		}
		remove_effect = {
			add_war_support = 0.07
			add_stability = 0.03
			add_autonomy_ratio = {
				value = -0.1
				localization = slovak_autonomy
			}
			set_country_flag = volkdeutsch_support
		}
	}
	SLO_germano_slovak_command = {
		icon = ger_reichskommissariats
		allowed = {
			original_tag = SLO
		}
		available = {
			has_government = fascism
			is_subject_of = GER
			has_completed_focus = SLO_integrate_german_army_structure
			NOT = {
				OR = {
					has_idea = disarmed_nation volunteer_only limited_conscription
				}
			}
			GER = {
				has_government = fascism
			}
		}
		cost = 50
		fire_only_once = yes
		visible = {
			has_government = fascism
			has_country_flag = volkdeutsch_support
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		days_remove = 30
		complete_effect = {

		}
		remove_effect = {
			create_corps_commander = {
				name = Franza Karmasin
				portrait_path = gfx/leaders/SLO/portrait_SLO_Franza_Karmasin.dds
				traits = {
					trait_reckless
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 2
			}
			add_autonomy_ratio = {
				value = -0.1
				localization = slovak_autonomy
			}
			set_country_flag = germano_slovak_command
		}
	}
}
### Entity: Scripted Effect
Component: den_calculate_eqilibirum
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_calculate_eqilibirum = {
	set_variable = {
		den_upper_diff = den_upper_equilibrium
	} {
		den_middle_diff = den_middle_equilibrium
	} {
		den_lower_diff = den_lower_equilibrium
	}
	subtract_from_variable = {
		den_upper_diff = den_upper_loyalty
	} {
		den_middle_diff = den_middle_loyalty
	} {
		den_lower_diff = den_lower_loyalty
	}
	if = {
		limit = {
			NOT = {
				check_variable = {
					den_upper_diff = 1
				} {
					den_upper_diff = -1
				}
			}
		}
		divide_variable = {
			den_upper_diff = den_loyalty_decay
		}
	} {
		limit = {
			check_variable = {
				den_upper_diff = < 2
			} {
				den_upper_diff = > 1
			}
		}
		set_variable = {
			den_upper_diff = 2
		}
	} {
		limit = {
			NOT = {
				check_variable = {
					den_middle_diff = 1
				} {
					den_middle_diff = -1
				}
			}
		}
		divide_variable = {
			den_middle_diff = den_loyalty_decay
		}
	} {
		limit = {
			check_variable = {
				den_middle_diff = < 2
			} {
				den_middle_diff = > 1
			}
		}
		set_variable = {
			den_middle_diff = 2
		}
	} {
		limit = {
			NOT = {
				check_variable = {
					den_lower_diff = 1
				} {
					den_lower_diff = -1
				}
			}
		}
		divide_variable = {
			den_lower_diff = den_loyalty_decay
		}
	} {
		limit = {
			check_variable = {
				den_lower_diff = < 2
			} {
				den_lower_diff = > 1
			}
		}
		set_variable = {
			den_lower_diff = 2
		}
	}
	else_if = {
		limit = {
			check_variable = {
				den_upper_diff = > -2
			} {
				den_upper_diff = < 1
			}
		}
		set_variable = {
			den_upper_diff = -2
		}
	} {
		limit = {
			check_variable = {
				den_middle_diff = > -2
			} {
				den_middle_diff = < 1
			}
		}
		set_variable = {
			den_middle_diff = -2
		}
	} {
		limit = {
			check_variable = {
				den_lower_diff = > -2
			} {
				den_lower_diff = < 1
			}
		}
		set_variable = {
			den_lower_diff = -2
		}
	}
	round_variable = den_upper_diff den_middle_diff den_lower_diff
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_treaty_of_manila
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, has_cosmetic_tag, set_cosmetic_tag, random_other_country
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_treaty_of_manila
	icon = GFX_focus_PHI_treaty_of_manila
	prerequisite = {
		focus = PHI_government_filipinization PHI_bicameral_legislature PHI_uncouple_the_peso_and_dollar PHI_increase_sugar_exports PHI_break_chinese_monopoly PHI_encourage_chinese_immigration
	}
	relative_position_id = PHI_uncouple_the_peso_and_dollar
	x = 1
	y = 2
	cost = 10
	available = {
		PHI_central_focuses_done_T3_4 = yes
		OR = {
			is_subject = no
			AND = {
				is_subject_of = USA
				compare_autonomy_state = > autonomy_integrated_puppet
			}
		}
	}
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			country_event = SEA_PHI_political_events.55
		} {
			limit = {
				NOT = {
					has_cosmetic_tag = PHI_maphilindo_tag PHI_asean_tag PHI_reino_de_filipinas_tag PHI_hispanic_empire_tag PHI_hispanic_empire_tag_war PHI_reino_de_filipinas_tag_war
				}
			}
			custom_effect_tooltip = PHI_manila_tag_tt
			hidden_effect = {
				set_cosmetic_tag = PHI_manila_tag
				PHI_update_war_flag = yes
			}
		}
		random_other_country = {
			limit = {
				has_subject = PHI
			}
			set_autonomy = {
				target = PHI
				autonomy_state = autonomy_free
				freedom_level = 1
				end_wars = no
				end_civil_wars = no
			}
			country_event = SEA_PHI_political_events.55
		}
		set_country_flag = leave_faction_happily_flag
		mark_focus_tree_layout_dirty = yes
		custom_effect_tooltip = generic_skip_one_line_tt PHI_replace_economic_dynamic_modifier_tt
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = PHI_recovering_economy_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = PHI_economic_growth_dynamic_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: BAY_CAV_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
		5 = {
			%d. Kavallerie-Division
		}
		6 = {
			%d. Kavallerie-Division
		}
		7 = {
			%d. Kavallerie-Division
		}
		8 = {
			%d. Kavallerie-Division
		}
		9 = {
			%d. Kavallerie-Division
		}
		10 = {
			%d. Kavallerie-Division
		}
		11 = {
			%d. Kavallerie-Division
		}
		12 = {
			%d. Kavallerie-Division
		}
		13 = {
			%d. Kavallerie-Division
		}
		14 = {
			%d. Kavallerie-Division
		}
		15 = {
			%d. Kavallerie-Division
		}
		16 = {
			%d. Kavallerie-Division
		}
		17 = {
			%d. Kavallerie-Division
		}
		18 = {
			%d. Kavallerie-Division
		}
		19 = {
			%d. Kavallerie-Division
		}
		20 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: Character
Component: champion_of_equality
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_equality = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	democratic_drift = 0.05
}
### Entity: Event
Component: DOD_hungary.123
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.123
	title = DOD_hungary.123.t
	desc = DOD_hungary.123.desc
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = DOD_hungary.123.a
		ai_chance = {
			base = 20
		}
	} {
		name = DOD_hungary.123.b
		ai_chance = {
			base = 80
			modifier = {
				GER = {
					has_government = communism
				}
				factor = 2
			}
		}
		GER = {
			country_event = DOD_hungary.125
		}
		SOV = {
			add_opinion_modifier = {
				target = HUN
				modifier = HUN_renegade
			}
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_princely_advisors_effect
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_princely_advisors_effect = {
	indonesia_transfer_POK = yes
	indonesia_transfer_TNE = yes
	indonesia_transfer_GOW = yes
	indonesia_transfer_SSI = yes
	indonesia_transfer_BLI = yes
	indonesia_transfer_ATJ = yes
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/COG_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = COG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:COG_fn_hershal_organization
	}
}
### Entity: Idea
Component: steel_fab_aluminium
Constructs: has_tech, modify_building_resources, cancel_if_invalid
Source: game
File: common/ideas/steel_fab.txt

Code:
steel_fab_aluminium = {
	picture = taluminium_focus
	available = {
		has_tech = excavation2
	}
	modifier = {
		local_resources_factor = 0.02
	}
	on_add = {
		modify_building_resources = {
			building = celik_fab
			resource = aluminium
			amount = 3
		}
	}
	on_remove = {
		modify_building_resources = {
			building = celik_fab
			resource = aluminium
			amount = -3
		}
	}
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_a_constitutional_monarchy
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_a_constitutional_monarchy
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = ALB_strengthen_zogs_rule
	}
	mutually_exclusive = {
		focus = ALB_institute_absolute_monarchy
	}
	x = 3
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		add_ideas = {
			constitution_influence
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_era_of_silence
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_era_of_silence
	icon = GFX_focus_EST_era_of_silence
	mutually_exclusive = {
		focus = BALTIC_restore_workers_republic EST_rally_the_nation
	}
	x = 34
	y = 0
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = BALTIC_restore_workers_republic EST_rally_the_nation
				}
			}
		}
	}
	offset = {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = EST_era_of_silence
		}
	}
	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_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 100
		add_stability = 0.1
		activate_mission_tooltip = EST_vaps_uprising EST_vaps_crackdown
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: CHI_taiyuan_arsenal_organization
Constructs: is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_taiyuan_arsenal_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_1
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN MEN
		}
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	available = {
		owner = {
			controls_state = CHI.mio_locations^2
		}
	}
}
### Entity: Event
Component: AUS_political_events.115
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.115
	title = AUS_political_events.115.t
	desc = AUS_political_events.115.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AUS_political_events.115.a
		ai_chance = {
			base = 10
		}
		set_country_flag = AUS_held_joint_military_exercises_flag
		army_experience = 15
		FROM = {
			country_event = {
				id = AUS_political_events.116
				hours = 12
			}
		}
	} {
		name = AUS_political_events.115.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AUS_political_events.117
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_German_investment_in_the_military_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_German_investment_in_the_military_industry
	prerequisite = {
		focus = PRU_german_aeronautic_cooperation
	}
	icon = GFX_goal_machine_gun
	x = 1
	y = 1
	relative_position_id = PRU_german_aeronautic_cooperation
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = PRU_external_debt
			days = 121
		}
	}
}