Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: authoritarian
Constructs: fascism_drift, neutrality_drift, compliance_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
authoritarian = {
	fascism_drift = 0.1
	neutrality_drift = 0.05
	production_speed_arms_factory_factor = 0.1
	compliance_gain = -0.01
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_maintain_the_popular_front
Constructs: has_completed_focus, limit, has_country_flag, completion_reward, has_global_flag, allow_branch, is_historical_focus_on, set_country_flag
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_maintain_the_popular_front
	available = {
		NOT = {
			has_country_flag = SPR_back_the_ceda_finished
		}
	}
	bypass = {
		NOT = {
			has_country_flag = SPR_back_the_ceda_finished
		}
		OR = {
			has_global_flag = spanish_civil_war
			has_country_flag = r56_i_am_the_spr_start_up_and_bypass
		}
	}
	mutually_exclusive = {
		focus = SPR_back_the_ceda
	}
	allow_branch = {
		OR = {
			NOT = {
				has_completed_focus = SPR_back_the_ceda
			} {
				has_country_flag = SPR_back_the_ceda_finished
			}
			has_country_flag = r56_i_am_the_spr_start_up_and_bypass
		}
	}
	icon = GFX_goal_spr_democracy_in_our_country
	x = 4
	y = 0
	offset = {
		trigger = {
			has_completed_focus = SPR_maintain_the_popular_front
		}
		x = -1
		y = 0
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		custom_effect_tooltip = SPR_maintain_the_popular_front_2_tt SPR_maintain_the_popular_front_tt SPR_civil_war_load_tt
		set_country_flag = SPR_maintain_the_popular_front_finished
		if = {
			limit = {
				is_ai = yes
			}
			set_global_flag = scw_is_ai_driven
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 2013
	division_template = Cavalry
	start_experience_factor = 0.1
	start_equipment_factor = 0.78
}
### Entity: Scripted Effect
Component: indonesia_transfer_POK
Constructs: limit, set_nationality, remove_country_leader_role, save_global_event_target_as, every_possible_country, has_character, random_character, is_character
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_transfer_POK = {
	if = {
		limit = {
			country_exists = POK
		}
		POK = {
			INS_syarif_muhammad_alkadrie = {
				set_nationality = INS
				remove_country_leader_role = {
					ideology = despotism
				}
				save_global_event_target_as = INS_syarif_muhammad_alkadrie
			}
		}
	}
	else = {
		every_possible_country = {
			limit = {
				has_character = INS_syarif_muhammad_alkadrie
			}
			random_character = {
				limit = {
					is_character = INS_syarif_muhammad_alkadrie
				}
				set_nationality = INS
				save_global_event_target_as = INS_syarif_muhammad_alkadrie
			}
		}
	}
}
### Entity: Decision
Component: LUX_neutrality_balance_decision_category
Constructs: has_power_balance
Source: game
File: common/decisions/categories/r56_LUX_decision_categories.txt

Code:
LUX_neutrality_balance_decision_category = {
	allowed = {
		original_tag = LUX
	}
	visible = {
		has_power_balance = {
			id = LUX_neutrality_balance
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Down_with_Persia
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Down_with_Persia
	icon = GFX_goal_generic_attack_persia
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			is_in_faction_with = PER
		}
		PER = {
			exists = yes
		}
		surrender_progress = < 0.1
		OR = {
			ROOT = {
				controls_state = 415
			}
			AND = {
				any_country = {
					controls_state = 415
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	cost = 10
	prerequisite = {
		focus = PAK_The_Graveyard_of_Empires
	}
	x = 5
	y = 7
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = PER
			expire = 0
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_latvian_militarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_latvian_militarism
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = LAT_proclaim_the_new_state
	}
	relative_position_id = LAT_proclaim_the_new_state
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_fund_resistance_groups_in_asia
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_command_power, set_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_fund_resistance_groups_in_asia
	icon = GFX_focus_GER_support_the_proletarian_uprising
	x = 0
	y = 2
	relative_position_id = JAP_free_colonized_asian_countries
	prerequisite = {
		focus = JAP_free_colonized_asian_countries
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_command_power = 25
		set_rule = {
			can_send_volunteers = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_fund_resistance_groups_in_asia_tt
		JAP_set_up_asian_resistance_states = yes
	}
}
### Entity: State History
Component: 99
Constructs: add_core_of
Source: game
File: history/states/99-Jutland.txt

Code:
state = {
	id = 99
	name = STATE_99
	manpower = 1254177
	state_category = rural
	history = {
		owner = DEN
		add_core_of = DEN
		victory_points = {
			6235 2
		} {
			6364 3
		} {
			3277 1
		} {
			399 2
		} {
			3206 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 1
			air_base = 2
			394 = {
				naval_base = 2
			}
			399 = {
				naval_base = 2
			}
			6364 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		316 394 399 3206 3277 3341 6235 6364 13259 13262 13263
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: USA_aid_britain
Constructs: has_war, has_government
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_aid_britain = {
	allowed = {
		original_tag = USA
	}
	visible = {
		ENG = {
			has_war = yes
			has_government = ROOT
		}
	}
}
### Entity: Modding Documentation
Construct: protect
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `protect`
Negative value makes AI not guarantee independence on target country.
```
ai_strategy = {
	type = protect
	id = "CZE"
	value = 200
}
```
### Entity: National Focus
Tree: jap_focus
Component: JAP_educate_the_peasants
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_educate_the_peasants
	icon = GFX_focus_CHI_tongzi_jun
	x = 2
	y = 1
	relative_position_id = JAP_the_pan_asian_revolutionary_front
	prerequisite = {
		focus = JAP_the_pan_asian_revolutionary_front
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				num_faction_members = > 1
			}
			for_each_scope_loop = {
				array = ROOT.allies
				add_to_variable = {
					JAP.JAP_educating_the_peasants_modifier_allies_count = 1
				}
			}
			set_temp_variable = {
				temp_targets_index = JAP_educating_the_peasants_modifier_allies_count
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						temp_targets_index = > 0
					} {
						var = JAP_educating_the_peasants_modifier_research_speed_factor
						value = 0.1
						compare = less_than_or_equals
					}
				}
				add_to_variable = {
					JAP_educating_the_peasants_modifier_research_speed_factor = 0.01
				}
				subtract_from_temp_variable = {
					temp_targets_index = 1
				}
			}
			hidden_effect = {
				subtract_from_variable = {
					JAP.JAP_educating_the_peasants_modifier_research_speed_factor = 0.01
				}
			}
		}
		add_dynamic_modifier = {
			modifier = JAP_educating_the_peasants_modifier
		}
		custom_effect_tooltip = JAP_educate_the_peasants_tt
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3AGeneral_Baker/Sandbox/app6a.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:General_Baker/Sandbox/app6a"
### Entity: Idea
Component: AST_R56_great_depression_2
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_great_depression_2 = {
	name = AST_R56_great_depression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.3
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: POL_Next_War_Focus
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Next_War_Focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_foreign_capital
	modifier = {
		production_speed_arms_factory_factor = 0.15
		license_production_speed = 0.25
		production_speed_industrial_complex_factor = -0.1
	}
}
### Entity: Decision
Component: SOV_merge_designers_dec_cat
Constructs: has_completed_focus, has_country_flag, set_technology, is_debug, complete_effect, set_country_flag, set_variable, clr_country_flag
Source: game
File: common/decisions/SOV.txt

Code:
SOV_merge_designers_dec_cat = {
	SOV_debug_merge_designers_FASTER_AND_FREE = {
		priority = 999
		icon = eng_ally_imperialist_coup
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			OR = {
				has_completed_focus = SOV_merge_tank_and_materiel_plants SOV_merge_naval_plants SOV_merge_aircraft_plants
			}
			NOT = {
				has_country_flag = SOV_debug_fast_merge_desingers_flag
			}
			is_debug = yes
		}
		cost = 0
		complete_effect = {
			set_country_flag = SOV_debug_fast_merge_desingers_flag
			set_variable = {
				SOV_merge_designers_cost = 0
			} {
				SOV_merge_designers_time = 3
			}
		}
	}
	SOV_debug_merge_designers_BACK_TO_REGULAR_STUFF = {
		priority = 999
		icon = eng_ally_imperialist_coup
		ai_will_do = {
			base = 0
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			always = yes
		}
		visible = {
			OR = {
				has_completed_focus = SOV_merge_tank_and_materiel_plants SOV_merge_naval_plants SOV_merge_aircraft_plants
			}
			has_country_flag = SOV_debug_fast_merge_desingers_flag
			is_debug = yes
		}
		cost = 0
		complete_effect = {
			clr_country_flag = SOV_debug_fast_merge_desingers_flag
			set_variable = {
				SOV_merge_designers_cost = 50
			} {
				SOV_merge_designers_time = 90
			}
		}
	}
	SOV_merge_tank_plant = {
		priority = 53
		icon = GFX_decision_generic_merge_plant_tank
		ai_will_do = {
			base = 0.5
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			has_full_control_of_state = 195
			num_of_civilian_factories_available_for_projects = > 0
			SOV_has_active_tank_designer_any = yes
			NOT = {
				has_country_flag = SOV_merge_tank_decision_ongoing_flag
			}
		}
		visible = {
			has_completed_focus = SOV_merge_tank_and_materiel_plants
			SOV_has_tank_merged_1 = no
		}
		cancel_trigger = {
			OR = {
				SOV_has_active_tank_designer_any = no
				NOT = {
					has_full_control_of_state = 195
				}
			}
		}
		cancel_effect = {
			clr_country_flag = SOV_merge_tank_decision_ongoing_flag
		}
		cost = SOV_merge_designers_cost
		days_remove = SOV_merge_designers_time
		modifier = {
			civilian_factory_use = 1
		}
		complete_effect = {
			set_country_flag = SOV_merge_tank_decision_ongoing_flag
		}
		remove_effect = {
			clr_country_flag = SOV_merge_tank_decision_ongoing_flag
			custom_effect_tooltip = SOV_merge_tank_plant_tt
			hidden_effect = {
				SOV_upgrade_
# ... (truncated)
### Entity: Event
Component: denmark_protection_event.100
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, add_war_support, has_country_flag, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.100
	title = denmark_protection_event.100.t
	desc = denmark_protection_event.100.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.100.a
		trigger = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
				has_war = yes
			}
		}
		add_political_power = 50
		add_war_support = 0.1
		effect_tooltip = {
			if = {
				limit = {
					is_faction_leader = yes
				}
				add_to_faction = FROM
			}
			else = {
				FROM = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction = DEN_nordic_cooperation_alliance
					add_to_faction = ROOT
				}
			}
		}
		set_variable = {
			DEN.DEN_allied_nation = ROOT
		}
		set_country_flag = DEN_allied_with_denmark
		FROM = {
			country_event = {
				id = denmark_protection_event.101
				days = 2
			}
		}
	} {
		name = denmark_protection_event.100.b
		trigger = {
			OR = {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 2
				NORDIC_is_nordic = yes
			} {
				factor = 0.5
				has_war_with_major = yes
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.102
				days = 2
			}
		}
		hidden_effect = {
			set_country_flag = DEN_refused_alliance_flag
		}
	}
}
### Entity: AI Strategy
Component: ICE_alt_democratic_strategy_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ICE_alternate_strategy_plan.txt

Code:
ICE_alt_democratic_strategy_plan = {
	name = Alternative democratic plan for Iceland
	desc = Iceland will try to cooperate with denmark, and fight alongside them against any enemies
	allowed = {
		original_tag = ICE
	}
	enable = {
		OR = {
			has_country_flag = ICE_AI_RANDOM_ALT_DEMOCRATIC_PLAN
			has_game_rule = {
				rule = ICE_AI_BEHAVIOR
				option = ICE_SUPPORT_DENMARK
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ICE_international_trade ICE_the_armed_forces_of_iceland ICE_fighting_as_equals ICE_banking_on_the_future ICE_the_kingdom_of_iceland ICE_united_we_stand ICE_expand_the_fishing_industry ICE_engineering_projects ICE_joint_shipbuilding_programme ICE_patrolling_the_atlantic ICE_not_standing_idly_by ICE_industrial_cooperation ICE_royal_marines
	}
	focus_factors = {
		ICE_declare_absolute_neutrality = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_popularity, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.11
	title = AAT_Sweden_nationalists.11.t
	desc = AAT_Sweden_nationalists.11.desc
	picture = GFX_report_event_gre_rural_rebels
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.11.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_completed_focus = SWE_undermine_the_fascists
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		IF = {
			limit = {
				has_completed_focus = SWE_mythologize_swedish_history
			}
			activate_mission = SWE_implement_rural_reforms_countdown
		}
		clr_country_flag = SWE_appeal_for_support_in_progress
		custom_effect_tooltip = SWE_appeal_for_support_dec_tt
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, is_buildable, build_cost_ic
Source: game
File: common/units/equipment/trains.txt

Code:
equipments = {
	train_equipment = {
		year = 1910
		is_archetype = yes
		is_buildable = no
		active = no
		type = train
		picture = archetype_train
		group_by = archetype
		sprite = train
		interface_category = interface_category_land
		armor_value = 0
		lend_lease_cost = 20
		build_cost_ic = 70
		resources = {
			steel = 1
		}
	}
	train_equipment_1 = {
		year = 1910
		archetype = train_equipment
		priority = 10
		armor_value = 0
		build_cost_ic = 70
		resources = {
			steel = 1
		}
	}
	train_equipment_2 = {
		year = 1940
		archetype = train_equipment
		parent = train_equipment_1
		priority = 20
		build_cost_ic = 50
		resources = {
			steel = 1
		}
	}
	train_equipment_3 = {
		year = 1936
		archetype = train_equipment
		parent = train_equipment_1
		priority = 30
		armor_value = 250
		air_attack = 18
		build_cost_ic = 105
		resources = {
			steel = 2
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_east_indies_war_machine_taog
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_east_indies_war_machine_taog
	available = {
		has_full_control_of_state = 335
	}
	prerequisite = {
		focus = HOL_a_western_capital_taog
	} {
		focus = HOL_expand_the_colonial_army_taog
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = HOL_a_western_capital_taog
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		335 = {
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = arms_factory
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_atlantic_defense_strategy
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_atlantic_defense_strategy
	available = {
		OR = {
			has_full_control_of_state = 698 697 702
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_national_cruiser_production
	}
	icon = GFX_focus_generic_destroyer
	x = 0
	y = 2
	relative_position_id = POR_national_cruiser_production
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 698
			}
			698 = {
				add_building_construction = {
					type = coastal_bunker
					level = 2
					province = 1751
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 697
			}
			697 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 3118
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 702
			}
			702 = {
				add_building_construction = {
					type = coastal_bunker
					level = 1
					province = 13014
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: CHI_PAR_01
Source: game
File: common/units/names_divisions/CHI_names_divisions.txt

Code:
CHI_PAR_01 = {
	name = Paratrooper Unit
	for_countries = {
		CHI PRC SHX GXC YUN XSM SIK KHM NXM KUM GSM GDC SIC XIC HBC SND
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Sanbing Shi
	ordered = {
		1 = {
			%d Sanbing Shi
		}
		2 = {
			%d Sanbing Shi
		}
		3 = {
			%d Sanbing Shi
		}
		4 = {
			%d Sanbing Shi
		}
		5 = {
			%d Sanbing Shi
		}
		6 = {
			%d Sanbing Shi
		}
		7 = {
			%d Sanbing Shi
		}
		8 = {
			%d Sanbing Shi
		}
		9 = {
			%d Sanbing Shi
		}
		10 = {
			%d Sanbing Shi
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_long_range_aircraft
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_long_range_aircraft
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = ITA_standardization
	}
	x = -2
	y = 1
	relative_position_id = ITA_standardization
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_ra_strategic_bomb_visibility = -0.05
		} {
			ITA_ra_air_strategic_bomber_bombing_factor = 0.05
		} {
			ITA_ra_air_range_factor = 0.05
		}
		custom_effect_tooltip = ITA_long_range_aircraft_ra_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			ITA_add_long_range_aircraft_templates = yes
		}
	}
}