Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modding Documentation
Construct: Collection
Source: vanilla_docs
File: common/collections/_documentation.md

Doc:
## What is a Collection

Collections are groups of scopable objects of the same type.
### Entity: National Focus
Tree: irq_focus
Component: IRQ_tip_the_oil_balance
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_puppet, remove_resource_rights, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_tip_the_oil_balance
	icon = GFX_goal_oil_agreement
	prerequisite = {
		focus = IRQ_british_embassy2
	} {
		focus = IRQ_seek_foreign_industrial_support
	}
	x = 1
	y = 1
	relative_position_id = IRQ_seek_foreign_industrial_support
	available = {
		NOT = {
			ENG = {
				OR = {
					has_war_with = ROOT
					has_capitulated = yes
					is_puppet = yes
				}
			}
		}
		controls_state = 1045
	}
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			remove_resource_rights = 1045
		}
		swap_ideas = {
			remove_idea = IRQ_oil_concessions
			add_idea = IRQ_oil_concessions2
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_OIL
	}
}
### Entity: Character
Component: FRA_marcel_deat
Constructs: has_government
Source: game
File: common/characters/FRA.txt

Code:
FRA_marcel_deat = {
	name = FRA_marcel_deat
	portraits = {
		civilian = {
			large = GFX_portrait_FRA_marcel_deat
			small = GFX_portrait_FRA_marcel_deat_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_marcel_deat
		allowed = {
			original_tag = FRA
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
		}
		cost = 150
		traits = {
			FRA_neo_jacobin
		}
		do_effect = {

		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: BOS_duro_pucar
Constructs: has_autonomy_state
Source: game
File: common/characters/BOS.txt

Code:
BOS_duro_pucar = {
	name = BOS_duro_pucar
	portraits = {
		army = {
			small = GFX_idea_BOS_duro_pucar
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BOS_duro_pucar
		allowed = {
			original_tag = BOS
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_propagandize_our_rule_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_propagandize_our_rule_r56
	prerequisite = {
		focus = SIA_remodel_the_fine_arts_department_r56
	}
	mutually_exclusive = {
		focus = SIA_promote_national_unity_r56
	}
	icon = GFX_goal_protect_siam
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = 0
	y = 2
	relative_position_id = SIA_remodel_the_fine_arts_department_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	available = {
		if = {
			limit = {
				has_completed_focus = SIA_pridis_premiership_r56
			}
			has_completed_focus = SIA_prioritize_socioeconomic_progress_r56
		}
		else_if = {
			limit = {
				has_completed_focus = SIA_songsuradets_ascendency_r56
			}
			OR = {
				has_completed_focus = SIA_push_wichitwathakan_to_the_forefront_r56 SIA_consolidate_the_peoples_assembly_r56
			}
		}
		else = {
			OR = {
				has_completed_focus = SIA_prioritize_socioeconomic_progress_r56 SIA_push_wichitwathakan_to_the_forefront_r56 SIA_consolidate_the_peoples_assembly_r56
			}
		}
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = ROOT
			popularity = 0.04
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_protectors_of_the_nation_r56
	}
}
### Entity: Event
Component: NSB_poland_monarchist_events.4
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_monarchist_events.4
	title = NSB_poland_monarchist_events.4.t
	desc = NSB_poland_monarchist_events.4.desc
	picture = GFX_report_event_polish_tanks_01
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = NSB_poland_monarchist_events.4.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = monarchist_civil_war_tt
	}
}
### Entity: Event
Component: news.31
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.31
	title = news.31.t
	desc = news.31.d
	picture = GFX_news_event_soldiers_marching
	major = yes
	is_triggered_only = yes
	option = {
		name = news.31.a
		trigger = {
			NOT = {
				TAG = GER FRA ENG
			}
		}
	} {
		name = news.31.b
		trigger = {
			AND = {
				TAG = GER
				has_country_flag = german_rebels
			}
		}
	} {
		name = news.31.c
		trigger = {
			AND = {
				TAG = GER
				NOT = {
					has_country_flag = german_rebels
				}
			}
		}
	} {
		name = news.31.e
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: Character
Component: ARG_roberto_maria_ortiz
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_roberto_maria_ortiz = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = ARG_roberto_maria_ortiz
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_roberto_maria_ortiz
			}
			army = {
				small = GFX_portrait_ARG_roberto_maria_ortiz_small
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_radical_antipersonnel
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_roberto_maria_ortiz_idea
			allowed = {
				original_tag = ARG
			}
			traits = {
				NOR_compliant_politician
			}
			visible = {
				OR = {
					has_government = neutrality democratic
				}
			}
			available = {
				OR = {
					has_government = neutrality democratic
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_roberto_maria_ortiz
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = ARG_roberto_maria_ortiz
		portraits = {
			civilian = {
				large = GFX_portrait_Roberto_Maria_Ortiz
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: HOL_adriaan_dijxhoorn
Constructs: has_government, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_adriaan_dijxhoorn = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_adriaan_dijxhoorn
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			or = {
				has_government = democratic neutrality
			}
		}
		traits = {
			war_industrialist
		}
	}
	name = HOL_adriaan_dijxhoorn
	portraits = {
		army = {
			small = GFX_idea_HOL_adriaan_dijxhoorn
		}
	}
}
### Entity: Special Project
Component: sp_naval_generic_reward_test_failure_1
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_test_failure_1 = {
	fire_only_once = yes
	threshold = {
		min = 15
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
					set_project_flag = sp_naval_generic_reward_test_failure_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_naval
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_separate_the_ministry_of_public_health_r56
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_separate_the_ministry_of_public_health_r56 = {
	name = SIA_administrative_reforms_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		stability_factor = 0.04
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		weekly_casualties_war_support = 0.001
		monthly_population = 0.2
	}
}
### Entity: Unit Template
Component: ICE_MAR_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Marineinfanteri Divisjon
	ordered = {
		1 = {
			%d. Marineinfanteri Divisjon
		}
		2 = {
			%d. Marineinfanteri Divisjon
		}
		3 = {
			%d. Marineinfanteri Divisjon
		}
		4 = {
			%d. Marineinfanteri Divisjon
		}
		5 = {
			%d. Marineinfanteri Divisjon
		}
		6 = {
			%d. Marineinfanteri Divisjon
		}
		7 = {
			%d. Marineinfanteri Divisjon
		}
		8 = {
			%d. Marineinfanteri Divisjon
		}
		9 = {
			%d. Marineinfanteri Divisjon
		}
		10 = {
			%d. Marineinfanteri Divisjon
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_revanchist_revolution
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, add_war_support, completion_reward, has_civil_war
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_revanchist_revolution
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = MEX_focus_the_gold_shirts
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_the_gold_shirts
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		fascism = > 0.4
		has_civil_war = no
		NOT = {
			has_completed_focus = MEX_focus_party_of_the_revolution
		} {
			has_completed_focus = MEX_focus_institutional_revolution
		} {
			has_completed_focus = MEX_focus_catholic_politics
		} {
			has_completed_focus = MEX_focus_crusade_against_atheism
		} {
			has_completed_focus = MEX_focus_communist_revolution
		}
		OR = {
			has_idea = MEX_church_power_1 MEX_church_power_2
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.1
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = yes
			}
		} {
			limit = {
				has_completed_focus = MEX_focus_jefe_maximo
			}
			add_country_leader_role = {
				character = MEX_plutarco_calles
				country_leader = {
					expire = 1965.1.1
					ideology = fascism_ideology
					traits = {
						el_jefe_maximo
					}
				}
				promote_leader = yes
			}
			remove_ideas = MEX_plutarco_calles
		}
		else_if = {
			limit = {
				has_completed_focus = MEX_focus_support_general_cedillo
			}
			add_country_leader_role = {
				character = MEX_saturnino_cedillo
				country_leader = {
					expire = 1965.1.1
					ideology = fascism_ideology
					traits = {
						strongman_of_san_luis_potosi
					}
				}
				promote_leader = yes
			}
		}
		set_party_name = {
			ideology = neutrality
			name = MEX_democratic_party_institutional_revolutionary_party_short
			long_name = MEX_democratic_party_institutional_revolutionary_party_long
		} {
			ideology = fascism
			name = MEX_fascist_party_national_revolutionary_party_short
			long_name = MEX_fascist_party_national_revolutionary_party_long
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_establish_a_general_staff
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_establish_a_general_staff
	icon = GFX_focus_GRE_hellenic_armed_forces
	prerequisite = {
		focus = GRE_land_doctrine_1
	}
	x = -2
	y = 3
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = GRE_general_staff
	}
}
### Entity: Scripted Trigger
Component: SOV_has_aircraft_merged_3
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_aircraft_merged_3 = {
	OR = {
		has_country_flag = SOV_merge_aircraft_mig_3_flag SOV_merge_aircraft_ilyushin_3_flag SOV_merge_aircraft_tupolev_3_flag SOV_merge_aircraft_yakovlev_3_flag
	}
}
### Entity: Idea
Component: CHI_ideological_education
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_ideological_education = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_army_war_college
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Military Industrial Organization
Component: SLO_zbrojnica_roth_organization
Source: game
File: common/military_industrial_organization/organizations/SLO_organization.txt

Code:
SLO_zbrojnica_roth_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = SLO
	}
	visible = {

	}
	available = {

	}
}
### Entity: Idea
Component: r56_LUX_unified_command
Constructs: has_completed_focus, has_government
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_unified_command = {
	picture = generic_manpower_bonus
	cancel = {
		OR = {
			all_country = {
				OR = {
					original_tag = HOL BEL LUX
				} {
					exists = no
					NOT = {
						has_government = democratic
					}
				}
			}
			LUX = {
				NOT = {
					has_completed_focus = LUX_dreams_of_federation
				}
			}
		}
	}
	modifier = {
		army_leader_start_level = 2
		army_core_defence_factor = 0.05
		attack_bonus_against_cores = 0.03
	}
}
### Entity: Idea
Component: COG_central_military_structure
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_central_military_structure = {
	picture = CZE_planning_bonus
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_planning_factor = 0.1
		army_org_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_heavy_tank_artillery
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_heavy_tank.txt

Code:
EAI_heavy_tank_artillery = {
	category = land
	roles = {
		land_heavy_tank_artillery
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_heavy_armor_art_design_focus = yes
			NOT = {
				EAI_heavy_armor_design_priority = yes
				EAI_heavy_armor_tank_design_priority = yes
			}
		}
	}
	BASIC_HEAVY_TANK_ART = {
		enable = {
			has_tech = basic_heavy_tank_chassis interwar_artillery
			NOT = {
				has_tech = improved_heavy_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_artillery_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_three_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 0
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_HEAVY_TANK_ART = {
		enable = {
			has_tech = improved_heavy_tank_chassis interwar_artillery
			NOT = {
				has_tech = advanced_heavy_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_artillery_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_howitzer_2 tank_medium_howitzer
					}
				}
				turret_type_slot = tank_medium_three_man_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = additional_machine_guns
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = additional_machine_guns
			}
			upgrades = {
				tank_nsb_engine_upgrade = 7
				tank_nsb_armor_upgrade = 8
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_HEAVY_TANK_ART = {
		enable = {
			has_tech = advanced_heavy_tank_chassis interwar_artillery
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_artillery_chassis_3
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_howitzer_2 tank_medium_howitzer
					}
				}
				turret_type
# ... (truncated)
### Entity: Unit Leader
Component: aggressive_assaulter
Constructs: gain_xp, has_trait, breakthrough_factor
Source: game
File: common/unit_leader/00_traits.txt

Code:
aggressive_assaulter = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	prerequisites = {
		has_trait = brilliant_strategist
	}
	cost = 1000
	field_marshal_modifier = {
		breakthrough_factor = 0.1
	}
	custom_effect_tooltip = INCREASED_ASSAULT_AND_SHOCK_CHANCE
	slot = army_chief
	specialist_advisor_trait = army_chief_maneuver_1
	expert_advisor_trait = army_chief_maneuver_2
	genius_advisor_trait = army_chief_maneuver_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 4
	trait_type = assignable_trait
	mutually_exclusive = unyielding_defender
}
### Entity: Idea
Component: GER_prepare_for_the_next_blockade
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_prepare_for_the_next_blockade = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: quebec.17
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.17
	title = quebec.17.t
	desc = quebec.17.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.17.a
		QUE = {
			country_event = quebec.18
		}
	} {
		name = quebec.17.b
		QUE = {
			country_event = quebec.19
		}
	}
}
### Entity: Technology
Component: etax_broad_support
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_inclusive_science
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1940
	attrition = -0.05
	supply_combat_penalties_on_core_factor = -0.05
	folder = {
		name = etax_folder
		position = {
			x = 4
			y = 6
		}
	}
	categories = {
		r56_special_research_division infantry_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		modifier = {
			factor = 6
			date = > 1940.1.1
		} {
			factor = 7
			date = > 1941.1.1
		} {
			factor = 8
			date = > 1942.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: Event
Component: INS_industrial_events.39
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_country_flag, clr_country_flag, add_to_variable, add_offsite_building, has_idea
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.39
	title = INS_industrial_events.36.t
	desc = INS_industrial_events.36.desc
	picture = GFX_report_event_generic_navy
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.36.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 40
				tooltip = country_resource_cost_oil_tt
			}
			add_offsite_building = {
				type = dockyard
				level = 2
			}
		}
	} {
		name = INS_industrial_events.36.b
		ai_chance = {
			base = 1
		}
		trigger = {
			NOT = {
				has_country_flag = INS_selling_resource_flag
				has_idea = INS_plane_making
			}
			has_completed_focus = INS_invite_foreign_companies
			has_resources_in_country = {
				resource = oil
				amount = > 39
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 40
				tooltip = country_resource_cost_oil_tt
			}
			add_offsite_building = {
				type = dockyard
				level = 2
			}
		}
		activate_decision = INS_oil_for_dockyard
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_reenter_international_affairs
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, set_rule, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_reenter_international_affairs
	mutually_exclusive = {
		focus = POR_portugal_first
	}
	prerequisite = {
		focus = POR_evaluate_the_changing_global_order
	}
	icon = GFX_goal_generic_military_deal
	cost = 5
	x = -2
	y = 1
	relative_position_id = POR_evaluate_the_changing_global_order
	ai_will_do = {
		base = 50
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			unlock_decision_tooltip = POR_expand_military_cooperation_with_the_spanish_r56
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_come_to_britains_aid_which_grants_tt generic_skip_one_line_tt generic_skip_one_line_tt unlocks_decision_contain_JAP_which_grants_tt
			ENG = {
				country_event = {
					id = portugal.30
				}
			}
			send_embargo = JAP
			if = {
				limit = {
					CHI = {
						has_war_with = JAP
					}
				}
				add_relation_rule_override = {
					target = CHI
					can_send_volunteers = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_national_defense_council
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_national_defense_council
	icon = GFX_goal_BRA_coa_army
	prerequisite = {
		focus = BRA_R56_end_the_occupation
	}
	x = 0
	y = 1
	relative_position_id = BRA_R56_end_the_occupation
	cost = 5
	completion_reward = {
		army_experience = 10
		add_ideas = bra_consegnac_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}