Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ABDA_events.2
Constructs: is_triggered_only
Source: game
File: events/ABDA_events.txt

Code:
country_event = {
	id = ABDA_events.2
	title = ABDA_events.2.t
	desc = ABDA_events.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ABDA_events.2.a
	}
}
### Entity: Character
Component: AUS_johann_jacob_reverta
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_johann_jacob_reverta = {
	name = AUS_johann_jacob_reverta
	portraits = {
		army = {
			large = GFX_portrait_europe_generic_land_13
			small = GFX_portrait_europe_generic_land_13_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
			has_completed_focus = AUS_invite_spanish_refugees
		}
	}
}
### Entity: Idea
Component: GER_clamp_down_on_fascism
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_clamp_down_on_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_oppression
	modifier = {
		fascism_drift = -0.05
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_herrerismo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_herrerismo
	available = {

	} {

	}
	icon = GFX_goal_generic_construction
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = URG_blanco_victory
	}
	relative_position_id = URG_blanco_victory
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_URG_herreismo
	}
}
### Entity: Joint Focus
Component: INSHOL_flag_will_fly_again
Constructs: prerequisite, limit, joint_focus, add_ideas, has_country_flag, completion_reward, is_in_faction, is_historical_focus_on
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_flag_will_fly_again
	icon = GFX_focus_hol_oranje_boven
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		is_in_faction = no
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_request_british_support
	}
	mutually_exclusive = {
		focus = INSHOL_franco_dutch_accord INSHOL_london_batavia_accord INSHOL_undermine_the_militias
	}
	x = 2
	y = 2
	relative_position_id = INSHOL_request_british_support
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_ideas = HOL_flag_will_fly
			if = {
				limit = {
					has_rule = can_join_factions
				}
				set_country_flag = HOL_can_join_factions_before_remove
			} {
				limit = {
					has_rule = can_create_factions
				}
				set_country_flag = HOL_can_create_factions_before_remove
			}
			set_rule = {
				can_join_factions = no
			} {
				can_create_factions = no
			}
			custom_effect_tooltip = INSHOL_flag_will_fly_again_tt
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_ideas = HOL_flag_will_fly
			if = {
				limit = {
					has_rule = can_join_factions
				}
				set_country_flag = HOL_can_join_factions_before_remove
			} {
				limit = {
					has_rule = can_create_factions
				}
				set_country_flag = HOL_can_create_factions_before_remove
			}
			set_rule = {
				can_join_factions = no
			} {
				can_create_factions = no
			}
			custom_effect_tooltip = INSHOL_flag_will_fly_again_tt
		}
	}
}
### Entity: AI Strategy
Component: POR_fascist_fifth_empire_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_fascist_fifth_empire_plan = {
	name = The Fifth Empire - Fascist
	desc = The Poruguese government will embrace Fascism, fight against the Republicans during the Spanish Civil War and attempt to recover its lost territories in Africa, Asia and America, raising as a major power once again.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_FASCIST_FIFTH_EMPIRE
			has_game_rule = {
				rule = POR_ai_behavior
				option = FASCIST_FIFTH_EMPIRE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_nationalist_intervention POR_estado_novo POR_continue_the_public_works POR_instituto_superior_tecnico POR_food_industries POR_second_navy_reequipment POR_support_the_spanish_nationalists POR_portuguese_legion POR_national_syndicalism POR_army_reorganization POR_ditadura_militar POR_camisas_azuis POR_observation_mission POR_send_assistance POR_metropolitan_army POR_arsenal_do_alfeite POR_textile_industry POR_ogma POR_light_aircraft_focus POR_military_research_facilities POR_corpo_do_estado_maior POR_a_powerful_merchant_marine POR_submarine_effort POR_merchant_marine_protection POR_the_fifth_empire POR_refuse_the_naval_blockade POR_mapa_cor_de_rosa POR_roads_bridges_and_dams POR_fuzileiros POR_recover_the_east_indies POR_colonial_assimilation_policy POR_national_cruiser_production POR_atlantic_defense_strategy POR_endless_sea POR_standardization POR_colonial_army POR_recover_brazil POR_naval_research_institute POR_carrier_effort POR_advanced_light_aircraft POR_air_naval_research POR_latin_america
	}
	focus_factors = {
		POR_limited_self_rule = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_GB_army_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_GB_army_production_strategies = {
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_GB_DOCTRINE
			}
		}
		if = {
			limit = {
				num_of_military_factories = > 20
				OR = {
					EAI_light_armor_production = yes
					EAI_medium_armor_production = yes
					EAI_heavy_armor_production = yes
					EAI_modern_armor_production = yes
				}
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_GB_armor_army_production_strategy
					}
				}
				set_country_flag = EAI_GB_armor_army_production_strategy
			}
		} {
			limit = {
				num_of_military_factories = > 20
				EAI_motorized_production = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_GB_motorized_army_production_strategy
					}
				}
				set_country_flag = EAI_GB_motorized_army_production_strategy
			}
		}
		else_if = {
			limit = {
				has_country_flag = EAI_GB_armor_army_production_strategy
			}
			clr_country_flag = EAI_GB_armor_army_production_strategy
		} {
			limit = {
				has_country_flag = EAI_GB_motorized_army_production_strategy
			}
			clr_country_flag = EAI_GB_motorized_army_production_strategy
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_flag = EAI_GB_armor_army_production_strategy EAI_GB_motorized_army_production_strategy
			}
		}
		clr_country_flag = EAI_GB_armor_army_production_strategy EAI_GB_motorized_army_production_strategy
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_screen_ship
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_screen_ship
* description: Total produced equipment of typescreen_ship
### Entity: National Focus
Tree: irq_focus
Component: IRQ_regional_military_integration
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_owned_and_controlled_by, is_subject_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_regional_military_integration
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = IRQ_reach_out_to_jordan
	}
	x = -1
	y = 1
	relative_position_id = IRQ_reach_out_to_jordan
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ARMY_XP
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		ETH_add_random_mil_factory_effect = yes
		IF = {
			limit = {
				OR = {
					455 = {
						is_owned_and_controlled_by = ROOT
					}
					JOR = {
						is_subject_of = ROOT
					}
				}
			}
			455 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = IRQ_regional_military_integration_tt
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_suspend_the_presecution
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_suspend_the_presecution
	icon = GFX_focus_generic_diplomatic_treaty
	x = -7
	y = 1
	prerequisite = {
		focus = USA_continue_the_new_deal
	}
	relative_position_id = USA_continue_the_new_deal
	cost = 10
	ai_will_do = {
		factor = 1
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = USA_reestablish_the_gold_standard
			}
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = earl_browder
		if = {
			limit = {
				is_ai = yes
				OR = {
					has_country_flag = USA_AI_RANDOM_COMMUNIST
					has_game_rule = {
						rule = USA_ai_behavior
						option = COMMUNIST
					}
				}
			}
			add_ideas = earl_browder
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_allied_after_all
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_subject, is_in_faction, has_dlc, add_faction_initiative
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_allied_after_all
	icon = GFX_focus_RAJ_seek_allies_with_the_muslim_league
	prerequisite = {
		focus = AST_inevitably_independent AST_bring_on_the_giant
	}
	mutually_exclusive = {
		focus = AST_the_pacific_resistance
	}
	relative_position_id = AST_inevitably_independent
	x = 1
	y = 1
	cost = 5
	available = {
		is_in_faction_with = ENG
		is_subject = no
	}
	bypass = {
		ENG = {
			is_in_faction = no
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.15
		}
		ELSE = {
			IF = {
				limit = {
					is_in_tech_sharing_group = commonwealth_research
				}
				AST = {
					modify_tech_sharing_bonus = {
						id = commonwealth_research
						bonus = 0.1
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			add_tech_bonus = {
				name = AST_allied_after_all
				bonus = 1
				uses = 2
				category = naval_equipment
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_command_power = 30
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: CHL_carlos_fuentes_rabe
Constructs: has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_fuentes_rabe = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = high_command
			idea_token = CHL_carlos_fuentes_rabe
			ledger = army
			allowed = {
				original_tag = CHL
			}
			traits = {
				army_cavalry_1
			}
		}
		corps_commander = {
			traits = {
				cavalry_leader trait_mountaineer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
		}
		name = CHL_carlos_fuentes_rabe
		portraits = {
			army = {
				large = GFX_portrait_CHL_carlos_fuentes_rabe
				small = GFX_portrait_CHL_carlos_fuentes_rabe_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = theorist
			idea_token = CHL_carlos_fuentes_rabe
			ledger = army
			allowed = {
				original_tag = CHL
			}
			traits = {
				military_theorist
			}
			cost = 100
		}
		name = CHL_carlos_fuentes_rabe
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_3
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Economy
Source: wiki
File: wiki/British.html

Doc:
Economy[edit]
Here you can type some informative bits about this nation's economy in-game in 1936 and following years.

United Kingdom starts the game with 14 Military Factories, 19 Naval Dockyards and 34 Civilian Factories.

Oil |
Rubber |
Steel |
Aluminium |
Tungsten |
Chromium
|

21() |
521() |
174() |
72() |
176() |
119()
|

*These numbers represent the available ressources for production at start of the game. In the bracket are the complete numbers including those lost for trading.

Industrial Production[edit]
### Entity: National Focus
Tree: tur_focus
Component: TUR_revolution_not_reform
Constructs: has_completed_focus, limit, has_government, add_stability, completion_reward, add_political_power, has_game_rule, allow_branch
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_revolution_not_reform
	icon = GFX_goal_spread_communism
	mutually_exclusive = {
		focus = TUR_support_the_conservative_opposition TUR_continue_the_moderate_course
	}
	x = 45
	y = 0
	offset = {
		x = -19
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_revolution_not_reform
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = TUR_support_the_conservative_opposition TUR_continue_the_moderate_course
			}
		}
	}
	relative_position_id = TUR_continue_the_military_reorganization
	cost = 10
	bypass = {
		has_government = communism
	}
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_political_power = 90
		add_stability = -0.05
		custom_effect_tooltip = TUR_revolution_not_reform_tt
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_national_military_academy
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_doctrine_cost_reduction, has_idea, swap_ideas
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_national_military_academy
	prerequisite = {
		focus = BUL_negotiate_bulgarian_rearmament
	}
	icon = GFX_focus_generic_military_academy
	relative_position_id = BUL_negotiate_bulgarian_rearmament
	x = 7
	y = 1
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = BUL_national_military_academy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				has_idea = BUL_bulgarian_army_01
			}
			swap_ideas = {
				remove_idea = BUL_bulgarian_army_01
				add_idea = BUL_bulgarian_army_03
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = BUL_prussia_of_the_balkans
				}
			}
			add_ideas = BUL_bulgarian_army_02
		}
	}
}
### Entity: AI Strategy
Component: JAP_naval_dominance
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		JAP
	}
	min_priority = 1
	max_priority = 13
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_focus_on_commercial_civilian_ships
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, is_fully_controlled_by, random_core_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_focus_on_commercial_civilian_ships
	icon = GFX_focus_generic_refit_civilian_ships
	x = 6
	y = 0
	relative_position_id = SIA_the_thonburi_dockyard_project
	prerequisite = {
		focus = SIA_royal_thai_navy
	}
	mutually_exclusive = {
		focus = SIA_the_thonburi_dockyard_project
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
		1076 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_industrial_capacity_dockyard = -0.25
			tooltip = industrial_capacity_dockyard_tt
		} {
			SIA_royal_navy_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		}
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
	}
}
### Entity: Idea
Component: EAI_DD_3/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Idea
Component: PHI_compania_maritima_de_cebu
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/philippines.txt

Code:
PHI_compania_maritima_de_cebu = {
	picture = PHI_compania_maritima
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Idea
Component: FIN_underground_resistance_cells_ns
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_underground_resistance_cells_ns = {
	name = FIN_underground_resistance_cells
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		resistance_decay_on_our_occupied_states = -0.2
		resistance_target_on_our_occupied_states = 0.1
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		target_sabotage_cost = -0.15
		target_sabotage_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_war_production
Constructs: prerequisite, limit, completion_reward, has_war_with_major, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_war_production
	icon = GFX_focus_generic_mass_production
	prerequisite = {
		focus = GER_mass_production
	} {
		focus = GER_build_defense_industry
	}
	x = 1
	y = 1
	relative_position_id = GER_mass_production
	cost = 10
	available = {
		has_war_with_major = yes
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			GER_industrial_conversion_cost_civ_to_mil_factor = -0.2
			tooltip = conversion_cost_civ_to_mil_factor_tt
		} {
			GER_industrial_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			GER_industrial_production_factory_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			GER_industrial_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			GER_industrial_line_change_production_efficiency_factor = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_bolster_national_awareness
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_bolster_national_awareness
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = MON_revive_forgotten_doctrines
	}
	x = -1
	y = 1
	relative_position_id = MON_revive_forgotten_doctrines
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_awoken_nation
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}