Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: yug_focus
Component: YUG_develop_slovenian_industry
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, is_subject_of, has_full_control_of_state, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_develop_slovenian_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = YUG_integrated_rail_network
	}
	x = 0
	y = 4
	relative_position_id = YUG_develop_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		OR = {
			853 = {
				OR = {
					is_fully_controlled_by = ROOT
					controller = {
						is_subject_of = ROOT
						has_full_control_of_state = PREV
					} {
						tag = SLV
						is_in_faction_with = ROOT
						has_full_control_of_state = PREV
					}
				}
			}
			102 = {
				OR = {
					is_fully_controlled_by = ROOT
					controller = {
						is_subject_of = ROOT
						has_full_control_of_state = PREV
					} {
						tag = SLV
						is_in_faction_with = ROOT
						has_full_control_of_state = PREV
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				853 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						} {
							tag = SLV
							is_in_faction_with = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			853 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				102 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						} {
							tag = SLV
							is_in_faction_with = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			102 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_allow_the_church_to_operate
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_allow_the_church_to_operate
	icon = GFX_focus_BRA_socialist_theologians
	x = 1
	y = 1
	relative_position_id = BRA_rapid_industrialization
	prerequisite = {
		focus = BRA_rapid_industrialization
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	mutually_exclusive = {
		focus = BRA_state_atheism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BRA_collaboration_with_the_church
	}
}
### Entity: Scripted Effect
Component: remove_perkonkrust_effect
Constructs: limit, remove_ideas, remove_perkonkrust_effect, has_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
remove_perkonkrust_effect = {
	if = {
		limit = {
			has_idea = LAT_perkonkrust_idea_neu_1
		}
		remove_ideas = LAT_perkonkrust_idea_neu_1
	}
	else_if = {
		limit = {
			has_idea = LAT_perkonkrust_idea
		}
		remove_ideas = LAT_perkonkrust_idea
	} {
		limit = {
			has_idea = perkonkrust_fas_idea_1
		}
		remove_ideas = perkonkrust_fas_idea_1
	}
}
### Entity: Event
Component: ww_congo.47
Constructs: is_triggered_only, ai_chance, limit, has_government, every_possible_country, has_character, set_nationality, add_popularity
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.47
	title = ww_congo.47.t
	desc = ww_congo.47.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = BRD_mwambutsa_iv
				}
				set_nationality = {
					target_country = ROOT
					character = BRD_mwambutsa_iv
				}
			}
		}
	}
	option = {
		name = ww_congo.47.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		} {
			set_country_flag = COG_kingdom_of_burundi_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		set_party_name = {
			ideology = neutrality
			long_name = COG_house_ntwero_party_long
			name = COG_house_ntwero_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		promote_character = {
			character = BRD_mwambutsa_iv
			ideology = despotism
		}
		IF = {
			limit = {
				BRD = {
					exists = yes
					has_government = neutrality
					OR = {
						is_subject = no
						AND = {
							is_subject = yes
							is_subject_of = ROOT
						}
					}
				}
			}
			annex_country = {
				target = BRD
				transfer_troops = yes
			}
		}
		complete_national_focus = COG_the_mwami_of_burundi_focus
	} {
		name = ww_congo.47.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.48
				days = 35
			}
		} {
			every_possible_country = {
				limit = {
					has_character = BRD_mwambutsa_iv
				}
				set_nationality = {
					target_country = BRD
					character = BRD_mwambutsa_iv
				}
			}
		}
	}
}
### Entity: Event
Component: luxembourg.215
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power, check_variable, set_country_flag, add_popularity
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.215
	title = luxembourg.215.t
	desc = luxembourg.215.d
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	trigger = {
		OR = {
			check_variable = {
				LUX.confidence = < 10
			}
		}
		has_country_flag = LUX_maulkuerfgesetz_passed
	}
	immediate = {
		set_country_flag = LUX_elections_over
	}
	option = {
		name = luxembourg.215.a
		set_country_flag = LUX_elections_indecisive
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
		add_stability = -0.05
		add_political_power = -50
		if = {
			limit = {
				is_ai = yes
			}
			random_list = {
				50 = {
					complete_national_focus = LUX_contest_election_results
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.3
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.3
	title = SEA_japan_foreign_policy.3.t
	desc = SEA_japan_foreign_policy.3.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.3.a
		ai_chance = {
			base = 85
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
			expire = 0
		}
	} {
		name = SEA_japan_foreign_policy.3.b
		ai_chance = {
			base = 15
		}
		JAP_small_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_improve_national_infrastructure
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_improve_national_infrastructure
	icon = GFX_goal_generic_road
	relative_position_id = CEL_utilize_our_resources
	prerequisite = {
		focus = CEL_utilize_our_resources CEL_expand_the_construction_sector
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: AST_williamstown_dockyard_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_r56_organization.txt

Code:
AST_williamstown_dockyard_organization = {
	name = Williamstown Dockyard
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		original_TAG = AST
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_affirm_civilian_primacy
Constructs: prerequisite, limit, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_affirm_civilian_primacy
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = CHI_close_whampoa
	}
	x = 0
	y = 1
	relative_position_id = CHI_close_whampoa
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		XSM = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		GSM = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		NXM = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		SHX = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		SND = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		XIC = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		YUN = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		GXC = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		GDC = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		HBC = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		if = {
			limit = {
				KUM = {
					exists = yes
				}
			}
			KUM = {
				CHI_apply_integration_cost_reduction = yes
				custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
			}
		}
		else = {
			hidden_effect = {
				KUM = {
					CHI_apply_integration_cost_reduction = yes
				}
			}
		}
		KHM = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_tooltip = CHI_warlord_integration_cost_reduction generic_skip_one_line_tt
		}
		SIK = {
			CHI_apply_integration_cost_reduction = yes
			custom_effect_
# ... (truncated)
### Entity: National Focus
Component: bra_cuba_rev
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_cuba_rev
	icon = GFX_goal_generic_attack_cuba
	prerequisite = {
		focus = bra_foro_de_sao_paulo_focus
	}
	bypass = {
		OR = {
			CUB = {
				has_government = communism
			}
			is_in_faction_with = CUB
		}
	}
	available = {
		has_government = communism
		CUB = {
			communism = > 0.45
		}
	}
	relative_position_id = bra_foro_de_sao_paulo_focus
	x = 0
	y = 2
	cost = 5
	completion_reward = {
		CUB = {
			start_civil_war = {
				ideology = communism
				size = 0.75
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_units_defensive_combats
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_units_defensive_combats
* description: number of units in defensive combats
### Entity: National Focus
Tree: bel_focus
Component: BEL_senior_officer_training
Constructs: prerequisite, completion_reward, every_army_leader, add_planning, add_logistics, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_senior_officer_training
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = BEL_center_for_advanced_military_studies
	}
	relative_position_id = BEL_center_for_advanced_military_studies
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		every_army_leader = {
			add_planning = 1
			add_logistics = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_royal_military_academy_dynamic_modifier_tt
		add_to_variable = {
			BEL_royal_military_academy_army_leader_start_planning_level = 1
			tooltip = army_leader_start_planning_level_tt
		} {
			BEL_royal_military_academy_army_leader_start_logistics_level = 1
			tooltip = army_leader_start_logistics_level_tt
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_establish_spheres_of_influence
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_establish_spheres_of_influence
	icon = GFX_goal_generic_more_territorial_claims
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_towards_a_new_europe
	}
	relative_position_id = FRA_towards_a_new_europe
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER = {
			has_government = ROOT
			NOT = {
				has_war_with = ROOT
			}
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		GER = {
			country_event = {
				id = lar_spheres_of_influence.1
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			GER = {
				add_state_claim = 8 7 35 36
				add_to_faction = ROOT
			}
			ROOT = {
				add_state_claim = 34 6 977 980
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_expand_naval_academy
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_expand_naval_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = NOR_battleship_focus
	}
	x = -2
	y = 1
	relative_position_id = NOR_battleship_focus
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_experience_gain_navy
			value = 0.12
			tooltip = experience_gain_navy_tt
		} {
			var = NOR.NOR_royal_navy_dmod_naval_doctrine_cost_factor
			value = -0.12
			tooltip = naval_doctrine_cost_factor_tt
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_german_ally
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, has_army_manpower, is_in_faction_with
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_german_ally
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CZE_exclude_the_slovaks CZE_national_fascism
	}
	mutually_exclusive = {
		focus = CZE_german_puppet CZE_german_minor_ally
	}
	x = 2
	y = 3
	relative_position_id = CZE_go_right
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		is_in_faction = no
		GER = {
			has_government = fascism
		} {
			exists = yes
		} {
			is_subject = no
		}
		has_army_manpower = {
			size = > 299999
		}
		NOT = {
			GER = {
				any_allied_country = {
					has_war_with = CZE
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			country_event = {
				hours = 1
				id = czech.16
			}
		}
	}
}
### Entity: Idea
Component: bra_naval_aircraft_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_naval_aircraft_manufacturer = {
	picture = anfab
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = naval_aircraft_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_encouracados
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_6 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 6
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 6
	}
}
### Entity: Idea
Component: bra_eficiencia_7
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_7 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_elet_pic
	modifier = {
		production_speed_buildings_factor = 0.075
		line_change_production_efficiency_factor = 0.125
	}
}
### Entity: Event
Component: ww_congo.42
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, fire_only_once, every_state, is_owned_and_controlled_by
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.42
	title = ww_congo.42.t
	desc = ww_congo.42.desc
	picture = GFX_report_event_COG_force_publique_capturing_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.42.a
		ai_chance = {
			factor = 100
		}
		add_war_support = 0.01
		add_stability = 0.01
		every_state = {
			limit = {
				OR = {
					state = 538 718 890 888 295 772 796 540
				}
				is_owned_and_controlled_by = FROM
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Unit Template
Component: TIB_MOT_01
Source: game
File: common/units/names_divisions/TIB_names_divisions.txt

Code:
TIB_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		TIB
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		TIB_INF_01
	}
	fallback_name = Motuohua Bubing Di'%d Shi
	ordered = {
		1 = {
			Motuohua Bubing Di'%d Shi
		}
		2 = {
			Motuohua Bubing Di'%d Shi
		}
		3 = {
			Motuohua Bubing Di'%d Shi
		}
		4 = {
			Motuohua Bubing Di'%d Shi
		}
		5 = {
			Motuohua Bubing Di'%d Shi
		}
		6 = {
			Motuohua Bubing Di'%d Shi
		}
		7 = {
			Motuohua Bubing Di'%d Shi
		}
		8 = {
			Motuohua Bubing Di'%d Shi
		}
		9 = {
			Motuohua Bubing Di'%d Shi
		}
		10 = {
			Motuohua Bubing Di'%d Shi
		}
		12 = {
			Motuohua Bubing Di'%d Shi
		}
		14 = {
			Motuohua Bubing Di'%d Shi
		}
		15 = {
			Motuohua Bubing Di'%d Shi
		}
		17 = {
			Motuohua Bubing Di'%d Shi
		}
		19 = {
			Motuohua Bubing Di'%d Shi
		}
		21 = {
			Motuohua Bubing Di'%d Shi
		}
		22 = {
			Motuohua Bubing Di'%d Shi
		}
		25 = {
			Motuohua Bubing Di'%d Shi
		}
		28 = {
			Motuohua Bubing Di'%d Shi
		}
		29 = {
			Motuohua Bubing Di'%d Shi
		}
		30 = {
			Motuohua Bubing Di'%d Shi
		}
		35 = {
			Motuohua Bubing Di'%d Shi
		}
		38 = {
			Motuohua Bubing Di'%d Shi
		}
		40 = {
			Motuohua Bubing Di'%d Shi
		}
		42 = {
			Motuohua Bubing Di'%d Shi
		}
		46 = {
			Motuohua Bubing Di'%d Shi
		}
		47 = {
			Motuohua Bubing Di'%d Shi
		}
		49 = {
			Motuohua Bubing Di'%d Shi
		}
		50 = {
			Motuohua Bubing Di'%d Shi
		}
		51 = {
			Motuohua Bubing Di'%d Shi
		}
		57 = {
			Motuohua Bubing Di'%d Shi
		}
		58 = {
			Motuohua Bubing Di'%d Shi
		}
		61 = {
			Motuohua Bubing Di'%d Shi
		}
		62 = {
			Motuohua Bubing Di'%d Shi
		}
		63 = {
			Motuohua Bubing Di'%d Shi
		}
		64 = {
			Motuohua Bubing Di'%d Shi
		}
		65 = {
			Motuohua Bubing Di'%d Shi
		}
		66 = {
			Motuohua Bubing Di'%d Shi
		}
		69 = {
			Motuohua Bubing Di'%d Shi
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_liechtenstein_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_liechtenstein_university
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = LIE_fund_military_development LIE_resource_commission
	}
	x = 0
	y = 1
	relative_position_id = LIE_resource_commission
	cost = 10
	available = {
		num_of_factories = > 9
		controls_state = 997
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Construct: Modifiers
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
# Modifiers

Modifiers listed here are recognied by the game, but not necessarily used
in any context.

The listed decimal places is for display only. All numbers support up to
3 decimal places.