Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_order_military_trucks
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_order_military_trucks
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = CZE_new_tanks
	}
	x = -1
	y = 1
	relative_position_id = CZE_new_tanks
	cost = 5
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_tatra_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			else = {
				custom_effect_tooltip = available_materiel_manufacturer
				show_ideas_tooltip = CZE_tatra
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: HUN_bela_rakosi
Source: game
File: common/characters/HUN.txt

Code:
HUN_bela_rakosi = {
	name = HUN_bela_rakosi
	portraits = {
		army = {
			small = GFX_idea_HUN_bela_rakosi
		}
	}
	advisor = {
		slot = air_chief
		idea_token = HUN_bela_rakosi
		allowed = {
			original_tag = HUN
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Effect Reference
Construct: set_entity_position
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_entity_position

* Supported Scopes: any
* Supported Targets: any

```
sets the position of existing entity
set_entity_position = {
  id = 123 # id of entity 
  # position can be set using following 
  x = 42 
  y = 21 
  province = 123 
  state = 42 
  z = 3 #if wanted you can specify a z to shift height of the entity
}
```
### Entity: Unit Template
Component: ENG_MOT_02
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_MOT_02 = {
	name = Motor Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %d Motor Division
	ordered = {
		1 = {
			%dst Motor Division
		}
		2 = {
			%dnd Motor Division
		}
		3 = {
			%drd Motor Division
		}
		4 = {
			%dth Motor Division
		}
		5 = {
			%dth Motor Division
		}
		6 = {
			%dth Motor Division
		}
		7 = {
			%dth Motor Division
		}
		8 = {
			%dth Motor Division
		}
		9 = {
			%dth Motor Division
		}
		10 = {
			%dth Motor Division
		}
		11 = {
			%dth Motor Division
		}
		12 = {
			%dth Motor Division
		}
		13 = {
			%dth Motor Division
		}
		14 = {
			%dth Motor Division
		}
		15 = {
			%dth Motor Division
		}
		16 = {
			%dth Motor Division
		}
		17 = {
			%dth Motor Division
		}
		18 = {
			%dth Motor Division
		}
		19 = {
			%dth Motor Division
		}
		20 = {
			%dth Motor Division
		}
		21 = {
			%dst Motor Division
		}
		22 = {
			%dnd Motor Division
		}
		23 = {
			%drd Motor Division
		}
		24 = {
			%dth Motor Division
		}
		25 = {
			%dth Motor Division
		}
		26 = {
			%dth Motor Division
		}
		27 = {
			%dth Motor Division
		}
		28 = {
			%dth Motor Division
		}
		29 = {
			%dth Motor Division
		}
		30 = {
			%dth Motor Division
		}
	}
}
### Entity: Event
Component: CHL_political_events.51
Constructs: is_triggered_only, ai_chance, limit, add_war_support, fire_only_once, add_political_power, every_state, is_owned_and_controlled_by
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.51
	title = CHL_political_events.51.t
	desc = CHL_political_events.51.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.51.a
		ai_chance = {
			base = 100
		}
		every_state = {
			limit = {
				is_owned_and_controlled_by = FROM
			}
			add_claim_by = ROOT
		}
		add_war_support = 0.03
		add_political_power = 25
	}
}
### Entity: Scripted Effect
Component: NORDIC_full_war_participation
Constructs: set_variable
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_full_war_participation = {
	set_variable = {
		NORDIC_country_to_defend = GLOBAL.NORDIC_at_defensive_war^0
	}
	var:NORDIC_country_to_defend = {
		set_variable = {
			PREV.NORDIC_attacking_country = NORDIC_attacker
		}
	}
	log = sending event to [?NORDIC_attacking_country.GetName]
	var:NORDIC_attacking_country = {
		country_event = {
			id = AAT_nordic_cooperation.1
			hours = 4
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_military_equipment_COG = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 6.5
		support_tech = 8.0
	}
}
### Entity: Unit Template
Component: ITA_CAM_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAM_01 = {
	name = Meharist Squadron Groups
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		camelry
	}
	fallback_name = %do Gruppo Squadroni Meharisti
	ordered = {

	}
}
### Entity: Order of Battle
Component: XXVII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXVII Brigada Internacionales
	location = 6906
	division_template = Brigada Internacionales
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AProtect.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Protect:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Protect (transclusion) ‎ (← links | edit)

Template:Protect/doc (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Protect"
### Entity: National Focus
Tree: phi_focus
Component: PHI_police_chief_eisenhower
Constructs: prerequisite, limit, completion_reward, has_character, set_portraits, set_country_flag, remove_decision
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_police_chief_eisenhower
	icon = GFX_focus_PHI_police_chief_eisenhower
	prerequisite = {
		focus = PHI_bring_in_eisenhower
	} {
		focus = PHI_utang_na_loob
	}
	relative_position_id = PHI_utang_na_loob
	x = 1
	y = 1
	cost = 10
	available = {
		has_character = USA_dwight_d_eisenhower
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_eisenhower_stays_tt
		IF = {
			limit = {
				PHI = {
					has_character = USA_dwight_d_eisenhower
				}
			}
			USA_dwight_d_eisenhower = {
				set_portraits = {
					army = {
						large = GFX_portrait_PHI_police_chief_eisenhower
						small = GFX_portrait_PHI_police_chief_eisenhower_small
					}
					civilian = {
						large = GFX_portrait_PHI_police_chief_eisenhower
					}
				}
			}
		}
		set_country_flag = PHI_police_chief_eisenhower_flag
		hidden_effect = {
			USA = {
				remove_decision = PHI_recall_eisenhower
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Modifier Reference
Component: r56_lack_nationalist_movement
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_lack_nationalist_movement = {
	icon = GFX_looting_resistance_icon
	resistance_growth = -0.01
}
### Entity: Character
Component: CAR_ncs
Source: game
File: common/characters/CAR.txt

Code:
CAR_ncs = {
	advisor = {
		slot = high_command
		idea_token = CAR_ncs
		ledger = navy
		allowed = {
			original_tag = CAR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: State History
Component: 213
Constructs: add_core_of
Source: game
File: history/states/213-Murmansk.txt

Code:
state = {
	id = 213
	name = STATE_213
	manpower = 275751
	state_category = rural
	resources = {
		steel = 14
		chromium = 12
	}
	history = {
		owner = SOV
		victory_points = {
			3134 5
		} {
			6181 1
		}
		buildings = {
			infrastructure = 1
			air_base = 2
			3134 = {
				naval_base = 4
				coastal_bunker = 1
			}
		}
		add_core_of = SOV SMI
	}
	provinces = {
		15 74 98 116 142 178 3012 3121 3134 3170 6117 6140 6157 6181 6194 9039 9059 9115 9123 9162 9165 9179 9201 9203 9215 9217 11031 11088 11117 11128 11140 11183 11196
	}
	local_supplies = 3.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_urbanization_two
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, set_state_category, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_urbanization_two
	icon = GFX_focus_PRC_urbanization_two
	prerequisite = {
		focus = PRC_urbanization
	}
	x = 1
	y = 1
	relative_position_id = PRC_urbanization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			OR = {
				controls_state = 744 615
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					OR = {
						controls_state = 744 615
					}
				}
			}
			custom_effect_tooltip = PRC_urbanization_two_tt
		} {
			limit = {
				ROOT = {
					controls_state = 744
				}
			}
			744 = {
				set_state_category = city
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = PRC_urbanization_state_modifier_bonus
				}
			}
		} {
			limit = {
				ROOT = {
					controls_state = 615
				}
			}
			615 = {
				set_state_category = city
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = PRC_urbanization_state_modifier_bonus
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_stike_honduras
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_ally_with, is_subject_of
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_stike_honduras
	icon = GFX_goal_generic_attack_honduras
	prerequisite = {
		focus = GUA_dreams_of_glory
	}
	x = 1
	y = 1
	relative_position_id = GUA_dreams_of_glory
	cost = 5
	will_lead_to_war_with = HON
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 35000
		}
		HON = {
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		HON = {
			OR = {
				exists = no
				has_war_with = ROOT ROOT
				is_subject_of = ROOT
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = annex_everything
			target = HON
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: socialism_on_the_rise77
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
socialism_on_the_rise77 = {
	icon = GFX_decision_poland_PPS
	priority = 85
	allowed = {
		always = yes
		original_tag = POL
	}
}
### Entity: Idea
Component: CZE_joint_stock_schemes_idea_aat
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_joint_stock_schemes_idea_aat = {
	picture = RAJ_issue_bonds_on_the_stock_market
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		military_industrial_organization_funds_gain = 0.1
	}
}
### Entity: Scripted Effect
Component: SWE_disarmament_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_swe_scripted_effects.txt

Code:
SWE_disarmament_level_down = {
	if = {
		limit = {
			has_idea = SWE_swedish_disarmament_1_idea
		}
		remove_ideas = SWE_swedish_disarmament_1_idea
	} {
		limit = {
			has_idea = SWE_swedish_disarmament_idea
		}
		swap_ideas = {
			remove_idea = SWE_swedish_disarmament_idea
			add_idea = SWE_swedish_disarmament_1_idea
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_war_plan_cambyses
Constructs: prerequisite, has_government, completion_reward, allow_branch, is_subject, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_war_plan_cambyses
	icon = GFX_focus_PER_war_plan_cambyses
	prerequisite = {
		focus = PER_demand_iraqi_territory
	} {
		focus = PER_demand_afghan_territory
	}
	x = 2
	y = 1
	relative_position_id = PER_demand_afghan_territory
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_war_plan_cambyses_idea
			days = 730
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_artillery_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_artillery_modernization
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_equipment_modernization
	}
	icon = GFX_goal_generic_army_artillery2
	x = -1
	y = 1
	relative_position_id = SPA_equipment_modernization
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPA_artillery_modernization
			bonus = 1.0
			uses = 2
			category = artillery
		}
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_the_saadabad_pact
Constructs: has_completed_focus, limit, joint_focus, has_war_with, has_country_flag, has_game_rule, cancel_if_invalid, allow_branch
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_the_saadabad_pact
	icon = GFX_focus_TUR_treaty_of_saadabad
	x = 0
	y = 0
	offset = {
		x = 63
		y = 0
		trigger = {
			tag = IRQ
		}
	} {
		x = -26
		y = 0
		trigger = {
			tag = IRQ
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = IRQ_promote_kurdish_culture
		}
	} {
		x = -6
		y = 0
		trigger = {
			tag = IRQ
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = IRQ_ensure_sunni_dominance
		}
	} {
		x = 61
		y = 0
		trigger = {
			tag = AFG
		}
	} {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AFG_support_king_zahir
		}
	} {
		y = 0
		x = 67
		trigger = {
			tag = PER
		}
	} {
		x = -50
		y = 0
		trigger = {
			tag = PER
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_legacy_of_greatness
		}
	} {
		x = -50
		y = 0
		trigger = {
			tag = PER
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_stand_with_giants
		}
	} {
		x = -10
		y = 0
		trigger = {
			tag = TUR
		}
	}
	cost = 5
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		NOT = {
			has_war_with = PER IRQ AFG TUR
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	allow_branch = {
		has_dlc = Graveyard of Empires
		Not = {
			has_country_flag = saadabad_pact_rejected
		}
	}
	completion_reward_joint_originator = {
		set_variable = {
			SSB_trade_cost_for_target_factor = 0
		} {
			SSB_production_speed_infrastructure_factor = 0
		} {
			SSB_trade_opinion_factor = 0
		} {
			SSB_cic_to_target_factor = 0
		} {
			SSB_mic_to_target_factor = 0
		} {
			SSB_production_speed_arms_factory_factor = 0
		} {
			SSB_war_support_factor = 0
		} {
			SSB_stability_factor = 0
		} {
			SSB_experience_gain_army = 0
		} {
			SSB_experience_gain_air = 0
		} {
			SSB_experience_gain_navy = 0
		} {
			SSB_country_resource_oil = 0
		} {
			SSB_country_resource_chromium = 0
		} {
			SSB_army_defence_against_major_factor = 0
		} {
			SSB_army_defence_against_minor_factor = 0
# ... (truncated)
### Entity: National Focus
Tree: slo_focus
Component: SLO_state_security_ministry
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_state_security_ministry
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = SLO_communist_influence
	}
	relative_position_id = SLO_communist_influence
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = idea_state_security_ministry
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ENG_prepare_for_naval_invasion_capability
Constructs: has_dlc, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_prepare_for_naval_invasion_capability = {
	allowed = {
		original_tag = ENG
		has_dlc = Man the Guns
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = research_weight_factor
		id = mtg_landing_craft
		value = 100
	}
}
### Entity: Decision
Component: ISR_jabotinsky_category
Constructs: is_good, set_country_flag
Source: game
File: common/decisions/ISR.txt

Code:
ISR_jabotinsky_category = {
	ISR_jabotinsky_dying_mission = {
		days_mission_timeout = 400
		allowed = {
			always = no
		}
		available = {
			always = no
		}
		is_good = no
		icon = GFX_decision_generic_political_discourse
		timeout_effect = {
			set_country_flag = ISR_jabotinsky_died_mission
			country_event = israel.2
		}
	}
}
### Entity: AI Strategy
Component: r56_JAP_ally_west
Constructs: has_government, has_country_leader_with_trait, has_global_flag
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_ally_west = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			OR = {
				has_country_leader_with_trait = dislikes_germany
				AND = {
					has_global_flag = jap_civil_war_sf
					has_government = USA ENG
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = USA
		value = 50
	} {
		type = alliance
		id = USA
		value = 20
	} {
		type = befriend
		id = ENG
		value = 50
	} {
		type = alliance
		id = ENG
		value = 20
	} {
		type = befriend
		id = FRA
		value = 50
	} {
		type = alliance
		id = FRA
		value = 20
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_modernize_officer_training
Constructs: prerequisite, add_ideas, completion_reward, every_unit_leader, add_attack
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_modernize_officer_training
	icon = GFX_goal_generic_officers
	relative_position_id = AUS_doctrine_innovation
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_doctrine_innovation
	}
	cost = 10
	completion_reward = {
		add_ideas = AUS_modernize_officer_training
		custom_effect_tooltip = generic_skip_one_line_tt
		every_unit_leader = {
			add_attack = 1
		}
	}
}
### Entity: Shared Focus
Component: MONGOL_UNIFIED_claim_greater_mongolia
Constructs: shared_focus, prerequisite, has_war, limit, has_government, add_war_support, completion_reward, allow_branch
Source: game
File: common/national_focus/r56_mongol_shared.txt

Code:
shared_focus = {
	id = MONGOL_UNIFIED_claim_greater_mongolia
	icon = GFX_goal_generic_martial_law
	cost = 10
	prerequisite = {

	}
	x = 56
	y = 0
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		OR = {
			original_tag = MON MEN BYA
		}
	}
	text_icon = NORDIC_focus_style
	available = {
		has_army_manpower = {
			size = > 100000
		}
		num_of_factories = > 29
		is_subject = no
		OR = {
			has_government = fascism communism
			has_war = yes
		}
	}
	completion_reward = {
		add_war_support = 0.05
		every_state = {
			limit = {
				OR = {
					is_core_of = MON MEN TAN BYA
					state = 746 756 761
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: ITA_create_laura_garroni_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_laura_garroni_operative = {
	create_operative_leader = {
		name = Laura Garroni
		GFX = GFX_portrait_ITA_laura_garroni
		traits = {
			operative_demolition_expert operative_commando
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_correct_a_historical_wrong
Constructs: prerequisite, add_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_correct_a_historical_wrong
	icon = GFX_focus_RAJ_union_busting
	prerequisite = {
		focus = CHI_make_a_stand_against_the_colonialists
	}
	x = 0
	y = 1
	relative_position_id = CHI_make_a_stand_against_the_colonialists
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CHI_correcting_a_hisotrical_wrong_idea
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_invest_in_ports
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, has_dynamic_modifier, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_invest_in_ports
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = BRA_national_petroleum_council
	}
	x = 0
	y = 1
	relative_position_id = BRA_national_petroleum_council
	cost = 5
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					} {
						modifier = BRA_growing_state_dynamic_modifier
					}
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 1
			custom_effect_tooltip = BRA_modify_neglected_state
			add_to_variable = {
				BRA_state_development_production_speed = 0.1
				tooltip = MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR_tt
			} {
				BRA_state_development_local_factories = 0.1
				tooltip = local_factories_tt
			}
		}
		add_timed_idea = {
			idea = BRA_port_investment
			days = 730
		}
	}
}
### Entity: Effect Reference
Construct: change_division_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## change_division_template

* Supported Scopes: 
* Supported Targets: none

```
change_division_template = "My Template Name"
```