Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_the_second_naval_race
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, is_subject, is_ally_with, is_coastal, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_second_naval_race
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = GER_weltpolitik
	}
	mutually_exclusive = {
		focus = GER_accept_british_naval_dominance_ww
	}
	x = 3
	y = 1
	relative_position_id = GER_weltpolitik
	cost = 5
	available = {
		is_subject = no
		NOT = {
			is_ally_with = ENG
		}
		any_core_state = {
			is_coastal = yes
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_the_second_naval_race
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_our_place_in_the_sun
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_our_place_in_the_sun
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 3
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			}
		}
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: Idea
Component: idea_INS_telkom_indonesia_concern
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_telkom_indonesia_concern = {
	picture = INS_telkom_indonesia
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	research_bonus = {

	}
	traits = {
		telephone_company
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_change_starts_within
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward, add_political_power, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_change_starts_within
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = NOR_affirm_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = NOR_continuous_politics
	} {
		focus = NOR_motion_of_no_confidence
	}
	x = -11
	y = 2
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		date = > 1938.1.1
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = -120
		add_ideas = NOR_pro-rearmament_politics
		set_party_name = {
			ideology = democratic
			long_name = Bondepartiet
			name = Bondepartiet
		}
		add_country_leader_role = {
			character = NOR_nils_traedal
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					silent_workhorse naw_agrarian
				}
				expire = 1965.1.1
				desc = NOR_nils_traedal_desc
			}
		}
		add_stability = -0.05
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: BUL_imro_03
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_imro_03 = {
	picture = bul_imro
	name = BUL_imro_02
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: KMT_stable_democracy_1
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_stable_democracy_1 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.05
		industrial_capacity_factory = 0.01
	}
}
### Entity: Character
Component: CZE_mikulas_dolezal
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_mikulas_dolezal = {
	name = CZE_mikulas_dolezal
	portraits = {
		army = {
			small = GFX_idea_CZE_mikulas_dolezal
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CZE_mikulas_dolezal
		allowed = {
			original_tag = CZE
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: NORDIC_democratic_alliance_leader_dmod
Constructs: research_speed_factor, war_support_factor, production_speed_buildings_factor, remove_trigger, democratic_drift
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NORDIC_democratic_alliance_leader_dmod = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NORDIC_nordic_council
	remove_trigger = {
		NORDIC_basic_joint_trigger = no
	}
	democratic_drift = 0.025
	production_speed_buildings_factor = 0.15
	consumer_goods_factor = 0.2
	research_speed_factor = NORDIC_democratic_alliance_leader_dmod_research
	training_time_factor = NORDIC_democratic_alliance_leader_dmod_training_time
	production_factory_start_efficiency_factor = NORDIC_democratic_alliance_leader_dmod_prod_eff_start
	war_support_factor = NORDIC_democratic_alliance_leader_dmod_war_support
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_middle_eastern_liberty
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_subject, is_ally_with, create_wargoal
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_middle_eastern_liberty
	icon = GFX_goal_infantry_offensive
	relative_position_id = PAL_the_fight_overseas
	x = -1
	y = 2
	prerequisite = {
		focus = PAL_the_fight_overseas
	} {
		focus = PAL_agency_liberal
	}
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		hidden_effect = {
			every_country = {
				limit = {
					OR = {
						TAG = JOR LEB SYR SAU IRQ PER TUR PER EGY YEM OMA
					}
					NOT = {
						has_government = democratic
						is_ally_with = PAL
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = topple_government
					}
				}
			}
		}
		custom_effect_tooltip = MPL_final_crusade
	}
}
### Entity: Trigger Reference
Construct: command_power_daily
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## command_power_daily

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if daily command power increase is more or less that specified value 
 command_power_daily > 1.5
```
### Entity: Unit Leader
Component: inshore_fighter
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
inshore_fighter = {
	type = navy
	gain_xp = {
		is_fighting_in_terrain = water_fjords
	}
	cost = 1000
	modifier = {
		water_fjords = {
			attack = 0.1
			movement = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = basic_terrain_trait
	gui_row = 1
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_ITA_attache_improve_relations_SPA
Constructs: has_civil_war, has_opinion, is_in_array
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_ITA_attache_improve_relations_SPA = {
	enable = {
		tag = SPA
		has_civil_war = yes
		has_opinion = {
			target = ITA
			value = < 30
		}
		NOT = {
			is_in_array = {
				EAI_attache_senders = ITA.id
			}
		}
		date = < 1937.6.1
	}
	abort = {
		NOT = {
			AND = {
				has_opinion = {
					target = ITA
					value = < 40
				}
				NOT = {
					is_in_array = {
						EAI_attache_senders = ITA.id
					}
				}
			}
		}
	}
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ITA
		target = improve_relation
		value = 40000
	} {
		type = support
		id = ITA
		value = 10000
	} {
		type = befriend
		id = ITA
		value = 10000
	} {
		type = alliance
		id = ITA
		value = 10000
	}
}
### Entity: Idea
Component: SPR_subvert_soviet_control
Constructs: has_government, democratic_drift, autonomy_gain
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_subvert_soviet_control = {
	picture = anti_soviet_pact
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		democratic_drift = 0.1
		autonomy_gain = 3
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_firearms_deliveries
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_firearms_deliveries
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = CZE_czechoslovak_firearms CZE_R56_complete_the_dubnica_nad_vahom_munition_factory
	}
	x = -1
	y = 1
	relative_position_id = CZE_czechoslovak_firearms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_zbrojovka_brno_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.2
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				75
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				70
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/SEA_CHI_scripted_loc.txt

Code:
defined_text = {
	name = GetNationalDietTooltip
	text = {
		trigger = {
			282 = {
				landmark_national_diet = > 0
			}
		}
		localization_key = raid_type_CHI_national_diet_bombing
	} {
		localization_key = generic_null
	}
}
### Entity: Idea
Component: GRE_schachtplan
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_schachtplan = {
	allowed = {
		original_tag = GRE
		NOT = {
			has_war_with = GER
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_schachtplan
	removal_cost = -1
	modifier = {
		economy_cost_factor = 0.25
		trade_laws_cost_factor = 0.25
		min_export = 0.3
		consumer_goods_factor = -0.25
		production_speed_industrial_complex_factor = 0.15
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_armored_car_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_armored_car_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: SRL_acas
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_acas = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = SRL
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Leader
Component: thorough_planner
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
thorough_planner = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		max_planning = 0.1
	}
	slot = army_chief
	specialist_advisor_trait = army_chief_planning_1
	expert_advisor_trait = army_chief_planning_2
	genius_advisor_trait = army_chief_planning_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 2
	any_parent = {
		organizer
	}
	mutually_exclusive = fast_planner
	trait_type = assignable_trait
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_48
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_48 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 48
	}
}
### Entity: Event
Component: hon.27
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.27
	title = hon.27.t
	desc = hon.27.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.27.a
		HON = {
			transfer_state = 311
		}
	}
}
### Entity: Scripted Effect
Component: SOV_great_purge_army_junior_officers_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_great_purge_army_junior_officers_effect = {
	country_event = NSB_soviet_paranoia_system_events.28
	set_variable = {
		SOV_last_great_purge_area = 2
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: AI Strategy
Component: EAI_DIPLO_neutral_joins_axis
Constructs: has_war, has_government, has_country_flag, is_major, is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_neutral_joins_axis = {
	enable = {
		is_historical_focus_on = yes
		has_country_flag = EAI_neutral_joins_axis
		NOT = {
			is_in_faction_with = GER
		}
		has_government = fascism
		GER = {
			has_war = yes
			surrender_progress = < 0.1
			NOT = {
				has_country_flag = EAI_MILITARY_trend_losing_war
			}
			any_enemy_country = {
				is_major = yes
			}
		}
		threat = > 0.99
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_acceptance
		id = GER
		target = offer_join_faction
		value = 700
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_venezuelan_way_of_communism
Constructs: prerequisite, limit, completion_reward, is_puppet, set_rule, has_dlc, create_faction_from_template, add_faction_initiative
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_venezuelan_way_of_communism
	icon = GFX_goal_communist_latin_america
	relative_position_id = VEN_reorganization_of_congress
	x = 3
	y = 1
	cost = 5
	available = {
		is_puppet = no
	}
	prerequisite = {
		focus = VEN_reorganization_of_congress
	}
	mutually_exclusive = {
		focus = VEN_under_soviet_dominion VEN_neutrality_focus2
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			create_faction_from_template = {
				template = faction_template_world_revolution
				name = VEN_communist_faction_name
			}
			add_faction_initiative = 1
		}
		ELSE = {
			create_faction = VEN_communist_faction_name
		}
	}
}
### Entity: Misc Config
Component: senbu_occupation_law
Constructs: limit, has_completed_focus, has_dlc, is_literally_china, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
senbu_occupation_law = {
	icon = 16
	sound_effect = Martial_Law_Interface_Autonomous_Occupation_Unique_DEM
	fallback_law = foreign_civilian_oversight
	visible = {
		AND = {
			OR = {
				AND = {
					original_tag = JAP
					has_completed_focus = JAP_invest_in_senbu
				} {
					has_dlc = No Compromise, No Surrender
					is_literally_china = yes
					has_completed_focus = CHI_tsr_the_reorganied_government
				}
			}
			FROM = {
				OR = {
					is_literally_china = yes
					tag = MEN MAN KOR MON TIB
				}
			}
		}
	}
	state_modifier = {
		resistance_target = -0.2
		compliance_gain = 0.01
		required_garrison_factor = 0.05
		resistance_damage_to_garrison = -0.35
		local_factories = -0.1
		local_resources = -0.1
	}
	ai_will_do = {
		base = 250
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.3
			}
			add = 200
		} {
			check_variable = {
				resistance_target_without_law = > 0.44
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.35
			}
			if = {
				limit = {
					occupation_law = local_police_force_garrison
				}
				set_temp_variable = {
					requirement_limit = 0.55
				}
			}
			add = 350
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_fascist_reach_out_to_germany
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_faction_leader, is_subject, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_fascist_reach_out_to_germany
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = PER_form_savama
	} {
		focus = PER_pan_iranianism
	}
	mutually_exclusive = {
		focus = PER_fascist_reach_out_to_japan PER_iran_first
	}
	x = 0
	y = 1
	relative_position_id = PER_form_savama
	cost = 5
	available = {
		has_government = fascism
		GER = {
			exists = yes
			has_government = fascism
			is_in_faction = yes
			is_faction_leader = yes
		}
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = generic.2
				hours = 4
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_continue_our_independence
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_continue_our_independence
	icon = GFX_goal_QUE_quebec_wave
	x = 2
	y = 4
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_fix_the_broken_ties QUE_keep_bank_of_canada QUE_promote_francophone_immigration QUE_monetary_reforms
	}
	mutually_exclusive = {
		focus = QUE_a_change_in_course
	}
	available_if_capitulated = yes
	bypass = {
		has_country_flag = QUE_diplomatic_death
	}
	available = {
		NOT = {
			is_subject = yes
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: FREN_ARM_02
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_ARM_02 = {
	name = Armored Division (late)
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		medium_armor modern_armor
	}
	link_numbering_with = {
		FREN_ARM_01
	}
	fallback_name = %dème Division Blindée
	ordered = {
		1 = {
			%dère Division Blindée
		}
		2 = {
			%dème Division Blindée
		}
		3 = {
			%dème Division Blindée
		}
		4 = {
			%dème Division Blindée
		}
		5 = {
			%dème Division Blindée
		}
		6 = {
			%dème Division Blindée
		}
		7 = {
			%dème Division Blindée
		}
		8 = {
			%dème Division Blindée
		}
		9 = {
			%dème Division Blindée
		}
		10 = {
			%dème Division Blindée
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_cut_ties_with_britain
Constructs: prerequisite, add_opinion_modifier, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_cut_ties_with_britain
	icon = GFX_focus_ARG_cut_ties_with_britain
	prerequisite = {
		focus = ARG_work_with_the_nationalists
	}
	x = 0
	y = 2
	relative_position_id = ARG_work_with_the_nationalists
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ARG_cut_ties_with_britain_idea
			}
		}
		swap_ideas = {
			remove_idea = ARG_roca_runciman_treaty_idea
			add_idea = ARG_anti_british_sentiment_idea
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_expand_the_alfeite_shipyard
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_the_alfeite_shipyard
	prerequisite = {
		focus = POR_expand_naval_production
	}
	icon = GFX_goal_generic_blue_navy
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_expand_naval_production
	available = {
		112 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 20
		112 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SLO_jaroslav_kratochvil
Source: game
File: common/characters/SLO.txt

Code:
SLO_jaroslav_kratochvil = {
	advisor = {
		slot = political_advisor
		idea_token = SLO_jaroslav_kratochvil
		allowed = {
			original_tag = SLO
		}
		traits = {
			war_industrialist
		}
	}
	name = Jaroslav Kratochvil
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_12
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_12 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 12
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 12
	}
}
### Entity: Decision
Component: EAI_diplomacy_naval_invasion_DECISIONS
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_diplomacy_naval_invasion_DECISIONS = {
	priority = 0
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Character
Component: well_renowned_military_theorist
Source: game
File: common/country_leader/00_traits.txt

Code:
well_renowned_military_theorist = {
	sprite = 14
	random = no
	land_doctrine_cost_factor = -0.15
	operations_track_mastery_gain_factor = 0.15
	experience_gain_army = 0.01
	ai_will_do = {
		factor = 1
	}
}