Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_lead_the_underground_komunist_partisi
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_lead_the_underground_komunist_partisi
	icon = GFX_goal_generic_communism
	prerequisite = {
		focus = TUR_revolution_not_reform
	}
	mutually_exclusive = {
		focus = TUR_kemalisms_next_step_forward
	}
	x = -2
	y = 2
	relative_position_id = TUR_revolution_not_reform
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		communism = > 0.15
	}
	completion_reward = {
		add_political_power = 85
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = TUR_lead_the_underground_komunist_partisi_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_corporatism
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_corporatism
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = BRA_anaue BRA_the_polaca
	}
	mutually_exclusive = {
		focus = BRA_autarky
	}
	x = 0
	y = 2
	relative_position_id = BRA_anaue
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 25
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = BRA_estado_novo_modifier
				}
			}
			custom_effect_tooltip = BRA_modify_estado_novo_ns_intro
			add_to_variable = {
				BRA_estado_novo_production_factory_max_efficiency_factor = 0.05
				tooltip = production_factory_max_efficiency_factor_tt
			} {
				BRA_estado_novo_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			} {
				BRA_estado_novo_industrial_capacity_dockyard = 0.05
				tooltip = industrial_capacity_dockyard_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = BRA_modify_estado_moderno_ns_intro
			add_to_variable = {
				BRA_estado_moderno_production_factory_max_efficiency_factor = 0.05
				tooltip = industrial_capacity_factory_tt
			} {
				BRA_estado_moderno_consumer_goods_factor = -0.05
				tooltip = consumer_goods_factor_tt
			} {
				BRA_estado_moderno_industrial_capacity_dockyard = 0.05
				tooltip = industrial_capacity_dockyard_tt
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_pilot_training_program
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_doctrine_cost_reduction, is_owned_by, add_building_construction
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_pilot_training_program
	prerequisite = {
		focus = BUL_georgi_benkovski_aircraft_repair_facilities
	}
	icon = GFX_goal_generic_air_doctrine
	relative_position_id = BUL_georgi_benkovski_aircraft_repair_facilities
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 15
		add_doctrine_cost_reduction = {
			name = BUL_pilot_training_program
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		if = {
			limit = {
				48 = {
					is_owned_by = BUL
				}
			}
			48 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				212 = {
					is_owned_by = BUL
				}
			}
			212 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				has_country_flag = BUL_international_pilot_training_program_flag
			}
			add_ideas = BUL_international_pilot_training_program
		}
	}
}
### Entity: Technology
Component: range_improvements
Constructs: is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		fuel_tanks_small fuel_tanks_medium fuel_tanks_large drop_tanks
	}
	research_cost = 1
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = -2
			y = 4
		}
	}
	categories = {
		air_equipment plane_modules_tech mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 5
		modifier = {
			is_major = yes
			factor = 2
		} {
			num_of_military_factories = < 10
			factor = 0
		} {
			date = > 1937.1.1
			factor = 1.5
		} {
			date = > 1938.1.1
			factor = 1.5
		} {
			date = > 1939.1.1
			factor = 3
		} {
			OR = {
				tag = USA JAP
			}
			factor = 3
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_infrastructure_harsh
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_infrastructure_harsh
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = COL_industry_effort_2
	}
	relative_position_id = COL_industry_effort_2
	x = -1
	y = 1
	cost = 8
	available = {
		OR = {
			controls_state = 486 493 306
		}
	}
	bypass = {
		NOT = {
			controls_state = 486 493 306
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				486
			}
			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
			}
		} {
			prioritize = {
				493
			}
			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
			}
		} {
			prioritize = {
				306
			}
			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
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_resource = {
			type = aluminium
			amount = 2
			state = 306
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ALUMINIUM
	}
}
### Entity: Idea
Component: SPA_regional_agrarian_commissions
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_regional_agrarian_commissions = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.19
Constructs: is_triggered_only, add_ideas, add_opinion_modifier, add_to_faction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.19
	title = BBA_italy_interaction_events.19.t
	desc = BBA_italy_interaction_events.19.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.19.a
		FROM = {
			transfer_state = 164
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = ITA_sold_stuff_to_us
			}
			add_ideas = ITA_dodecanese_treaty_idea
		}
		add_to_faction = FROM
	}
}
### Entity: Military Industrial Organization
Component: ENG_cammell_laird_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_cammell_laird_mio_flag, add_trait
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_cammell_laird_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_cammell_laird
	allowed = {
		has_dlc = Arms Against Tyranny
		OR = {
			tag = ENG
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_cammell_laird_mio_flag
				}
			}
		}
	}
	override_trait = {
		token = generic_mio_trait_advanced_armor_design
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_advanced_hydrodynamic_design
	}
	add_trait = {
		token = ENG_mio_trait_flared_bow
		name = ENG_mio_trait_flared_bow
		icon = GFX_generic_mio_department_icon_ship_general_quality
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_advanced_armor_design
		any_parent = {
			generic_mio_trait_hardened_critical_components
		}
		equipment_bonus = {
			naval_weather_penalty_factor = -0.1
		}
	} {
		token = ENG_mio_trait_super_charges
		name = ENG_mio_trait_super_charges
		icon = GFX_generic_mio_department_icon_ship_capital_ship_weapons
		special_trait_background = yes
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_semi_armor_piercing_shells
		any_parent = {
			generic_mio_trait_super_heavy_shells generic_mio_trait_semi_armor_piercing_shells generic_mio_trait_high_velocity_guns
		}
		limit_to_equipment_type = {
			capital_ship
		}
		equipment_bonus = {
			hg_armor_piercing = 0.05
			lg_armor_piercing = 0.05
		}
	}
}
### Entity: Technology
Component: sp_armored_motorized_military_police_tech
Constructs: is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, force_use_small_tech_layout, research_cost, enable_subunits
Source: game
File: common/technologies/support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_military_engineering_vehicles
		}
	}
	is_special_project_tech = yes
	force_use_small_tech_layout = yes
	show_equipment_icon = yes
	research_cost = 2.0
	start_year = 1938
	folder = {
		name = support_folder
		position = {
			x = 5
			y = @1938
		}
	}
	categories = {
		support_tech military_police_tech
	}
	enable_subunits = {
		motorized_military_police
	}
	enable_equipments = {
		motorbike_equipment_1
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 2
			is_major = yes
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_wolfpacks
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_wolfpacks = {
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
		}
	}
}
### Entity: Modifier Reference
Component: COG_katanga_separatism_modifier
Constructs: remove_trigger, is_owned_and_controlled_by
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_katanga_separatism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_COG_katanga_separatism
	remove_trigger = {
		ROOT = {
			is_owned_and_controlled_by = KAT
		}
	}
	compliance_growth = -0.03
	local_manpower = -0.1
}
### Entity: National Focus
Tree: pol_focus
Component: POL_claim_russia
Constructs: prerequisite, completion_reward, is_subject_of, is_in_faction_with, is_core_of, create_wargoal, annex_everything, swap_ruler_traits
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_claim_russia
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = POL_governorate_livonia
	} {
		focus = POL_demand_slovakia_pavel
	} {
		focus = POL_demand_yugoslav_subjugation
	}
	relative_position_id = POL_demand_yugoslav_subjugation
	mutually_exclusive = {
		focus = POL_assert_western_claims POL_seek_german_alignment
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				is_subject_of = ROOT
			} {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = controls_all_russian_states_tt
			all_state = {
				OR = {
					NOT = {
						is_core_of = SOV
					}
					is_core_of = AZR GEO ARM TMS UZB KAZ TAJ KYR
					controller = {
						tag = ROOT
					}
				}
			}
		}
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SOV
		}
		swap_ruler_traits = {
			remove = the_last_romanov_probably
			add = the_last_romanov_definitely
		}
	}
}
### Entity: Character
Component: RKT_weli_kayum_khan
Source: game
File: common/characters/RKT.txt

Code:
RKT_weli_kayum_khan = {
	name = RKT_weli_kayum_khan
	portraits = {
		civilian = {
			large = GFX_portrait_GER_weli_kayum_chan
			small = GFX_portrait_GER_weli_kayum_chan_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_drill_southeast_anatolia
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_drill_southeast_anatolia
	icon = GFX_goal_desert_oil
	prerequisite = {
		focus = TUR_connecting_the_eastern_provinces
	}
	x = -2
	y = 0
	relative_position_id = TUR_the_industrialization_of_central_anatolia
	cost = 5
	available = {
		has_full_control_of_state = 350 353
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
		custom_effect_tooltip = unlocks_drill_decisions_tt
	}
	search_filters = {
		FOCUS_FILTER_OIL
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_CHI_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CHI
		}
		requested_factories = 6
		progress = 0.33
		efficiency = 35
	} {
		equipment = {
			type = support_equipment_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.33
		efficiency = 20
	} {
		equipment = {
			type = artillery_equipment_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.33
		efficiency = 20
	} {
		equipment = {
			type = motorized_equipment_1
			creator = CHI
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 25
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_1052
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1052 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1052 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1052
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			667 1051
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_japanece_naval_doctrine
Constructs: prerequisite, has_war_with, completion_reward, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_japanece_naval_doctrine
	prerequisite = {
		focus = PRU_trans_pacific_alliance
	}
	icon = GFX_goal_generic_naval_academy
	x = 0
	y = 1
	relative_position_id = PRU_trans_pacific_alliance
	cost = 10
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		swap_ideas = {
			remove_idea = PRU_jap_military
			add_idea = PRU_jap_military_1
		}
		PRU_increase_navy_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: ww_congo.39
Constructs: is_triggered_only, ai_chance, fire_only_once, set_politics, add_country_leader_trait
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.39
	title = ww_congo.39.t
	desc = ww_congo.39.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.39.a
		ai_chance = {
			factor = 50
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		COG_joseph_kasa_vubu = {
			add_country_leader_trait = COG_founding_father_of_congo
		}
	}
}
### Entity: Idea
Component: SWI_anti_communism_idea
Constructs: has_government, is_subject, is_puppet, communism_drift, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_anti_communism_idea = {
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	picture = FRA_matignon_agreements
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = communism
	}
	modifier = {
		communism_drift = -0.05
		communism_acceptance = -85
		join_faction_tension = -1
		lend_lease_tension = -1
		guarantee_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -1
	}
}
### Entity: Name List
Component: NOR
Source: game
File: common/names/00_names.txt

Code:
NOR = {
	male = {
		names = {
			Adolph Jens Sverre Odd Johan Frederik Lorentz Ole Hans Harald Haakon Olaf Paul Petter Carl Christian Kaare Jacob Søren Wilhelm Tryggve Daniel
		}
	}
	female = {
		names = {
			Trine Kajsa Helga Paula Olivia Nela Monika Torhild Trude Ingeborg Gerda
		}
	}
	surnames = {
		Munthe Sejersted Ræder Dahl Nordhaug Hamre Fleischer Eriksen Berg Hauge Prytz Lund Nørregaard Vilberg Hauge Sunde Petersen Brandt Lie Wergeland Frisvold Teige Carenwall Falck
	}
}
### Entity: Decision
Component: CHI_build_up_our_faction_cat
Constructs: has_completed_focus, limit, has_government, has_war_with, has_opinion, is_subject, is_in_faction_with, is_on_continent
Source: game
File: common/decisions/CHI_decisions.txt

Code:
CHI_build_up_our_faction_cat = {
	CHI_invite_free_countries = {
		icon = GFX_decision_eng_trade_unions_support
		available = {
			has_completed_focus = CHI_start_looking_outwards
		}
		visible = {

		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 2
				FROM = {
					num_of_factories = > 10
				}
			} {
				factor = 2
				FROM = {
					num_of_factories = > 20
				}
			} {
				factor = 2
				FROM = {
					has_opinion = {
						target = CHI
						value = > 30
					}
				}
			}
		}
		target_trigger = {
			FROM = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					has_government = communism
				}
				OR = {
					capital_scope = {
						is_on_continent = asia
					}
					AND = {
						has_completed_focus = CHI_bring_the_revolution_further
						capital_scope = {
							is_on_continent = australia
						}
					}
				}
			}
		}
		cost = 50
		complete_effect = {
			FROM = {
				country_event = {
					id = generic.5
					days = 1
				}
			}
		}
	}
	CHI_set_up_puppet = {
		icon = generic_prepare_civil_war
		cost = 0
		available = {
			has_core_occupation_modifier = {
				occupied_country_tag = FROM
				modifier = compliance_40
			}
		}
		visible = {
			OR = {
				AND = {
					ROOT = {
						has_completed_focus = CHI_bring_the_revolution_further
					}
					FROM = {
						capital_scope = {
							is_on_continent = australia
						}
					}
				}
				FROM = {
					capital_scope = {
						is_on_continent = asia
					}
				}
			}
			has_completed_focus = CHI_liberate_the_peoples_of_asia
		}
		complete_effect = {
			set_temp_variable = {
				country_to_initiate = FROM
			}
			CHI_setting_upp_colony = yes
		}
		target_non_existing = yes
		target_array = occupied_countries
		ai_will_do = {
			base = 10
			modifier = {
				set_temp_variable = {
					num_cores_we_control = 0
				}
				all_of_scopes = {
					array = FROM.core_states
					if = {
						limit = {
							is_controlled_by = PREV
						}
						add_to_temp_variable = {
							num_cores_we_control = 1
						}
					}
				}
				add = num_cores_we_control
			} {
				set_temp_variable = {
					num_min_cores = 1.5
				}
				all_of_scopes = {
					array = subjects
					if = {
						limit = {
							has_autonomy_state = autonomy_collaboration_government
						}
						add_to_temp_variable = {
							num_min_cores = 0.7
						}
					}
				}
				check_variable = {
					num_co
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_CL_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CL_tech_focus = {
	num_of_naval_factories = > 5
	check_variable = {
		EAI_FOCUS/NAVY/light_cruiser = global.EAI_ON
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_increase_industrial_subsidies
Constructs: prerequisite, limit, completion_reward, add_political_power, check_variable, is_ai, add_days_mission_timeout, has_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_increase_industrial_subsidies
	icon = GFX_goal_generic_communist_industries
	relative_position_id = MPL_form_unions
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = MPL_form_unions
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_supports_above_70
			OR = {
				AND = {
					check_variable = {
						MPL_arab_support = > 69
					} {
						MPL_jewish_support = > 69
					} {
						MPL_minority_support = > 69
					}
				}
				is_ai = yes
			}
		}
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = -75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_days_mission_timeout = {
			mission = MPL_stabilize_union_mission
			days = 100
		}
		if = {
			limit = {
				has_idea = MPL_two_people_union_1
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_2
				remove_idea = MPL_two_people_union_1
			}
		}
		else_if = {
			limit = {
				has_idea = MPL_two_people_union_2
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_3
				remove_idea = MPL_two_people_union_2
			}
		} {
			limit = {
				has_idea = MPL_two_people_union_3
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_4
				remove_idea = MPL_two_people_union_3
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					add_idea = MPL_two_people_union_3
					remove_idea = MPL_two_people_union_2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: repair_and_refurbishment_plant
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
repair_and_refurbishment_plant = {
	random = no
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.05
		}
		submarine = {
			build_cost_ic = -0.05
		}
		capital_ship = {
			build_cost_ic = -0.05
		}
		carrier = {
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}