Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_invite_soviet_designers
Constructs: prerequisite, has_government, completion_reward, is_faction_leader, unlock_military_industrial_organization_tooltip, add_mio_size
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_invite_soviet_designers
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = NOR_join_the_comintern
	} {
		focus = NOR_soviet_industrial_cooperation
	}
	x = 1
	y = 1
	relative_position_id = NOR_join_the_comintern
	cost = 10
	available = {
		any_other_country = {
			has_government = communism
			is_faction_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_military_industrial_organization_tooltip = mio:SOV_morozov_design_bureau_organization mio:SOV_rubin_design_bureau_organization mio:SOV_gaz_organization
		mio:SOV_morozov_design_bureau_organization = {
			add_mio_size = 3
		}
		mio:SOV_rubin_design_bureau_organization = {
			add_mio_size = 3
		}
		mio:SOV_gaz_organization = {
			add_mio_size = 3
		}
	}
}
### Entity: Country History
Country: G01
Component: G01_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/G01 - Ghost.txt

Code:
# Politics & Parties for G01
set_politics = {
	ruling_party = democratic
	last_election = 1934.11.23
	election_frequency = 57
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	fascism = 60
	communism = 0
	neutrality = 35
}
### Entity: Event
Component: turkey.118
Constructs: is_triggered_only, add_war_support, add_political_power, add_offsite_building
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.118
	title = turkey.118.t
	desc = turkey.118.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.118.a
		add_political_power = -50
		add_war_support = -0.03
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: Unit Template
Component: FIN_CL_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Kevyt Risteilijä %d
	unique = {
		Joukahainen Tapio Lemminkäinen Helsinki Rauma Turku Kemi Maarianhamina Vaasa Viipuri Kotka Oulu Rauma Väinämöinen Ilmarinen
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_borders_ADD_TO_ARRAY
Constructs: limit, is_in_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_borders_ADD_TO_ARRAY = {
	if = {
		limit = {
			NOT = {
				is_in_array = {
					EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY = THIS.id
				}
			}
		}
		add_to_temp_array = {
			EAI_PC_AIRBASE_get_best_target_on_borders_VS_ARRAY = THIS.id
		}
	}
}
### Entity: Character
Component: CZE_ferdinand_catlos
Constructs: limit, research_bonus, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_ferdinand_catlos = {
	name = CZE_ferdinand_catlos
	portraits = {
		army = {
			small = GFX_idea_CZE_ferdinand_catlos
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_ferdinand_catlos
		cost = 150
		allowed = {
			original_tag = CZE
		}
		traits = {
			quartermaster_general
		}
		research_bonus = {
			construction_tech = 0.15
		}
		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
				}
			}
		}
	}
}
### Entity: Idea
Component: oil_private
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
oil_private = {
	cost = 100
	removal_cost = -1
	traits = {
		refinery_concern
	}
	picture = idea_generic_refining_concern_1
	research_bonus = {
		synth_resources = 0.1
	}
	modifier = {
		fuel_gain_factor_from_states = 0.15
	}
}
### Entity: National Focus
Component: ah_rocket_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = ah_aviation_effort_2
	} {
		focus = ah_infrastructure_effort
	}
	x = 0
	y = 2
	relative_position_id = ah_aviation_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = jet_rocket_bonus
			ahead_reduction = 2
			uses = 1
			category = rocketry jet_technology
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LIT_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6296
	division_template = Pestininku Divizija
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LIT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Idea
Component: VIN_create_the_hanoi_group
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_create_the_hanoi_group = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.02
	}
}
### Entity: Character
Component: JAP_kenkichi_ueda
Source: game
File: common/characters/JAP.txt

Code:
JAP_kenkichi_ueda = {
	name = JAP_kenkichi_ueda
	portraits = {
		army = {
			large = GFX_portrait_JAP_kenkichi_ueda
			small = GFX_portrait_JAP_kenkichi_ueda_small
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_reckless cavalry_officer
		}
		skill = 4
		attack_skill = 3
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_modernize_the_madeira_mamore_br230
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_modernize_the_madeira_mamore_br230
	prerequisite = {
		focus = BRA_R56_nationalize_major_infrastructure_hubs
	}
	relative_position_id = BRA_R56_nationalize_major_infrastructure_hubs
	icon = GFX_goal_generic_road2
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				495
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				497
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: num_artillery
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_artillery
* description: number of units with artillery dominant type
### Entity: National Focus
Tree: per_focus
Component: PER_appease_the_seperatists
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_civil_war, has_idea, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_appease_the_seperatists
	icon = GFX_focus_GER_strengthen_the_proletarian_international
	prerequisite = {
		focus = PER_iranian_socialist_revolution
	}
	x = -1
	y = 2
	relative_position_id = PER_elevate_the_iran_party
	cost = 10
	available = {
		has_civil_war = no
		has_government = communism
		has_idea = PER_azerbaijan_resistance_idea PER_kurdistan_resistance_idea
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_appease_the_seperatists_tt generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				KUR = {
					exists = no
				}
				any_owned_state = {
					is_core_of = KUR
				}
			}
			release_puppet = KUR
			set_autonomy = {
				target = KUR
				autonomous_state = autonomy_satellite
				freedom_level = 0.2
			}
		} {
			limit = {
				AZR = {
					exists = no
				}
				any_owned_state = {
					is_core_of = AZR
				}
			}
			release_puppet = AZR
			set_autonomy = {
				target = AZR
				autonomous_state = autonomy_satellite
				freedom_level = 0.2
			}
		}
		ELSE = {
			create_dynamic_country = {
				original_tag = KUR
				IF = {
					limit = {
						1001 = {
							OWNER = {
								tag = ROOT
							}
						}
					}
					1001 = {
						transfer_state_to = PREV
					}
				} {
					limit = {
						421 = {
							OWNER = {
								tag = ROOT
							}
						}
					}
					421 = {
						transfer_state_to = PREV
					}
				}
				set_popularities = {
					democratic = ROOT.party_popularity_100@democratic
					neutrality = ROOT.party_popularity_100@neutrality
					fascism = ROOT.party_popularity_100@fascism
					communism = ROOT.party_popularity_100@communism
				}
				set_politics = {
					ruling_party = communism
				}
				ROOT = {
					puppet = PREV
					set_autonomy = {
						target = PREV
						autonomous_state = autonomy_satellite
						freedom_level = 0.2
					}
				}
			}
		} {
			create_dynamic_country = {
				original_tag = AZR
				IF = {
					limit = {
						419 = {
							OWNER = {
								tag = ROOT
							}
						}
					}
					419 = {
						transfer_state_to = PREV
					}
				} {
					limit = {
						1000 = {
							OWNER = {
								tag = ROOT
							}
						}
					}
					1000 = {
						transfer_state_to = PREV
					}
				}
				set_popularities = {
					democratic = ROOT.party_popularity_100@d
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_motorized_design_A
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_motorized_design_A = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
		} {
			EAI_FOCUS/LAND/motorized_design_OVERRIDE = global.EAI_A_MOT_DESIGN
		}
		AND = {
			OR = {
				EAI_Motorized_Design_A_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/motorized_design EAI_FOCUS/LAND/motorized_design_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: JAP_democratic_socialist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_democratic_socialist = {
	random = no
	sprite = 13
	war_support_factor = -0.05
	party_popularity_stability_factor = 0.15
	political_advisor_cost_factor = -0.2
}
### Entity: Character
Component: ENG_ernle_chatfield
Source: game
File: common/characters/ENG.txt

Code:
ENG_ernle_chatfield = {
	name = ENG_ernle_chatfield
	portraits = {
		army = {
			small = GFX_idea_ernle_chatfield
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ernle_chatfield
		allowed = {
			original_tag = ENG
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			base = 3
			modifier = {
				factor = 2
				amount_taken_ideas = {
					amount = > 0
					slots = {
						army_chief
					}
				}
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.21
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.21
	title = denmark_expansion_event.11.t
	desc = denmark_expansion_event.11.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.21.a
		ROOT = {
			puppet = FROM
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.23
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.23
	title = SEA_PRC_political_events.23.t
	desc = SEA_PRC_political_events.23.desc
	picture = GFX_report_event_PRC_chuikov
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.23.a
	}
}
### Entity: Character
Component: HUN_kocsard_janky
Constructs: has_country_flag
Source: game
File: common/characters/HUN.txt

Code:
HUN_kocsard_janky = {
	name = HUN_kocsard_janky
	portraits = {
		army = {
			large = GFX_portrait_HUN_kocsard_janky
			small = GFX_portrait_HUN_kocsard_janky_small
		}
	}
	corps_commander = {
		traits = {
			trait_HUN_vitez cavalry_leader old_guard inflexible_strategist
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_country_flag = HUN_recalled_kocsard_janky_flag
		}
	}
}
### Entity: Order of Battle
Component: 3ya KOVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 3ya KOVO Tankovaya Gruppa
	location = 3511
	division_template = Tyazolaya-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: INS_barata
Constructs: is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_barata = {
	allowed = {
		original_tag = INS
	}
	visible = {
		NOT = {
			is_subject_of = HOL
		}
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.15
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_closer_democratic_ties
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, add_political_power, is_power_balance_in_range
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_closer_democratic_ties
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = SWI_allied_gold
	} {
		focus = SWI_purchase_american_planes
	}
	relative_position_id = SWI_allied_gold
	mutually_exclusive = {
		focus = SWI_gotthard_union
	}
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_any_fascist_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_close_ties
			}
		} {
			limit = {
				is_major = yes
				has_government = fascism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_unfavourable_alignment
			}
		}
		add_political_power = 100
		hidden_effect = {
			SWI_find_best_democratic_ally = yes
		}
	}
}
### Entity: Character
Component: GEO_kandid_charkviani
Source: game
File: common/characters/GEO.txt

Code:
GEO_kandid_charkviani = {
	name = GEO_kandid_charkviani
	portraits = {
		civilian = {
			large = GFX_portrait_GEO_kandid_charkviani
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1953.3.1
		id = -1
		traits = {
			staunch_stalinist
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_solidify_popular_support
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_solidify_popular_support
	prerequisite = {
		focus = POR_expand_ministerial_control
	}
	icon = GFX_focus_por_concordat
	cost = 6
	ai_will_do = {
		base = 13
	}
	x = 3
	y = 1
	relative_position_id = POR_expand_ministerial_control
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = neutrality
			popularity = 0.04
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_israeli_air_school
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction, set_country_flag, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_israeli_air_school
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = ISR_plane_imports
	}
	relative_position_id = ISR_plane_imports
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = ISR
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
}
### Entity: Character
Component: BUL_valko_chervenkov
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_valko_chervenkov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_valko_chervenkov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_completed_focus = BUL_appoint_communist_ministers
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 1.0
		}
	}
	name = BUL_valko_chervenkov
	portraits = {
		army = {
			small = GFX_idea_bul_valko_chervenkov
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_strengthen_control
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, add_political_power, has_idea, has_civil_war
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_strengthen_control
	icon = GFX_goal_generic_demand_territory
	relative_position_id = CHL_ibanez_as_prime_minister
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_ibanez_as_prime_minister CHL_an_absolute_monarchy
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
		has_idea = CHL_popular_resistance
		has_civil_war = no
	}
	bypass = {
		NOT = {
			has_idea = CHL_popular_resistance
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		IF = {
			limit = {
				has_idea = CHL_popular_resistance
			}
			remove_ideas = CHL_popular_resistance
		}
		else = {
			effect_tooltip = {
				remove_ideas = CHL_popular_resistance
			}
		}
	}
}
### Entity: National Focus
Component: r56_RAJ_rocket_effort
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = r56_RAJ_aviation_effort_2
	} {
		focus = r56_RAJ_new_scientific_order
	}
	x = -2
	y = 1
	relative_position_id = r56_RAJ_aviation_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = r56_RAJ_rocket_effort
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Idea
Component: smersh
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
smersh = {
	allowed = {
		always = no
	}
	name = SOV_smersh
	removal_cost = -1
	modifier = {
		operative_slot = 1
		intelligence_agency_defense = 0.5
	}
}
### Entity: Idea
Component: QUE_blueshirt
Source: game
File: common/ideas/quebec.txt

Code:
QUE_blueshirt = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_fascist_workers
	modifier = {
		army_org_factor = 0.05
		max_planning_factor = 0.1
		pocket_penalty = -0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_motorized_template_upgrade_prio
Constructs: set_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_motorized_template_upgrade_prio = {
	OR = {
		AND = {
			set_temp_variable = {
				_check_xp = 200
			}
			EAI_XP_has_army_check_xp = yes
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.29
Constructs: is_triggered_only, ai_chance, has_war_with_major, create_wargoal, annex_everything
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.29
	title = ARG_political_events.29.t
	desc = ARG_political_events.29.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ARG_political_events.29.a
		ai_chance = {
			base = 2
		}
		FROM = {
			country_event = {
				id = ARG_political_events.30
				days = 1
			}
		}
	} {
		name = ARG_political_events.29.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.2
				has_war_with_major = yes
			}
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Effect Reference
Construct: uncomplete_national_focus
Constructs: uncomplete_national_focus, prerequisite
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## uncomplete_national_focus

* Supported Scopes: COUNTRY
* Supported Targets: none

```
uncompletes a focus for a country. If specified, the 'on_uncomplete' effect will be executed on each uncompleted focus.
Example: uncomplete_national_focus = {
	focus = GER_oppose_hitler
	uncomplete_children = yes # Optional. Default is no. If yes, all proceeding focuses will also be uncompleted if their prerequisite aren't met after the preceeding focuses are uncompleted.
	refund_political_power = no # Optional. Default is no. If yes, the country is refunded the political power invested in the current focus if it's canceled as a result of its prerequisites being uncompleted.
}

```
### Entity: National Focus
Tree: bul_focus
Component: BUL_light_metal_exploitation
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_light_metal_exploitation
	prerequisite = {
		focus = BUL_national_railway_lines
	}
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = BUL_national_railway_lines
	mutually_exclusive = {
		focus = BUL_all_that_glitters
	}
	x = 1
	y = 1
	cost = 5
	available = {
		controls_state = 48
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		48 = {
			add_resource = {
				type = aluminium
				amount = 8
			}
		}
	}
}