Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: generic_infantry_equipment_manufacturer
Constructs: limit, has_allowed_idea_with_traits, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/zzz_generic.txt

Code:
generic_infantry_equipment_manufacturer = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		NOT = {
			OR = {
				tag = GER ENG SOV FRA ITA JAP USA HUN FIN
			}
		} {
			has_allowed_idea_with_traits = {
				idea = infantry_equipment_manufacturer
				limit = 1
			}
		} {
			AND = {
				OR = {
					tag = CHI PRC MAN SHX XSM GXC YUN SIK MEN
				}
				has_dlc = Waking the Tiger
			}
		} {
			AND = {
				OR = {
					tag = HOL
				}
				has_dlc = Man the Guns
			}
		} {
			AND = {
				OR = {
					tag = SPR SPA SPB SPC SPD POR
				}
				has_dlc = La Resistance
			}
		} {
			AND = {
				OR = {
					tag = BUL GRE TUR
				}
				has_dlc = Battle for the Bosporus
			}
		} {
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		} {
			AND = {
				tag = AUS
				has_dlc = Gotterdammerung
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: AI Strategy
Component: ConvoySurfaceRaiding_1
Source: game
File: common/ai_navy/taskforce/generic_taskforce_templates.txt

Code:
ConvoySurfaceRaiding_1 = {
	allowed = {
		NOT = {
			original_tag = JAP ENG SOV USA ITA GER FRA
		}
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		battle_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		battle_cruiser = {
			amount = 2
		}
	}
}
### Entity: Event
Component: GOE_RAJ_eic.2
Constructs: is_triggered_only, add_country_leader_trait
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_eic.2
	title = GOE_RAJ_eic.2.t
	desc = GOE_RAJ_eic.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_eic.2.a
		add_country_leader_trait = flexible_industrialist
	} {
		name = GOE_RAJ_eic.2.b
		add_country_leader_trait = frugal_pennypincher
	} {
		name = GOE_RAJ_eic.2.c
		add_country_leader_trait = the_government_connection
	} {
		name = GOE_RAJ_eic.2.d
		add_country_leader_trait = ruthless_tycoon
	}
}
### Entity: Wiki Documentation
Construct: requestgamestate
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
requestgamestate
|
Requests the gamestate from host
|

|
### Entity: Event
Component: poland.174
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.174
	title = poland.174.t
	desc = poland.174.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland.174.a
	}
}
### Entity: Country History
Country: YEM
Component: YEM_army
Source: game
File: history/countries/YEM - Yeman.txt

Code:
# OOB & Army Setup for YEM
oob = YEM_1936
### Entity: National Focus
Tree: por_focus
Component: POR_air_naval_research
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_air_naval_research
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_naval_research_institute
	} {
		focus = POR_advanced_light_aircraft
	}
	icon = GFX_goal_generic_air_naval_bomber
	x = 0
	y = 1
	relative_position_id = POR_naval_research_institute
	cost = 10
	completion_reward = {
		navy_experience = 50
		air_experience = 50
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_patriotic_socialism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_patriotic_socialism
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = LIT_integrate_the_opposition
	}
	x = 0
	y = 1
	relative_position_id = LIT_integrate_the_opposition
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = LIT_patriotic_socialism_idea
	}
}
### Entity: Order of Battle
Component: 5a Divisione Squadristi
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_black_shirts.txt

Code:
division = {
	name = 5a Divisione Squadristi
	location = 9924
	division_template = Black Shirts
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_metaxa_militarism
Constructs: prerequisite, add_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_metaxa_militarism
	icon = GFX_focus_GRE_greek_militarism
	text = GRE_metaxa_militarism
	prerequisite = {
		focus = GRE_metaxas_line
	} {
		focus = GRE_military_teachings
	}
	x = 1
	y = 1
	relative_position_id = GRE_military_teachings
	cost = 10
	ai_will_do = {
		factor = 9
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = militarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: wll_focus
Component: WLL_welfare_focus
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, allow_branch, has_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/wallonia.txt

Code:
focus = {
	id = WLL_welfare_focus
	icon = GFX_BEL_union_agreement
	prerequisite = {
		focus = GEN_Strenghten_Democracy
	}
	mutually_exclusive = {
		focus = WLL_conservatism_focus
	}
	x = 55
	y = 3
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		original_tag = WLL
	}
	available = {
		controls_state = 34
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_idea = BEL_union_agreements
		}
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = BEL_union_agreements
		34 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_future_of_naval_deterrence
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_the_future_of_naval_deterrence
	prerequisite = {
		focus = POR_study_italian_submarines
	}
	icon = GFX_focus_generic_mine_warfare
	cost = 5
	x = -1
	y = 1
	relative_position_id = POR_study_italian_submarines
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POR_the_future_of_naval_deterrence
			bonus = 1
			uses = 2
			category = naval_mines torpedo_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_mechanization_of_agriculture
Constructs: prerequisite, limit, completion_reward, has_equipment, every_core_state, random_select_amount, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_mechanization_of_agriculture
	icon = GFX_focus_generic_modernizing_agriculture
	x = -1
	y = 1
	relative_position_id = SIA_acquire_light_tools
	prerequisite = {
		focus = SIA_acquire_light_tools
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		has_equipment = {
			motorized_equipment = > 999
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_core_state = {
			random_select_amount = 2
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = SIA_mechanization_of_agriculture
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_bailout_moser
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, add_to_variable, every_state, is_owned_and_controlled_by
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bailout_moser
	icon = GFX_focus_generic_currency_reforms
	overlay = GFX_focus_fast_overlay_generic_clock_and_cze_industry_focus
	prerequisite = {
		focus = CZE_diversify_bata
	}
	relative_position_id = CZE_diversify_bata
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_no_focus = yes
		OR = {
			has_full_control_of_state = 69 972 74
		}
	}
	bypass = {
		NOT = {
			controls_state = 69 972 74
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt CZE_build_additional_rail_stations_focus_cost_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.025
			tooltip = production_speed_industrial_complex_factor_tt
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						state = 69 74 972
					}
				}
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = CZE_industrial_subsidies
				}
			}
		}
		hidden_effect = {
			every_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						state = 69 74 972
					}
				}
				add_extra_state_shared_building_slots = 1
			} {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						state = 69 74 972
					}
				}
				add_dynamic_modifier = {
					modifier = CZE_industrial_subsidies
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: GAM
Component: GAM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GAM - The Gambia.txt

Code:
# Politics & Parties for GAM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 15
	communism = 5
	neutrality = 25
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_the_sun_never_sets
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_the_sun_never_sets
	prerequisite = {
		focus = ENG_bring_the_dominions_back_into_the_fold
	}
	available = {

	}
	icon = GFX_focus_eng_the_sun_never_sets
	x = 1
	y = 2
	relative_position_id = ENG_bring_the_dominions_back_into_the_fold
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ENG_the_sun_never_sets
			bonus = 1.0
			uses = 1
			category = dd_tech ca_tech bb_tech cv_tech ss_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt ENG_the_sun_never_sets_tt
		add_ideas = ENG_the_sun_never_sets_idea
	}
}
### Entity: Character
Component: SOV_aleksandr_kerensky
Constructs: limit, has_government, has_character_flag, has_dlc, has_autonomy_state
Source: game
File: common/characters/SOV.txt

Code:
SOV_aleksandr_kerensky = {
	name = SOV_aleksandr_kerensky
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_aleksandr_kerensky
		}
		army = {
			small = GFX_idea_alexander_kerensky
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1953.3.1.1
		id = -1
	}
	allowed_civil_war = {
		tag = SOV
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_aleksandr_kerensky
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			} {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_permanent_revolution
Constructs: division_template, prerequisite, limit, completion_reward, has_global_flag, is_locked, is_country_leader, swap_ruler_traits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_permanent_revolution
	icon = GFX_SOV_the_permanent_revolution_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_left_opposition_coup
	} {
		focus = SOV_committee_in_exile
	}
	x = 0
	y = 4
	relative_position_id = SOV_committee_in_exile
	cost = 10
	available = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_permanent_revolution_decisions_tt
		division_template = {
			name = Trotskyist Revolutionary Militias
			priority = 1
			is_locked = yes
			division_names_group = SOV_INF_02
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				}
			}
		}
		IF = {
			limit = {
				SOV_lev_trotsky = {
					is_country_leader = yes
				}
			}
			swap_ruler_traits = {
				remove = permanent_revolutionary
				add = triumphant_revolutionary
			}
		}
		ELSE = {
			effect_tooltip = {
				custom_effect_tooltip = SOV_the_permanent_revolution_trotsky_trait_tt
				add_trait = {
					character = SOV_lev_trotsky
					slot = country_leader
					trait = triumphant_revolutionary
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_develop_upper_silesia
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_develop_upper_silesia
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = POL_central_defence_of_poland
	}
	x = 0
	y = 1
	relative_position_id = POL_central_defence_of_poland
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_develop_upper_silesia_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				762
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_develop_upper_silesia_1
		}
	}
}
### Entity: Decision
Component: ETH_italian_occupation_category
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_legitimacy, is_subject_of, is_controlled_by, is_ai
Source: game
File: common/decisions/ETH.txt

Code:
ETH_italian_occupation_category = {
	ETH_set_up_gideon_force_decision = {
		icon = GFX_decision_generic_army_support
		allowed = {
			original_tag = ETH
		}
		available = {
			has_legitimacy = > 50
			date = < 1941.6.1
			IF = {
				limit = {
					RAJ = {
						is_subject_of = ENG
					}
				}
				RAJ = {
					all_owned_state = {
						is_controlled_by = RAJ
					}
				}
			}
			if = {
				limit = {
					RAJ = {
						is_ai = no
					}
				}
				OR = {
					RAJ = {
						NOT = {
							has_completed_focus = RAJ_chindits_dlc
						}
					} {
						NOT = {
							has_completed_focus = RAJ_chindits
						}
					}
				}
			}
		}
		visible = {
			has_completed_focus = ETH_the_ferengi
			check_variable = {
				ETH.host_nation = ENG
			}
		}
		days_remove = 14
		cost = 25
		fire_only_once = yes
		complete_effect = {

		}
		remove_effect = {
			custom_effect_tooltip = ETH_set_up_gideon_force_decision_tt
			IF = {
				limit = {
					RAJ = {
						NOT = {
							has_character = RAJ_orde_wingate
						}
					}
				}
				hidden_effect = {
					RAJ = {
						create_orde_wingate = yes
						RAJ_orde_wingate = {
							set_nationality = ETH
							if = {
								limit = {
									has_character_flag = is_in_raj
								}
								clr_character_flag = is_in_raj
							}
							set_character_flag = is_in_ethiopia
						}
					}
				}
			}
			ELSE = {
				hidden_effect = {
					RAJ = {
						country_event = {
							id = BBA_ethiopia_exile_events.04
							hours = 1
						}
					}
				}
			}
			add_manpower = 1000
		}
		ai_will_do = {
			base = 100
		}
	}
	ETH_build_local_resistance_force = {
		icon = GFX_decision_revolt
		available = {
			has_legitimacy = > 40
			NOT = {
				has_country_flag = ETH_building_local_resistance_flag
			}
			FROM = {
				compliance = < 50
				resistance = > 40
			}
		}
		state_target = yes
		target_array = ROOT.core_states
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				OR = {
					state = 842 841 843 840 839
				}
				NOT = {
					is_controlled_by = ETH
				}
			}
		}
		target_root_trigger = {
			original_tag = ETH
			has_country_flag = ETH_organize_regional_revolts_flag
		}
		visible = {
			is_government_in_exile = yes
			NOT = {
				has_country_flag = ETH_started_uprising_flag
			}
		}
		cancel_if_not_visible = yes
		days_remove = 60
		days_re_enable = ETH_re_enable_time_international_actions
		fire_only_once = no
		custom_cost_tri
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_legion_condor
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_game_rule, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_legion_condor
	icon = GFX_focus_intervention_spain_nationalists
	prerequisite = {
		focus = GER_remilitarize_the_rhineland GER_oppose_hitler_ww GER_oppose_hitler
	}
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_oppose_hitler_ww
		}
	} {
		x = -28
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_oppose_hitler
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_monarchist_sentiment
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_start_the_proletarian_revolution
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_reestablish_free_elections
		}
	}
	x = 17
	y = 1
	relative_position_id = GER_remilitarize_the_rhineland
	cost = 5
	available = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			any_other_country = {
				original_tag = SPR
				has_government = fascism
				has_volunteers_amount_from = {
					tag = ROOT
					count = > 1
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				has_volunteers_amount_from = {
					tag = ROOT
					count = > 1
				}
			}
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			random_other_country = {
				limit = {
					original_tag = SPR
					has_government = fascism
				}
				add_opinion_modifier = {
					target = GER
					modifier = ita_supported_spain_civil_war
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				add_opinion_modifier = {
					target = GER
					modifier = ita_supported_spain_civil_war
				}
			}
		}
		add_timed_idea = {
			idea = GER_legion_condor_ns
			days = 545
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_export_infrastructure
Constructs: every_owned_state, prerequisite, limit, add_ideas, has_country_flag, completion_reward, cancel_if_invalid, is_controlled_by
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_export_infrastructure
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = IRQ_expand_oil_production
	}
	x = 0
	y = 1
	relative_position_id = IRQ_expand_oil_production
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			has_country_flag = IRQ_is_kurdistan
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_export_economy_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				infrastructure = < 5
				is_controlled_by = ROOT
			}
			random_select_amount = 3
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_dam_the_chao_phraya_river_r56
Constructs: prerequisite, completion_reward, has_tech, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_dam_the_chao_phraya_river_r56
	icon = GFX_focus_generic_hydroelectric_energy
	cost = 8
	x = 0
	y = 2
	relative_position_id = SIA_begin_the_national_industrial_plan_r56
	prerequisite = {
		focus = SIA_begin_the_national_industrial_plan_r56
	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_tech = construction5
		289 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		289 = {
			ETH_upgrade_state_category = yes
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 7338
				}
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.119
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.119
	title = NSB_soviet_civil_war_common.119.t
	desc = NSB_soviet_civil_war_common.119.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.119.a
	}
}