Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: FRA_revolutionary_zeal
Constructs: has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_revolutionary_zeal = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.1
		army_core_defence_factor = 0.25
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_domestic_tank_production
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_domestic_tank_production
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = CEL_domestic_artillery_production
	} {
		focus = CEL_support_steel_sector
	}
	x = 1
	y = 1
	relative_position_id = CEL_domestic_artillery_production
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = armor_bonus
			ahead_reduction = 1
			bonus = 0.5
			uses = 2
			category = cat_light_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: yarrow_shipbuilders
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
yarrow_shipbuilders = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_battaglioni_d_assalto
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, set_technology, has_game_rule
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_battaglioni_d_assalto
	icon = GFX_focus_ITA_blackshirts
	prerequisite = {
		focus = ITA_security_militias
	}
	mutually_exclusive = {
		focus = ITA_strengthen_the_blackshirts
	}
	x = -1
	y = 2
	relative_position_id = ITA_security_militias
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ITA_convene_the_grand_council
		}
	}
	cost = 10
	available = {
		has_government = fascism
		ITA_has_disbanded_blackshirts = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_battaglioni_d_assalto_tt
		hidden_effect = {
			set_technology = {
				blackshirt_assault_battalion_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Doctrine
Component: screens
Source: game
File: common/doctrines/tracks/sea_doctrine_tracks.txt

Code:
screens = {
	name = DOCTRINE_TRACK_SCREENS
	background = GFX_screens_bg
	icon = GFX_doctrine_milestone_screens_naval
	icon_frame = GFX_doctrine_decor_naval
	mastery = {
		multiplier = 1.0
		equipment = {
			screen_ship
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_baghdad_colleges_of_engineering_and_education
Constructs: prerequisite, completion_reward, has_cosmetic_tag, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_baghdad_colleges_of_engineering_and_education
	icon = {
		GFX_focus_IRQ_baghdad_colleges_of_engineering_and_education_alt = {
			OR = {
				has_cosmetic_tag = IRQ_kurdistan_tag greater_kurdistan
			}
		}
		GFX_focus_IRQ_baghdad_colleges_of_engineering_and_education = yes
	}
	dynamic = yes
	prerequisite = {
		focus = IRQ_decouple_from_the_pound
	}
	x = 2
	y = 1
	relative_position_id = IRQ_decouple_from_the_pound
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		industrial_complex = > 4
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: AUS_democratic_allied_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/AUS_alternate_strategy_plan.txt

Code:
AUS_democratic_allied_plan = {
	name = Austrian Democratic - Allies
	desc = 
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_DEMOCRATIC_ALLIES
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_DEMOCRATIC_ALLIES
			}
		}
		has_dlc = Gotterdammerung
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		AUS_repeal_the_may_constitution AUS_release_imprisoned_leaders AUS_hold_elections AUS_a_new_constitution AUS_seek_support_from_guarantors AUS_regulate_austrian_finance_sector AUS_economic_resuscitation AUS_secret_rearmament AUS_the_right_to_rearm AUS_stabilize_the_political_climate AUS_strengthen_the_cabinet AUS_join_the_allies AUS_osterreichische_bundesheer AUS_follow_the_jansa_plan AUS_fortify_the_traun_line AUS_defence_of_the_homeland AUS_extend_the_traun_line AUS_womens_education_initiative AUS_universitat_wien AUS_lawmaking_leniency AUS_empowering_the_chancellor AUS_strengthen_the_arms_industry AUS_join_the_research_program AUS_steyr_arms_investment AUS_the_right_to_self_determination AUS_deal_with_the_german_threat
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_imperial_rail_renewal_act
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_imperial_rail_renewal_act
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_the_riches_of_the_raj
	}
	x = 1
	y = 1
	relative_position_id = RAJ_the_riches_of_the_raj
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_the_zamindari_system
			add_idea = RAJ_the_zamindari_system_2
		}
		custom_effect_tooltip = RAJ_imperial_rail_renewal_act_tt
		if = {
			limit = {
				OR = {
					has_completed_focus = RAJ_east_india_railways_dlc RAJ_bombay_baroda_and_central_india_railway
				}
			}
			custom_effect_tooltip = generic_current_effects
		} {
			limit = {
				has_completed_focus = RAJ_east_india_railways_dlc
			}
			random_owned_controlled_state = {
				prioritize = {
					431
				}
				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
				}
			}
		} {
			limit = {
				has_completed_focus = RAJ_bombay_baroda_and_central_india_railway
			}
			random_owned_controlled_state = {
				prioritize = {
					430
				}
				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
				}
			}
		} {
			limit = {
				has_completed_focus = RAJ_great_indian_peninsula_railway_dlc
			}
			random_owned_controlled_state = {
				prioritize = {
					429
				}
				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
				}
			}
		} {
			limit = {
				has_completed_focus = RAJ_south_indian_railway_company
			}
			random_owned_controlled_state = {
				prioritize = {
					423
				}
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					ty
# ... (truncated)
### Entity: Trigger Reference
Construct: pc_does_state_stack_demilitarized
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_does_state_stack_demilitarized

* Supported Scopes: STATE
* Supported Targets: none

```
Checks if state got demilitarized stacked on it in the peace conference.
Example:
FROM.FROM.FROM = { pc_does_state_stack_demilitarized = yes }
```
### Entity: Unit Template
Component: SAF_PROVINCES
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_PROVINCES = {
	name = NAME_THEME_PROVINCES
	for_countries = {
		SAF
	}
	type = ship
	prefix = HMSAS 
	unique = {
		Orange Free State Good Hope Natal Transvaal Eastern Cape Northern Cape Western Cape North West Gauteng Limpopo Mpumalanga
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_hegemonize_civil_service
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_hegemonize_civil_service
	icon = GFX_goal_FRA_class_collaboration
	prerequisite = {
		focus = GUA_pass_the_vagrancy_law
	}
	x = 1
	y = 1
	relative_position_id = GUA_pass_the_vagrancy_law
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 35
		add_ideas = GUA_controlled_civil_service
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: JER_alexander_coutanche
Source: game
File: common/characters/JER.txt

Code:
JER_alexander_coutanche = {
	name = Alexander Coutanche
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			lawyer
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: State History
Component: 597
Constructs: limit, add_core_of, has_dlc
Source: game
File: history/states/597-Shandong.txt

Code:
state = {
	id = 597
	name = STATE_597
	manpower = 12791066
	state_category = rural
	resources = {
		aluminium = 8
	}
	history = {
		owner = CHI
		add_core_of = CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SND
				add_core_of = SND
			}
		}
		victory_points = {
			1104 2
		} {
			4205 1
		}
		buildings = {
			infrastructure = 2
			4205 = {
				naval_base = 2
				coastal_bunker = 1
				bunker = 1
			}
			1104 = {
				naval_base = 1
				coastal_bunker = 1
				bunker = 1
			}
		}
		1938.10.25 = {
			owner = CHI
			controller = JAP
			buildings = {
				air_base = 1
			}
		}
	}
	provinces = {
		1104 1154 1184 1200 4089 4157 4186 4205 7089 7105 9971 10018 12074
	}
	local_supplies = 4.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_follow_the_jansa_plan
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, add_command_power, add_skill_level
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_follow_the_jansa_plan
	icon = GFX_focus_AUS_follow_the_jansa_plan
	prerequisite = {
		focus = AUS_osterreichische_bundesheer AUS_standardized_army_training
	}
	mutually_exclusive = {
		focus = AUS_establish_bohme_plan
	}
	x = 0
	y = 2
	relative_position_id = AUS_osterreichische_bundesheer
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			AUS_is_historical_ai = yes
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		add_command_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt AUS_follow_the_jansa_plan_tt2 generic_skip_one_line_tt AUS_follow_the_jansa_plan_tt
		show_ideas_tooltip = AUS_alfred_jansa
		AUS_alfred_jansa = {
			add_skill_level = 1
			add_defense = 1
			add_planning = 1
			add_logistics = 1
			add_unit_leader_trait = unyielding_defender
		}
		set_country_flag = AUS_went_with_jansa_flag
		hidden_effect = {
			IF = {
				limit = {
					GER = {
						has_government = fascism
						NOT = {
							has_war_with = ROOT
						}
					}
				}
				GER = {
					country_event = {
						id = AUS_political_events.59
						hours = 12
					}
				}
			}
		}
	}
}
### Entity: Name List
Component: BEL2
Source: game
File: common/names/r56_names.txt

Code:
BEL2 = {
	male = {
		names = {
			Adriaan Albert Anthony Antoon Bart Christiaan Cornelis Dirk Fernand Gerard Godfried Hendrik Henri Jacob Jan Johan Johannes Karel Laurens Mathias Matthijs Nicolaas Pieter Petrus Philippus Pieter Thomas Theodorus Willem Wim Leopold Boudewijn Alexander Alexis Alphonse André Antoine Auguste Barthélémy Baudouin Blaise Camille Clément Charles Constant Damien David Désiré Didier Edmond Édouard Emmanuel Émile Etienne Eugène Félix Fernand Florent François Frédéric Georges Gérard Gilles Guillaume Gustave Hubert Jacques Jean Jean-Baptiste Jean-François Jean-Louis Jean-Jacques Joseph Jules Lambert Laurent Léon Léonard Léopold Louis Lucien Mathieu Maxime Maximilien Nicolas Olivier Pascal Patrice Paul Philippe Pierre Pierre-Guillaume Sébastien Sylvain Victor Vincent
		}
	}
	female = {
		names = {
			Marie Isabelle Gilberte Aurore Blanche Henriette Joséphine-Antoinette Lucienne Juliette Martine Louise Nicole Antje Anneke Géraldine Louise
		}
	}
	surnames = {
		Allard Barbanson Baugniet Beaucarne Berger Berthels Beyts Biver Blargnies Brialmont Bredart Cauvin Collet Cools Claus Clerix Coquilhat Davignon Peeters Peeters Janssens Maes Jacobs Mertens Willems Claes Goossens Wouters De Smet Van den Bent Van den Briel Van den Hof Van der Bijl Van Helsdingen Van Liempd Van Setten Van Voorst tot Voorst Van Zinnicq Bergmann Wittert van Hoogland Bosch Bruggink Bruinier Buijs Buurman Carstens den Breejen Elias Folmer Giesen Ham Harberts Hilberdink Hoogewerff Hoving Jaapies Janssen Jolles Kaak Kraak Krouwel Kuiper Landzaat Leegstra Lukkien Maas Migchelbrink Reijnierse Rijnders Roelofsen Sandberg Scherpenhuijzen Schippers Steen Tebrunsvelt Varwijk Verhoef Visscher Vos Winkelman Van de Put Wijn,s de Stassart de Stockem de Viron Defacqz Deguise Delacroix Desmanet de Biesme Destriveaux Dethier Devaux Deville Dewandre Dreze du Bois Dupont Dumont Fallon Joos Jottrand Lahure Lardinois le Cocq Lebeau Leclercq Lefebvre Leman Malou Marcq Marlet Nagelmackers Nothomb Pétillon Picquet Pirmez Pirson Raikem Roeser Rogier Rouen Rouppe Wyvekens Zoude Peeters Janssens Maes Jacobs Mertens Willems Claes Goossens Wouters De Smet De Vos Dijk De Jongh Bois d'Enghien Deppé De Bast De Nayer Le Roux De Greef Colmant Dassié Gailly Plissart Pulings Schreiber Verboven Dumortier D'Hondt
	}
	callsigns = {
		't Manneke Ket L'flamin Faucon Aigle Mouette Libellule Lion Tchanchès Vos Str
# ... (truncated)
### Entity: Character
Component: CZE_3rd_prezident
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_3rd_prezident = {
	random = no
	sprite = 13
	party_popularity_stability_factor = 0.05
	political_advisor_cost_factor = -0.05
}
### Entity: Character
Component: EQG_coi
Source: game
File: common/characters/EQG.txt

Code:
EQG_coi = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_coi
		allowed = {
			original_tag = EQG
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_anglo_italian_agreements
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_subject, clr_country_flag, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_anglo_italian_agreements
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = ITA_triumph_in_africa_bba
	}
	x = -1
	y = 1
	relative_position_id = ITA_triumph_in_africa_bba
	cost = 5
	bypass = {
		NOT = {
			has_country_flag = SUEZ_SANCTIONS_FLAG
		}
		OR = {
			NOT = {
				country_exists = ETH
			}
			has_subject = ETH
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_anglo_italian_agreements_suez_tt
			OR = {
				NOT = {
					has_country_flag = SUEZ_SANCTIONS_FLAG
				}
				has_country_flag = {
					flag = SUEZ_SANCTIONS_FLAG
					days = > 365
				}
			}
		}
		core_compliance = {
			occupied_country_tag = ETH
			value = > 40
		}
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = SUEZ_SANCTIONS_FLAG
			}
			clr_country_flag = SUEZ_SANCTIONS_FLAG
			custom_effect_tooltip = ITA_anglo_italian_agreements_suez_unlocked_tt
		}
		add_to_variable = {
			ETH.ETH_war_escalation_level = -1
		}
		custom_effect_tooltip = ETH_war_deescalation_inc_tt
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_kalimantan_mic
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_kalimantan_mic
	icon = GFX_focus_generic_military_industry
	available = {
		has_full_control_of_state = 334
	}
	prerequisite = {
		focus = INS_develop_borneo
	}
	x = 1
	y = 1
	relative_position_id = INS_develop_borneo
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		base = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				334
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: is_exiled_leader_from
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_exiled_leader_from

* Supported Scopes: CHARACTER
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Checks if scope leader is from specified exiled government. is_exiled_leader_from = FRA
```
### Entity: Scripted Effect
Component: EAI_LAW_upgrade_trade_law
Constructs: has_war, limit, add_ideas, has_country_flag, set_temp_variable, add_to_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_COUNTRY_law_effects.txt

Code:
EAI_LAW_upgrade_trade_law = {
	if = {
		limit = {
			EAI_LAW_upgrade_trade_law = yes
			OR = {
				AND = {
					has_war = yes
					NOT = {
						EAI_LAW_upgrade_manpower_law = yes
					}
				} {
					has_war = no
				}
			}
		}
		set_temp_variable = {
			EAI_tra_law_cost = modifier@trade_laws_cost_factor
		}
		add_to_temp_variable = {
			EAI_tra_law_cost = 1
		}
		multiply_temp_variable = {
			EAI_tra_law_cost = 150
		}
		if = {
			limit = {
				set_temp_variable = {
					_check_pp = EAI_tra_law_cost
				}
				EAI_PP_has_check_pp = yes
			}
			if = {
				limit = {
					EAI_LAW_get_free_trade = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_tra_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_trade_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | TRADE LAW: free_trade (need: [?EAI_average_resource_need]) (script)
				}
				add_ideas = free_trade
			}
			else_if = {
				limit = {
					EAI_LAW_get_export_focus = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_tra_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_trade_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | TRADE LAW: export_focus (need: [?EAI_average_resource_need]) (script)
				}
				add_ideas = export_focus
			} {
				limit = {
					EAI_LAW_get_limited_exports = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_tra_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_trade_law
				} {
					limit = {
						has_country_flag = EAI_law_logging
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | TRADE LAW: limited_exports (need: [?EAI_average_resource_need]) (script)
				}
				add_ideas = limited_exports
			} {
				limit = {
					EAI_LAW_get_closed_economy = yes
				}
				set_temp_variable = {
					_pp_cost = EAI_tra_law_cost
				}
				EAI_PP_pay_pp_cost = yes
				if = {
					limit = {
						has_country_flag = EAI_pp_logging
					}
					log = SOURCE: EAI_LAW_upgrade_trade_law
				} {
					limit = {
						has_cou
# ... (truncated)
### Entity: National Focus
Tree: yug_focus
Component: YUG_expand_the_sarajevo_arsenals
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, is_subject_of, has_full_control_of_state, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_expand_the_sarajevo_arsenals
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = YUG_local_self_management YUG_central_management
	}
	x = 1
	y = 1
	relative_position_id = YUG_local_self_management
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		104 = {
			OR = {
				is_fully_controlled_by = ROOT
				controller = {
					is_subject_of = ROOT
					has_full_control_of_state = PREV
				} {
					tag = BOS
					is_in_faction_with = ROOT
					has_full_control_of_state = PREV
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				104 = {
					OR = {
						is_fully_controlled_by = ROOT
						controller = {
							is_subject_of = ROOT
							has_full_control_of_state = PREV
						} {
							tag = BOS
							is_in_faction_with = ROOT
							has_full_control_of_state = PREV
						}
					}
				}
			}
			104 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: State History
Component: 872
Constructs: add_core_of
Source: game
File: history/states/872-North Queensland.txt

Code:
state = {
	id = 872
	name = STATE_872
	provinces = {
		1501 1514 1644 2166 2187 4505 4520 4648 7506 7525 7538 8230 10338 10350 10365 10378 12354 12367 12957
	}
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = AST
		add_core_of = AST
	}
	manpower = 220000
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Country History
Country: MEX
Component: MEX_army
Source: game
File: history/countries/MEX - Mexico.txt

Code:
# OOB & Army Setup for MEX
oob = MEX_1936
### Entity: AI Strategy
Component: CHI_dont_join_USA_if_not_democratic
Constructs: has_government
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_join_USA_if_not_democratic = {
	allowed = {
		WTT_is_chinese_country = yes
	}
	enable = {
		WTT_is_chinese_country = yes
		NOT = {
			has_government = democratic
		}
		USA = {
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = USA
		value = -250
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_reorganising_the_mandate
Constructs: prerequisite, add_stability, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_reorganising_the_mandate
	icon = GFX_focus_generic_league_of_nations
	cost = 5
	x = 0
	y = 1
	relative_position_id = SAM_with_the_crown
	available = {

	}
	prerequisite = {
		focus = SAM_with_the_crown
	}
	ai_will_do = {
		factor = 5
		modifier = {
			add = 5
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_stability = 0.05
	}
}