Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_spain
Constructs: prerequisite, has_war, completion_reward, create_wargoal, annex_everything, unlock_decision_tooltip
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_spain
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = HON_proclaim_new_spain
	}
	x = 28
	y = 10
	will_lead_to_war_with = SPR
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = SPR
				ratio = > 1.2
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		SPR = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		SPR = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = SPR
			expire = 0
		}
		unlock_decision_tooltip = HON_newspain
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: 19. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 19. SS-Sturmbrigade
	location = 6487
	division_template = SS-Sturmbrigade
}
### Entity: AI Strategy
Component: MAN_alternate_plan_independent
Constructs: has_completed_focus, has_war_with, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/MAN_alternate_strategy_plan.txt

Code:
MAN_alternate_plan_independent = {
	name = Manchukuo plan for Independence
	desc = Behavior for Manchukuo when they have achieved independence after going assertive
	allowed = {
		original_tag = MAN
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		has_completed_focus = MAN_independence_war
		not = {
			has_war_with = JAP
		}
		is_subject = no
	}
	abort = {
		always = no
	}
	ai_national_focuses = {

	}
	focus_factors = {
		MAN_imperial_divinity = 5
		MAN_imperial_university = 10
		MAN_reform_the_civil_service = 5
	}
	research = {
		infantry_weapons = 15.0
		artillery = 15.0
	}
	ideas = {

	}
	ai_strategy = {
		type = antagonize
		id = JAP
		value = 500
	} {
		type = conquer
		id = CHI
		value = 200
	} {
		type = conquer
		id = PRC
		value = 200
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_quislings_regime
Constructs: prerequisite, limit, remove_ideas, has_government, add_war_support, add_stability, completion_reward, has_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_quislings_regime
	icon = GFX_focus_NOR_quislings_regime
	prerequisite = {
		focus = NOR_quislings_coup
	}
	mutually_exclusive = {
		focus = NOR_get_rid_of_quisling
	}
	x = 1
	y = 1
	relative_position_id = NOR_quislings_coup
	cost = 5
	available = {
		if = {
			limit = {
				any_other_country = {
					original_tag = NOR
					exists = yes
					NOT = {
						has_government = fascism
					}
				}
				has_variable = NOR_cw_democratic_norway
			}
			var:NOR_cw_democratic_norway = {
				has_capitulated = yes
			}
		}
		else = {
			has_civil_war = no
		}
		has_government = fascism
		fascism = > 0.5
	}
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_stability = -0.1
		add_war_support = -0.06
		remove_ideas = {
			NOR_contested_leadership_ns
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		NOR_vidkun_quisling = {
			remove_country_leader_trait = NOR_fascist_lackey
			add_country_leader_trait = NOR_fascist_dilettante
			set_portraits = {
				army = {
					large = GFX_portrait_NOR_vidkun_quisling_2
				}
				civilian = {
					large = GFX_portrait_NOR_vidkun_quisling_2
				}
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.2
Constructs: is_triggered_only, add_popularity
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.2
	title = bftb_bulgaria_balkan_federation.2.t
	desc = bftb_bulgaria_balkan_federation.2.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.2.a
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.17
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.17
	title = bftb_bulgaria_factions.17.t
	desc = bftb_bulgaria_factions.17.desc
	picture = GFX_report_event_bul_boris_with_muraviev
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.17.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			BUL_bs_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				} {
					has_country_flag = BUL_bzns_integrated_flag
				}
			}
			BUL_bzns_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_nsm_destroyed_flag
				} {
					has_country_flag = BUL_nsm_integrated_flag
				}
			}
			BUL_nsm_medium_loyalty_decrease_effect = yes
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_pla_naval_school
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_mastery_bonus, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_the_pla_naval_school
	icon = GFX_focus_PRC_the_pla_naval_school
	prerequisite = {
		focus = PRC_dockyard_construction_efforts
	}
	x = 0
	y = 2
	relative_position_id = PRC_dockyard_construction_efforts
	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_HISTORICAL
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.25
			uses = 3
			category = naval_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_pla_navy_modify_tt
		add_mastery_bonus = {
			bonus = 0.1
			days = 400
			name = PRC_the_pla_naval_school
			folder = naval
		}
		add_to_variable = {
			PRC_pla_navy_naval_coordination = 0.025
			tooltip = naval_coordination_tt
		}
	}
}
### Entity: Country History
Country: ZAM
Component: ZAM_characters
Constructs: recruit_character
Source: game
File: history/countries/ZAM - Zambia.txt

Code:
# Leaders & Characters for ZAM
recruit_character = ZAM_acas ZAM_acgs ZAM_ncm ZAM_nt ZAM_pot ZAM_nccr ZAM_aco2 ZAM_coi ZAM_aa2 ZAM_democratic_guy ZAM_acd2 ZAM_acr ZAM_fascist_guy ZAM_stc ZAM_ncs ZAM_awt ZAM_mt ZAM_communist_guy ZAM_ai2 ZAM_ar
### Entity: Decision
Component: FRA_weapons_purchases_category
Constructs: has_war_with, has_country_flag, has_dlc
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
FRA_weapons_purchases_category = {
	allowed = {
		OR = {
			original_tag = FRA
			AND = {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	visible = {
		has_country_flag = FRA_arms_purchases_permitted
		NOT = {
			has_war_with = USA
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval
Source: game
File: common/ai_focuses/HUN.txt

Code:
ai_focus_naval = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 100.0
		marine_tech = 10.0
		dd_tech = 3.0
		cl_tech = 3.0
		ca_tech = 3.0
		bc_tech = 3.0
		bb_tech = 3.0
		shbb_tech = 3.0
		tp_tech = 3.0
		cv_tech = 3.0
		ss_tech = 3.0
	}
}
### Entity: AI Strategy
Component: FRA_alternate_plan_monarchist_bonaparte
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/FRA_alternate_strategy_plan.txt

Code:
FRA_alternate_plan_monarchist_bonaparte = {
	name = Napoleon VI: Napoeleon Returns: Zombie Sharks Attack
	desc = 
	allowed = {
		original_tag = FRA
		has_dlc = La Resistance
	}
	enable = {
		OR = {
			has_country_flag = FRA_AI_BONAPARTIST
			has_game_rule = {
				rule = FRA_ai_behavior
				option = BONAPARTIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FRA_devalue_the_franc FRA_revive_the_national_bloc FRA_utilize_the_leagues FRA_the_council_of_rambouillet FRA_agricultural_protectionism FRA_revise_the_constitution FRA_invest_in_the_metropole FRA_begin_rearmament FRA_invest_in_the_colonies FRA_aggressive_focus FRA_metropolitan_france FRA_algerie_france FRA_repeal_the_law_of_exile FRA_proclaim_the_third_empire FRA_industrial_expansion FRA_extra_research_slot FRA_economic_devolution FRA_battle_of_maneuver FRA_motorized_focus FRA_mechanized_focus FRA_promote_entrepeneurship FRA_light_medium_armor FRA_army_reform FRA_invest_in_indochina FRA_avenge_waterloo FRA_invest_in_syria FRA_invest_in_west_africa FRA_colonial_industry FRA_military_factories FRA_retribution_for_sedan FRA_extra_research_slot_2 FRA_disunite_germany FRA_naval_rearmament FRA_capital_ship_focus FRA_fighter_focus FRA_cas_focus FRA_return_to_borodino FRA_je_suis_la_deluge
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_medium_increase_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.15
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_infrastructure_in_angola
Constructs: prerequisite, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_infrastructure_in_angola
	available = {
		796 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_colonial_assimilation_policy
	}
	icon = GFX_focus_generic_africa_infrastructure
	x = 5
	y = 0
	relative_position_id = POR_limited_self_rule
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		796 = {
			add_building_construction = {
				type = naval_base
				level = 2
				province = 2115
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		540 = {
			add_building_construction = {
				type = naval_base
				level = 3
				province = 8248
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_mangyo
Constructs: prerequisite, limit, completion_reward, add_political_power, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_mangyo
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = MAN_tsr_strengthen_ties_with_nissan
	} {
		focus = MAN_tsr_expand_showa_steel_works
	} {
		focus = MAN_tsr_expand_the_railways
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_strengthen_ties_with_nissan
	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_INDUSTRY
	}
	completion_reward = {
		add_political_power = 50
		random_owned_controlled_state = {
			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 = {
				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
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt MAN_tsr_mangyo_tt generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = MAN_mangyo
		hidden_effect = {
			IF = {
				limit = {
					has_idea = MAN_showa_steel_works
				}
				swap_ideas = {
					remove_idea = MAN_showa_steel_works
					add_idea = MAN_mangyo
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = MAN_south_manchuria_railway_company
				}
				swap_ideas = {
					remove_idea = MAN_south_manchuria_railway_company
					add_idea = MAN_mangyo
				}
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_open_the_border
Constructs: prerequisite, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_open_the_border
	icon = GFX_goal_generic_prison_break
	x = 0
	y = 1
	cost = 3
	relative_position_id = QUE_a_change_in_course
	prerequisite = {
		focus = QUE_a_change_in_course
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_country_flag = QUE_diplomatic_death
			has_war_with = CAN
		}
		CAN = {
			exists = yes
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		country_event = quebec.5
		custom_effect_tooltip = QUE_beware_of_canada
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_arrest_nazi_sympathizers
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_arrest_nazi_sympathizers
	icon = GFX_goal_arrests
	prerequisite = {
		focus = COS_ally_the_pvp
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	x = 2
	y = 1
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = -25
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		}
		add_stability = 0.05
		add_war_support = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_mechanized_30
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_mechanized_30 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 350
		EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 340
				EAI_DESIGN_ARMOR_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = 5
	}
}
### Entity: Character
Component: POL_Dislikes_Poland
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Dislikes_Poland = {
	random = no
	ai_strategy = {
		type = antagonize
		id = POL
		value = 200
	}
}
### Entity: Idea
Component: CHI_deep_state
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_deep_state = {
	picture = generic_disjointed_gov
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.1
		drift_defence_factor = 0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: AI Strategy
Component: baddies_avoid_joining_ICE
Constructs: is_historical_focus_on, is_ai
Source: game
File: common/ai_strategy/ICE.txt

Code:
baddies_avoid_joining_ICE = {
	allowed = {
		OR = {
			original_tag = JAP SOV GER
		}
	}
	enable = {
		is_historical_focus_on = yes
		ICE = {
			is_ai = yes
		}
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = ICE
		value = -400
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_militarized_police
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_militarized_police
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = SCO_perfect_the_propaganda SCO_political_batallions
	}
	relative_position_id = SCO_perfect_the_propaganda
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = paramilitarism_focus
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
}
### Entity: Idea
Component: GER_SOV_industrial_cooperation_ns
Constructs: has_war_with, industrial_capacity_factory
Source: game
File: common/ideas/GER.txt

Code:
GER_SOV_industrial_cooperation_ns = {
	name = GER_SOV_industrial_cooperation
	picture = eng_spirit_of_the_industrial_revolution
	cancel = {
		OR = {
			AND = {
				original_tag = SOV
				has_war_with = GER
			} {
				original_tag = GER
				has_war_with = SOV
			}
		}
	}
	modifier = {
		industrial_capacity_factory = 0.1
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: Character
Component: r56_rom_the_marshal
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_the_marshal = {
	random = no
	army_attack_factor = 0.05
	air_chief_cost_factor = -0.05
	army_chief_cost_factor = -0.05
	navy_chief_cost_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CYP_achilleas_aimilianidis
Constructs: has_government
Source: game
File: common/characters/CYP.txt

Code:
CYP_achilleas_aimilianidis = {
	name = CYP_achilleas_aimilianidis
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_achilleas_aimilianidis
		available = {
			has_government = fascism
		}
		traits = {
			nationalist_intellectual
		}
	}
}
### Entity: Character
Component: GER_der_fuhrer_fuhrerprinzip_neurath
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_der_fuhrer_fuhrerprinzip_neurath = {
	random = no
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	political_power_factor = 0.25
	party_popularity_stability_factor = 0.1
	compliance_growth = -0.02
	resistance_target = 0.05
	justify_war_goal_time = 0.15
	experience_gain_army_factor = 0.1
	experience_gain_air_factor = 0.1
	experience_gain_navy_factor = 0.1
}
### Entity: Event
Component: soviet.76
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.76
	title = soviet.76.t
	desc = soviet.76.d
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = soviet.76.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_kings_fleet
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_kings_fleet
	icon = GFX_focus_generic_navy_battleship2
	relative_position_id = EGY_expand_royal_land_rights
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_expand_royal_land_rights
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_the_kings_fleet
			bonus = 1
			uses = 2
			category = dd_tech bb_tech cl_tech ss_tech
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Faction
Component: faction_template_african_unity
Constructs: is_on_continent, change_leader_rule_industry
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_african_unity = {
	name = african_unity_faction
	manifest = faction_manifest_african_domination
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_18
	visible = {
		capital_scope = {
			is_on_continent = africa
		}
	}
	goals = {
		faction_goal_control_suez_canal faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_africa_only faction_peace_rule_liberation_focus generate_wargoal_threat_reduction_20 change_leader_rule_industry
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_fighter_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_fighter_effort
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = RAJ_expand_air_bases
	}
	x = 1
	y = 2
	relative_position_id = RAJ_british_pilot_training
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_fighter_effort
			bonus = 1.0
			uses = 1
			category = light_fighter cat_heavy_fighter
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_save_the_education_budget
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_save_the_education_budget
	icon = GFX_goal_generic_scientific_exchange
	cost = 10.0
	prerequisite = {
		focus = SPR_increase_public_investments
	} {
		focus = SPR_surevaluate_the_peseta
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 2
	relative_position_id = SPR_post_depression_recovery
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_surface_warfare
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, remove_dynamic_modifier, add_dynamic_modifier, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_surface_warfare
	icon = GFX_SOV_surface_warfare_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pc_of_the_ussr_navy
	}
	x = -2
	y = 1
	relative_position_id = SOV_pc_of_the_ussr_navy
	cost = 10
	mutually_exclusive = {
		focus = SOV_submarine_warfare
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_government = communism
				}
				remove_dynamic_modifier = {
					modifier = SOV_the_red_fleet_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_1_dynamic_modifier
				}
			}
			else = {
				remove_dynamic_modifier = {
					modifier = SOV_the_red_fleet_dynamic_modifier_alt
				}
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_surface_1_dynamic_modifier_alt
				}
			}
			add_ideas = SOV_red_fleet_surface_bonus_1
		}
		custom_effect_tooltip = SOV_surface_warfare_ns_tt
		navy_experience = 15
		add_tech_bonus = {
			name = SOV_surface_warfare
			bonus = 1.0
			uses = 1
			category = dd_tech
		}
	}
}