Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ASpeedDelete/doc.html

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### Entity: Idea
Component: KOR_hanjin_heavy_industries_company
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_hanjin_heavy_industries_company = {
	allowed = {
		original_tag = KOR
	}
	available = {
		has_completed_focus = KOR_hanjin_heavy_industries
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		battlefleet_designer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_continue_the_fight
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_offsite_building, create_corps_commander
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_continue_the_fight
	icon = GFX_goal_generic_major_war
	x = 9
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_appeal_to_the_french_nation
	}
	relative_position_id = FRA_appeal_to_the_french_nation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
		create_corps_commander = {
			name = Marie-Pierre Koenig
			GFX = GFX_portrait_fra_marie_pierre_koenig
			skill = 3
			traits = {

			}
			attack_skill = 2
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
		} {
			name = Georges Catroux
			GFX = GFX_portrait_fra_georges_catroux
			skill = 3
			traits = {

			}
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
		}
	}
}
### Entity: AI Strategy
Component: jap_doesnt_care_about_relation
Constructs: has_war
Source: game
File: common/ai_strategy/JAP.txt

Code:
jap_doesnt_care_about_relation = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			has_war = yes
			date = < 1940.1.1
		}
	}
	abort = {
		has_war = no
		date = > 1940.1.1
	}
	ai_strategy = {
		type = pp_spend_priority
		id = relation
		value = -99
	}
}
### Entity: Character
Component: father_of_pakistan
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
father_of_pakistan = {
	sprite = 13
	surrender_limit = 0.1
	army_core_defence_factor = 0.15
	army_core_attack_factor = 0.1
	political_power_factor = 0.1
	stability_factor = 0.12
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_expand_the_mountain_regiments
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, every_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_expand_the_mountain_regiments
	icon = GFX_focus_mex_caudillo_private_armies
	relative_position_id = CHL_commence_the_counter_revolution
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_commence_the_counter_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		every_army_leader = {
			limit = {
				NOT = {
					OR = {
						has_trait = winter_expert desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist adaptable
					}
				}
			}
			add_trait = {
				trait = trait_mountaineer
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_tech = mountain_gun
				}
			}
			custom_effect_tooltip = ROM_mountain_artillery_tech_tt
			hidden_effect = {
				set_technology = {
					mountain_gun = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_german_turkish_treaty_of_friendship
Constructs: has_completed_focus, prerequisite, has_war_with, add_opinion_modifier, completion_reward, has_game_rule, random_hours
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_german_turkish_treaty_of_friendship
	icon = GFX_focus_chi_mission_to_germany
	cost = 5
	prerequisite = {
		focus = TUR_neutrality_through_deterrence
	}
	relative_position_id = TUR_the_montreux_convention_r56
	x = -4
	y = 2
	offset = {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_neutrality_through_deterrence
		}
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		not = {
			has_war_with = GER
		}
	}
	completion_reward = {
		GER = {
			country_event = {
				id = turkey.107
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			GER = {
				add_opinion_modifier = {
					target = FROM
					modifier = TUR_GER_friendship_trade
				}
				diplomatic_relation = {
					country = ROOT
					relation = non_aggression_pact
				}
			}
		}
	}
}
### Entity: Special Project
Component: sp_nuclear_reactor
Constructs: limit, has_country_flag, fire_only_once, set_technology, add_political_power, has_tech, resource_cost, set_building_level
Source: game
File: common/special_projects/projects/nuclear_projects.txt

Code:
sp_nuclear_reactor = {
	specialization = specialization_nuclear
	icon = GFX_sp_nuclear_reactor
	complexity = sp_complexity.large
	project_tags = sp_tag_nuclear_power
	allowed = {

	}
	available = {
		FROM = {
			has_tech = atomic_research
		}
	}
	resource_cost = {
		resources = {
			steel = 6
			tungsten = 3
			chromium = 6
		}
	}
	prototype_time = sp_time.prototype.long
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = SP_UNLOCK_BUILDING_ICON_DESC
					BUILDING = nuclear_reactor
					BUILDING_DESCRIPTION = nuclear_reactor_desc
					ICON_FRAME = 13
				}
				IF = {
					limit = {
						has_country_flag = nuclear_reactor_heavy_water_flag
					}
					set_technology = {
						nuclear_reactor_heavy_water = 1
						popup = no
					}
				}
				ELSE = {
					set_technology = {
						nuclear_reactor = 1
						popup = no
					}
				}
			}
		}
		facility_state_effects = {
			IF = {
				limit = {
					OWNER = {
						has_country_flag = nuclear_reactor_heavy_water_flag
					}
				}
				set_building_level = {
					type = nuclear_reactor_heavy_water
					level = 1
				}
			}
			ELSE = {
				set_building_level = {
					type = nuclear_reactor
					level = 1
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_nuclear_scientist_xp_generic_reward sp_nuclear_minor_progress_generic_reward sp_nuclear_generic_electronics_tech_reward sp_nuclear_generic_industry_tech_reward sp_nuclear_reactor_radioactive_leak_stabilized_reward sp_nuclear_reactor_minor_explosion_reward
	}
	unique_prototype_rewards = {
		sp_nuclear_design_choice_reward = {
			fire_only_once = yes
			threshold = {
				min = 25
				max = 45
			}
			weight = {
				base = 1000.0
			}
			option = {
				token = sp_nuclear_design_choice_reward_graphite
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = SP_UNLOCK_BUILDING
							BUILDING = nuclear_reactor
						}
					}
				}
			} {
				token = sp_nuclear_design_choice_reward_heavy_water
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = {
							localization_key = SP_UNLOCK_BUILDING
							BUILDING = nuclear_reactor_heavy_water
						}
						set_country_flag = nuclear_reactor_heavy_water_flag
					}
				}
			}
		}
		sp_nuclear_isotope_separation_choice_reward = {
			fire_only_once = yes
			threshold = {
				min = 0
				max = 2
# ... (truncated)
### Entity: Character
Component: IRQ_ahmed_rushdi_muhammad
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_ahmed_rushdi_muhammad = {
	name = IRQ_ahmed_rushdi_muhammad
	portraits = {
		army = {
			small = GFX_portrait_IRQ_ahmed_rushdi_muhammad_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = IRQ_ahmed_rushdi_muhammad
		cost = 100
		traits = {
			navy_chief_reform_2
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_ally_the_turkish_communists
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_faction_leader, is_subject
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_ally_the_turkish_communists
	icon = GFX_goal_TUR_flag
	prerequisite = {
		focus = IRQ_invite_oman
	} {
		focus = IRQ_invite_arabia
	} {
		focus = IRQ_invite_yemen
	}
	mutually_exclusive = {
		focus = IRQ_conquer_turkey
	}
	relative_position_id = IRQ_invite_oman
	x = 1
	y = 2
	cost = 5
	available = {
		OR = {
			is_faction_leader = yes
			TUR = {
				is_faction_leader = yes
			}
		}
		TUR = {
			has_government = communism
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = TUR
			}
			TUR = {
				is_subject = yes
			} {
				is_in_faction = yes
				is_faction_leader = no
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				TUR = {
					is_in_faction = no
				}
			}
			TUR = {
				country_event = {
					days = 1
					id = generic.5
				}
			}
		} {
			limit = {
				TUR = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
					}
				}
				TUR = {
					add_to_faction = PREV
					add_opinion_modifier = {
						target = PREV
						modifier = huge_increase
					}
				}
			}
			hidden_effect = {
				TUR = {
					save_event_target_as = alliance_inviter
					set_country_flag = alliance_inviter@ROOT
				}
				ROOT = {
					set_country_flag = alliance_applicant@ROOT
					save_event_target_as = alliance_applicant
				}
				news_event = {
					id = r56i.event.16
					hours = 12
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: wtt_china_shared.3
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.3
	title = wtt_china_shared.3.t
	desc = wtt_china_shared.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.3.a
	}
}
### Entity: State History
Component: 1015
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1015-San Marino.txt

Code:
state = {
	id = 1015
	name = STATE_1015
	manpower = 11756
	state_category = developed_rural
	provinces = {
		13308
	}
	history = {
		add_core_of = SAN
		owner = SAN
		add_to_array = {
			state_victory_points = 13308
		}
		victory_points = {
			13308 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: BALTIC_events.6
Constructs: is_triggered_only, ai_chance, limit, has_war_with, has_civil_war, every_other_country, declare_war_on, annex_everything
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.6
	title = BALTIC_events.6.t
	desc = BALTIC_events.6.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = BALTIC_events.6.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				ROOT = {
					has_civil_war = yes
				}
			}
			every_other_country = {
				limit = {
					original_tag = ROOT
					has_war_with = ROOT
				}
				FROM = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
		}
		FROM = {
			annex_country = {
				target = PREV
				transfer_troops = yes
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = BALTIC_events.6.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = BALTIC_events.601
				hours = 5
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.12
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, clr_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.12
	title = BBA_italy_naval_cooperation_programs.12.t
	desc = BBA_italy_naval_cooperation_programs.12.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = ITA_escort_ships_purchase_ongoing_flag
		}
	}
	option = {
		name = BBA_italy_naval_cooperation_programs.12.a
		navy_experience = 50
		add_political_power = 50
		custom_effect_tooltip = ITA_cede_aquila_class_destroyers_tt
		FROM = {
			add_opinion_modifier = {
				modifier = ITA_ceded_destroyers
				target = ROOT
			}
		}
		hidden_effect = {
			transfer_ship = {
				prefer_name = RCT Aquila
				type = destroyer
				target = FROM
			} {
				prefer_name = RCT Falco
				type = destroyer
				target = FROM
			}
		}
	}
}
### Entity: Idea
Component: VIN_trade_deal_with_china
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

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

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.15
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: military_treasurer
Source: game
File: common/country_leader/r56_traits.txt

Code:
military_treasurer = {
	sprite = 9
	random = no
	political_power_factor = 0.05
	command_power_gain = 0.25
	ai_will_do = {
		factor = 500
	}
}
### Entity: Character
Component: IRQ_hamdi_al_pachachi
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_hamdi_al_pachachi = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_hamdi_al_pachachi
		portraits = {
			army = {
				small = GFX_portrait_IRQ_hamdi_al_pachachi_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_hamdi_al_pachachi
			traits = {
				IRQ_nationalist_lawyer
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_hamdi_al_pachachi
		portraits = {
			army = {
				small = GFX_idea_generic_navy_arab_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = IRQ_hamdi_al_pachachi
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: EST_vaps_idea_3
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/estonia.txt

Code:
EST_vaps_idea_3 = {
	picture = EST_vaps_3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.3
		stability_factor = -0.2
		mobilization_laws_cost_factor = 0.75
		fascism_drift = 0.1
		land_doctrine_cost_factor = 0.5
	}
}
### Entity: Idea
Component: CZE_mobilization_1938
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_mobilization_1938 = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		mobilization_speed = 2.5
		training_time_army_factor = -0.9
	}
}
### Entity: Idea
Component: EAI_DD_19/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.19
			instant = yes
		}
	}
}
### Entity: Character
Component: lion_of_tarapaca
Source: game
File: common/country_leader/r56_traits.txt

Code:
lion_of_tarapaca = {
	random = no
	political_power_factor = 0.15
}
### Entity: AI Strategy
Component: AUS_dont_call_germany_into_civilwar
Constructs: has_country_flag, has_civil_war
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_dont_call_germany_into_civilwar = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		has_country_flag = r56_nazi_austria_aliases_set
		has_civil_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		value = -1000
		target = call_allies
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_proud_eagle_and_the_resurgent_dragon
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, add_timed_idea, create_wargoal, annex_everything
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_proud_eagle_and_the_resurgent_dragon
	icon = GFX_focus_GER_the_proud_eagle_and_the_rising_dragon
	prerequisite = {
		focus = GER_ally_chiang_kai_shek
	} {
		focus = GER_create_asian_reichskommissariat
	}
	x = 0
	y = 2
	relative_position_id = GER_ally_chiang_kai_shek
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction_with = CHI
		JAP = {
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_proud_eagle_that_ate_the_sun_ns
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = JAP
		}
		add_named_threat = {
			threat = 3
			name = GER_the_proud_eagle_and_the_resurgent_dragon
		}
	}
}
### Entity: Modifier Reference
Construct: exiled_government_weekly_manpower
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## exiled_government_weekly_manpower

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: rut_focus
Component: RUT_mountain_brigades
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_mountain_brigades
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = RUT_carpathian_sich
	}
	relative_position_id = RUT_carpathian_sich
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 3
			uses = 1
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: torpedo_cruiser_mtg
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_torpedo_cruiser
	}
	research_cost = 1
	start_year = 1936
	allow = {
		always = no
	}
}
### Entity: Event
Component: DOD_yugoslavia.40
Constructs: is_triggered_only, ai_chance, random_hours, is_historical_focus_on
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.40
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.40.desc
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.40.a
		ai_chance = {
			base = 70
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.41
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = DOD_yugoslavia.40.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: WPG_pki
Source: game
File: common/characters/WPG.txt

Code:
WPG_pki = {
	name = WPG_pki
	portraits = {
		civilian = {
			large = GFX_portrait_indonesia_pki
		}
	}
	country_leader = {
		desc = WPG_pki_desc
		ideology = marxism
		traits = {

		}
		expire = 1975.1.1.1
		id = -1
	}
}
### Entity: Character
Component: NMB_fascist_guy
Constructs: has_government
Source: game
File: common/characters/NMB.txt

Code:
NMB_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_fascist_guy
		allowed = {
			original_tag = NMB
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_transform_the_congo
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, is_subject_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_transform_the_congo
	icon = GFX_goal_generic_construct_naval_dockyard
	relative_position_id = BEL_urban_projects_capital
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	prerequisite = {
		focus = BEL_Support_the_congo_railways
	}
	bypass = {
		COG = {
			has_completed_focus = COG_transform_the_congo
		}
	}
	available = {
		NOT = {
			COG = {
				focus_progress = {
					focus = COG_transform_the_congo
					progress = > 0
				}
			}
		}
		OR = {
			AND = {
				controls_state = 295 718 538
			} {
				any_other_country = {
					is_subject_of = ROOT
					controls_state = 295 718 538
				}
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = BEL_congo_tree_tooltip
		295 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = naval_base
				level = 2
				province = 10968
				instant_build = yes
			}
		}
		538 = {
			add_extra_state_shared_building_slots = 1
		}
		718 = {
			add_extra_state_shared_building_slots = 1
		}
		every_country = {
			limit = {
				is_subject_of = ROOT
				controls_state = 295 718 538
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = belgian_investments
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_empire_of_brazil
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, every_country, has_country_flag, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_empire_of_brazil
	select_effect = {
		if = {
			limit = {
				has_war = no
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = BRA
				value = 100
			}
		}
	}
	available = {
		IF = {
			limit = {
				has_dlc = Trial of Allegiance
			}
			is_subject = no
			NOT = {
				BRA = {
					has_country_flag = BRA_rejected_monarchism
				}
			}
		}
		ELSE = {
			is_subject = no
		}
	}
	bypass = {
		BRA = {
			OR = {
				exists = no
				has_capitulated = yes
				has_completed_focus = BRA_romanticize_the_old_empire
			}
		}
	}
	prerequisite = {
		focus = POR_monarchist_uprising_in_brazil
	}
	icon = GFX_focus_generic_home_defense
	x = 0
	y = 1
	relative_position_id = POR_monarchist_uprising_in_brazil
	cost = 10
	completion_reward = {
		if = {
			limit = {
				BRA = {
					OR = {
						has_country_flag = POR_brazil_supports_fascist_coalition_flag
						AND = {
							NOT = {
								has_government = neutrality
							}
							OR = {
								has_stability = < 0.5
								neutrality = < 0.7
							}
						}
					}
				}
			}
			BRA = {
				country_event = lar_portugal_promote_monarchist_cause.3
			}
		}
		else = {
			BRA = {
				country_event = lar_portugal_promote_monarchist_cause.4
			}
		}
		custom_effect_tooltip = POR_the_empire_of_brazil_potential_civil_war_tt
		hidden_effect = {
			every_country = {
				limit = {
					original_tag = BRA
					has_government = neutrality
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 100
					}
				}
			}
		}
	}
}