Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_expand_the_mines
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_expand_the_mines
	icon = GFX_goal_generic_construction2
	cost = 10.0
	ai_will_do = {
		factor = 20
	}
	available = {
		controls_state = 171 166 173
	}
	bypass = {
		any_other_country = {
			has_completed_focus = SPR_expand_the_mines
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus
			bonus = 1.5
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = SPR_repair_the_national_roads
	}
	x = 1
	y = 3
	relative_position_id = SPR_post_depression_recovery
}
### Entity: Effect Reference
Construct: add_legitimacy
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_legitimacy
* Arguments: <TAG>, <value>

Adds legitimacy to specified tag. add_legitimacy TAG amount
### Entity: Event
Component: DOD_hungary.56
Constructs: is_triggered_only, has_government, has_war_with, has_country_flag, is_in_faction_with, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.56
	title = DOD_hungary.55.t
	desc = DOD_hungary.55.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.55.a
		trigger = {
			GER = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
			}
		}
		GER = {
			country_event = {
				id = DOD_hungary.59
				hours = 4
			}
			set_country_flag = ROM_mediation
		}
	} {
		name = DOD_hungary.55.b
		trigger = {
			ENG = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
			}
		}
		ENG = {
			country_event = {
				id = DOD_hungary.59
				hours = 4
			}
			set_country_flag = ROM_mediation
		}
	} {
		name = DOD_hungary.55.d
		trigger = {
			FRA = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
			}
		}
		FRA = {
			country_event = {
				id = DOD_hungary.59
				hours = 4
			}
			set_country_flag = ROM_mediation
		}
	} {
		name = DOD_hungary.55.c
		trigger = {
			SOV = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
			}
			has_government = communism
		}
		SOV = {
			country_event = {
				id = DOD_hungary.59
				hours = 4
			}
			set_country_flag = ROM_mediation
		}
	} {
		name = DOD_hungary.55.e
		trigger = {
			ITA = {
				NOT = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
			}
		}
		ITA = {
			country_event = {
				id = DOD_hungary.59
				hours = 4
			}
			set_country_flag = ROM_mediation
		}
	} {
		name = DOD_hungary.55.f
		trigger = {
			AND = {
				GER = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
				ENG = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
				FRA = {
					OR = {
						has_war_with = HUN ROM
						is_in_faction_with = HUN
						has_country_flag = ROM_mediation_refused
					}
				}
				AND = {
					SOV = {
						OR = {
							has_war_with = HUN ROM
							is_in_faction_with =
# ... (truncated)
### Entity: Order of Battle
Component: 11 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 11 Kokkyou Keibitai
	location = 12500
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: AFG_naval_defense_fund_idea
Constructs: research_bonus, refit_speed
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_naval_defense_fund_idea = {
	picture = jap_interservice_rivalry_navy_dominant
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		experience_gain_navy_factor = 0.15
		industrial_capacity_dockyard = 0.1
		refit_speed = 0.1
		consumer_goods_factor = 0.2
		repair_speed_factor = 0.15
	}
}
### Entity: Order of Battle
Component: 110th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 110th Division
	location = 517
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_chang_enduo
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_textile_mills
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_textile_mills
	icon = GFX_goal_generic_construct_civ_factory
	x = 3
	y = 1
	relative_position_id = SIA_farmers_into_the_city
	prerequisite = {
		focus = SIA_farmers_into_the_city
	} {
		focus = SIA_chemical_imports
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_relocate_industry_in_appropriate_state_effect
Constructs: limit, has_state_flag, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, modify_state_flag, is_on_continent
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_relocate_industry_in_appropriate_state_effect = {
	if = {
		limit = {
			OR = {
				has_state_flag = SOV_civs_removed_flag SOV_mils_removed_flag
			}
		}
		ROOT = {
			if = {
				limit = {
					any_controlled_state = {
						SOV_is_industrial_relocation_destiny_state = yes
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
				}
				random_controlled_state = {
					limit = {
						SOV_is_industrial_relocation_destiny_state = yes
						free_building_slots = {
							building = arms_factory
							size = > 1
							include_locked = yes
						}
					}
					if = {
						limit = {
							FROM = {
								has_state_flag = SOV_mils_removed_flag
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
						FROM = {
							modify_state_flag = {
								flag = SOV_mils_removed_flag
								value = -1
							}
						}
						SOV_damage_relocated_military_factories_effect = yes
					} {
						limit = {
							FROM = {
								has_state_flag = SOV_civs_removed_flag
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
						FROM = {
							modify_state_flag = {
								flag = SOV_civs_removed_flag
								value = -1
							}
						}
						SOV_damage_relocated_civilian_factories_effect = yes
					}
					else_if = {
						limit = {
							FROM = {
								has_state_flag = SOV_civs_removed_flag
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						}
						FROM = {
							modify_state_flag = {
								flag = SOV_civs_removed_flag
								value = -1
							}
						}
						SOV_damage_relocated_civilian_factories_effect = yes
					} {
						limit = {
							FROM = {
								has_state_flag = SOV_mils_removed_flag
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = arms_factory
							level = 1
							instant_build = yes
						}
						FROM = {
							modify_state_flag = {
								flag = SOV_mils_removed_flag
								value = -1
							}
						}
						SOV_damage_reloca
# ... (truncated)
### Entity: Trigger Reference
Construct: has_elections
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_elections

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Checks the country's politics on allowing elections. has_elections = yes
```
### Entity: AI Strategy
Component: ITA_minelaying_fleet_4
Source: game
File: common/ai_navy/fleet/ITA_fleet_templates.txt

Code:
ITA_minelaying_fleet_4 = {
	optional_taskforces = {
		ITA_MineLaying_1 = 1
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/mine_sweeper
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/mine_sweeper = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_MS_DD_navy_focus_1 = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_MS_DD_navy_focus_0 = yes
							NOT = {
								EAI_MS_DD_navy_focus_1 = yes
								EAI_MS_DD_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 2
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/mine_sweeper = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_sweeper = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/mine_sweeper_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/mine_sweeper = global.EAI_HISTORICAL
		}
	}
}
### Entity: Scripted Effect
Component: BUL_start_ff_civil_war
Constructs: division_template, every_owned_state, limit, random_country, has_government, every_country, owns_state, has_war_with
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_start_ff_civil_war = {
	set_variable = {
		BUL_communist_support_before_cw = party_popularity@communism
	} {
		BUL_ff_coup_size = 0.15
	}
	if = {
		limit = {
			controls_state = 211
		}
		211 = {
			set_state_flag = BUL_ff_state_flag
		}
	} {
		limit = {
			has_country_flag = BUL_bs_joined_ff_flag
		}
		add_to_variable = {
			BUL_ff_coup_size = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			add_to_variable = {
				BUL_ff_coup_size = 0.05
			}
			212 = {
				set_state_flag = BUL_ff_state_flag
			}
		}
	} {
		limit = {
			has_country_flag = BUL_bzns_joined_ff_flag
		}
		add_to_variable = {
			BUL_ff_coup_size = 0.05
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				} {
					has_country_flag = BUL_bzns_integrated_flag
				}
			}
			add_to_variable = {
				BUL_ff_coup_size = 0.05
			}
			801 = {
				set_state_flag = BUL_ff_state_flag
			}
		}
	} {
		limit = {
			has_country_flag = BUL_ff_organized_greek_partisans_flag
		}
		every_controlled_state = {
			limit = {
				is_core_of = GRE BUL
			}
			set_state_flag = BUL_ff_state_flag
		}
		if = {
			limit = {
				NOT = {
					any_controlled_state = {
						has_state_flag = BUL_ff_state_flag
						is_core_of = GRE
					}
				}
			}
			random_controlled_state = {
				limit = {
					is_core_of = GRE
				}
				set_state_flag = BUL_ff_state_flag
			}
		}
	} {
		limit = {
			has_country_flag = BUL_ff_organized_yugoslavian_partisans_flag
		}
		every_controlled_state = {
			limit = {
				is_core_of = YUG BUL
				NOT = {
					state = 106
				}
			}
			set_state_flag = BUL_ff_state_flag
		}
		if = {
			limit = {
				NOT = {
					any_controlled_state = {
						is_core_of = YUG
						has_state_flag = BUL_ff_state_flag
					}
				}
			}
			random_controlled_state = {
				limit = {
					is_core_of = YUG
					NOT = {
						state = 106
					}
				}
				set_state_flag = BUL_ff_state_flag
			}
		}
	} {
		limit = {
			has_country_flag = BUL_zveno_joined_ff_flag
		}
		add_to_variable = {
			BUL_ff_coup_size = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			add_to_variable = {
				BUL_ff_coup_size = 0.25
			}
			48 = {
				set_state_flag = BUL_ff_state_flag
			}
			if = {
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_march_alongside_the_british_blackshirts
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_faction_leader, has_civil_war
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_march_alongside_the_british_blackshirts
	icon = GFX_goal_CAN_join_british
	prerequisite = {
		focus = SWE_return_to_european_scene
	}
	mutually_exclusive = {
		focus = SWE_approach_germany SWE_the_northern_front
	}
	relative_position_id = SWE_return_to_european_scene
	x = 0
	y = 2
	cost = 5
	available = {
		has_government = fascism
		is_in_faction = no
		is_subject = no
		ENG = {
			has_government = fascism
			is_faction_leader = yes
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
			can_join_factions = yes
		}
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 30
		}
		ENG = {
			country_event = {
				id = generic.2
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Faction
Component: faction_goal_fortify_suez_canal
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_fortify_suez_canal = {
	name = fortify_suez_canal_goal_name
	description = fortify_suez_canal_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		446 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		custom_trigger_tooltip = {
			tooltip = fortify_suez_tooltip
			446 = {
				any_province_building_level = {
					province = {
						id = 12049 4073 1155 9947
					}
					building = coastal_bunker
					level = > 0
				} {
					province = {
						id = 12049 4073 1155 9947
					}
					building = bunker
					level = > 0
				}
			}
			OR = {
				divisions_in_state = {
					state = 446
					size = > 3
				}
				any_allied_country = {
					divisions_in_state = {
						state = 446
						size = > 3
					}
				}
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 446
			}
			add_faction_initiative = 1
		}
		446 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 12049
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 12049
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 4073
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 4073
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 1155
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 1155
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 9947
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 9947
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 2
			has_navy_size = {
				size = > 20
				type = capital_ship
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Doc_Wep
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Doc_Wep
	icon = GFX_goal_generic_military_sphere
	cost = 10.0
	prerequisite = {
		focus = SPR_Doc_Bonus_2
	}
	x = 10
	y = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Comb_Bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
		add_doctrine_cost_reduction = {
			name = SPR_Doc_Bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: navy_submarine_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_submarine_defence_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: Unit Template
Component: SOV_RIVERS
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_RIVERS = {
	name = NAME_THEME_RIVERS
	for_countries = {
		SOV
	}
	type = ship
	unique = {
		Pechora Usa Kolva Dvina Pinega Yemtsa Vaga Uftyuga Vychegda Vishera Yug Sukhona Vologda Mezen Nautsyoki Onega Kem Niva Malaya Belaya Varzuga Ponoy Iokanga Voronya Pregolya Neman Daugava Narva Luga Neva Sestra Dnepr Mius Don Yeya Kuban Mzymta Sulak Terek Kuma Volga Ural Ob Nadym Pur Taz Yenisey Pyasina Khatanga Anabar Olenyok Lena Omoloy Yana Indigirka Alazeya Kolyma Chaun Palyavaam Pegtymel Chegitun Anadyr Paren Ola Penzhina Kamchatka Avacha Bolshaya Kikhchik Uda Amur Tumen Chernaya Kosovoy Tuloma Rosta
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_unify_the_fascist_movements
Constructs: has_completed_focus, prerequisite, has_government, add_war_support, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_unify_the_fascist_movements
	icon = GFX_focus_CHL_unify_the_fascist_movements
	relative_position_id = CHL_empower_the_preparation_department
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_empower_the_preparation_department
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		NOT = {
			has_completed_focus = CHL_commence_the_counter_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	bypass = {
		has_government = fascism
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.08
		}
		add_stability = -0.05
		add_war_support = 0.05
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHL_one_more_fascist_focus_done = yes
	}
}
### Entity: Country Tag
Component: GCR
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
GCR = {
	original_tag = GER
	has_country_flag = r56_communist_germany_aliases_set
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ACosta_Rica.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Costa_Rica.png &#8206;(900 × 600 pixels, file size: 39 KB, MIME type: image/png)
### Entity: Event
Component: tsr_manchukuo.17
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.17
	title = tsr_manchukuo.17.t
	desc = tsr_manchukuo.17.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.17.a
		ai_chance = {
			base = 10
		}
		annex_country = {
			target = RNG
			transfer_troops = yes
		}
	}
}
### Entity: Modding Documentation
Construct: auto_unpause
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## auto_unpause
* Arguments: [speed 1-5]
* Not available in release build

Auto-unpause at given speed (1-5) when clients catch up. No argument to disable.
### Entity: National Focus
Tree: sia_focus
Component: SIA_study_the_curtiss_p36_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_study_the_curtiss_p36_r56
	prerequisite = {
		focus = SIA_separate_the_royal_aeronautical_service_r56
	}
	mutually_exclusive = {
		focus = SIA_acquire_the_messerschmitt_bf_110_r56
	}
	icon = GFX_goal_fighters_usa
	x = -1
	y = 1
	relative_position_id = SIA_separate_the_royal_aeronautical_service_r56
	cost = 8
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = fighter_aircraft
			}
			add_daily_mastery = {
				name = SIA_study_the_curtiss_p36_r56
				amount = 0.2
				days = 180
				track = fighter_aircraft
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SIA_study_the_curtiss_p36_r56
				technology = basic_small_airframe improved_small_airframe advanced_small_airframe
				bonus = 0.75
				uses = 1
			} {
				name = SIA_study_the_curtiss_p36_r56
				bonus = 0.35
				uses = 3
				technology = survivability_studies
				category = cat_air_guns cat_air_engine
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_study_the_curtiss_p36_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		} {
			add_tech_bonus = {
				name = SIA_study_the_curtiss_p36_r56
				bonus = 2
				uses = 1
				category = light_fighter
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/RAJ_local_leaders_investments_scripted_gui.txt

Code:
scripted_gui = {
	raj_local_leaders_investments_decision_ui = {
		context_type = decision_category
		window_name = raj_local_leaders_investments_decision_ui_window
	}
}