Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_continue_ataturks_reforms
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_country_leader, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_continue_ataturks_reforms
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = TUR_instate_constitutional_secularism
	}
	mutually_exclusive = {
		focus = TUR_cult_of_the_marshal
	}
	x = 0
	y = 2
	relative_position_id = TUR_instate_constitutional_secularism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
		has_country_leader = {
			character = TUR_ismet_inonu
			ruling_only = yes
		}
	}
	completion_reward = {
		add_political_power = 70
		add_stability = 0.06
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Character
Component: DEN_erik_moller
Constructs: has_completed_focus
Source: game
File: common/characters/DEN.txt

Code:
DEN_erik_moller = {
	name = DEN_erik_moller
	portraits = {
		army = {
			large = GFX_portrait_DEN_erik_moller
			small = GFX_portrait_Wilhelm_Wain_Prior_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist organizer trickster
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = DEN_seek_independence
		}
	}
}
### Entity: AI Strategy
Component: armor_JAP
Constructs: has_tech, has_equipment
Source: game
File: common/ai_templates/templates_JAP.txt

Code:
armor_JAP = {
	available_for = {
		JAP
	}
	role = armor
	upgrade_prio = {
		factor = 2.17
		modifier = {
			factor = 7
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		}
	}
	light_armor_default_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		can_upgrade_in_field = {
			has_equipment = {
				light_tank_chassis = < 500
			}
		}
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				fire_support = 1
			}
			regiments = {
				light_armor = 3
				cavalry = 4
			}
		}
		replace_at_match = 0.4
		replace_with = medium_armor_default_JAP
		target_min_match = 0.5
	}
	medium_armor_default_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				maintenance_company = 1
				logistics_company = 1
				signal_company = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 4
				motorized = 5
			}
		}
		replace_at_match = 0.8
		replace_with = modern_armor_default_JAP
		target_min_match = 0.5
	}
	modern_armor_default_JAP = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				light_tank_recon = 1
				maintenance_company = 1
				signal_company = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				mot_fire_support = 1
			}
			regiments = {
				modern_armor = 4
				mechanized = 5
				medium_sp_artillery_brigade = 1
				medium_sp_anti_air_brigade = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_78
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_78 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 78
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 78
		value = 10000
	} {
		type = naval_avoid_region
		id = 78
		value = -200
	} {
		type = strategic_air_importance
		id = 78
		value = 25000
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_cooperation_in_the_americas
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, every_other_country
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_cooperation_in_the_americas
	icon = GFX_focus_BRA_good_neighbor_policy
	mutually_exclusive = {
		focus = BRA_domination_of_the_americas
	}
	prerequisite = {
		focus = BRA_secure_our_borders BRA_the_international_crisis
	}
	x = -10
	y = 1
	relative_position_id = BRA_secure_our_borders
	cost = 5
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 5
			has_completed_focus = BRA_reward_army_loyalty
		}
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 100
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = JUNO_brazil_events.14
				hours = 1
			}
			event_option_tooltip = JUNO_brazil_events.14.a
		}
	}
}
### Entity: Character
Component: RAJ_GOE_ukkirapandi_muthuramalinga_thevar
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_ukkirapandi_muthuramalinga_thevar = {
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_pasumbon_muthuramalingath_devar_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_ukkirapandi_muthuramalinga_thevar
		allowed = {
			original_tag = RAJ
		}
		available = {
			has_completed_focus = RAJ_seek_domestic_allies
		}
		visible = {
			has_completed_focus = RAJ_seek_domestic_allies
		}
		traits = {
			social_agitator
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: peru.14
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.14
	title = peru.14.t
	desc = peru.14.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = peru.14.a
	}
}
### Entity: Trigger Reference
Construct: has_railway_connection
Constructs: has_railway_connection, build_only_on_allied
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_railway_connection

* Supported Scopes: any
* Supported Targets: any

```
Checks for an existing rail connection. Uses same params as can_build_railway. Example:
has_railway_connection = {
  build_only_on_allied = yes # No by default. If yes and the effect scope is country, it will only build on allied territories for the country

  # The following options are used for picking a path. You can specify multiple options and it will pick in following order:
  fallback = yes # Default no. If yes, each option will try to fallback to next one.
  # option 1: List of provinces to draw railways. If fallback = yes uses start and end provinces of the path as fallback in option 2.
  path = { 10 20 30 40 }
  # option 2: Specify start & end province IDs. It will pick the shortest path. If provinces are not valid and if fallback = yes it will use states of those provs and use in option 3.
  start_province = 42
  target_province = 84
  # option 3: Specify start & end state IDs. It will pick provinces with the best node (capital > nodes > naval )
  start_state = 50
  target_state = 100
}


```
### Entity: Scripted Trigger
Component: EAI_STRATEGY_stabilize_country
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_stabilize_country = {
	OR = {
		AND = {
			always = no
		}
	}
}
### Entity: Idea
Component: EAI_DD_20/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: soilder_committer
Source: game
File: common/country_leader/r56_traits.txt

Code:
soilder_committer = {
	random = no
	sprite = 13
	conscription = 0.02
	training_time_army_factor = -0.1
	production_speed_arms_factory_factor = 0.05
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_coastal_patrol_planes
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_coastal_patrol_planes
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = CHI_modern_submarines
	}
	x = 0
	y = 2
	relative_position_id = CHI_modern_submarines
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_coastal_patrol_planes
			bonus = 1.0
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: Event
Component: mutiny_event.3
Constructs: is_triggered_only, remove_ideas, add_stability, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = mutiny_event.3
	title = mutiny_event.3.t
	desc = mutiny_event.3.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = mutiny_event.3.a
		remove_ideas = {
			mutiny_1 mutiny_2 mutiny_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		add_stability = 0.05
		set_country_flag = {
			flag = mutiny_resolved
			days = 180
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_form_the_executive_commision
Constructs: prerequisite, limit, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_form_the_executive_commision
	icon = GFX_focus_generic_commission
	prerequisite = {
		focus = PHI_assassination_of_quezon
	}
	relative_position_id = PHI_assassination_of_quezon
	x = 1
	y = 1
	cost = 5
	available = {
		has_country_flag = PHI_sakdalista_exiles_returned_flag
		if = {
			limit = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
			NOT = {
				has_country_flag = PHI_eisenhower_steps_in_flag
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.075
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modding Documentation
Construct: dump_equipment_loc
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## dump_equipment_loc
* Arguments: desc: Dump equipment descriptions instead of the names, <country_tag>: Multiple allowed. Only include loc strings for the given countries. Generic loc strings are included if no tags are given, or with argument 'generic'., <type>: Multiple allowed. Only include equipment that are all of the given types, e.g. 'armor anti_tank' will only include tank destroyers., path=<filepath>: File path to write the dump to. Default is 'logs/equipment_loc.csv'.

Dumps equipment loc strings to file. All arguments are optional.
### Entity: Unit Template
Component: BAY_PAR_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: Military Industrial Organization
Component: ITA_societa_nazionale_officine_di_savigliano_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization_r56.txt

Code:
ITA_societa_nazionale_officine_di_savigliano_organization = {
	name = Società Nazionale Officine di Savigliano
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = ITA
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3AStyle.html

Doc:
All players of the game are welcome to contribute to the wiki. This style guide provides guidance on how to make the best contributions. If these guidelines seem too difficult to follow (non-native speakers, etc.) -- don't let them stop you from contributing! It is more important that the wiki has contributions than having everything "done right", and once content is in the wiki, other contributors can participate by putting it into a better style.
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_pressure_siam
Constructs: prerequisite, limit, has_war_with, completion_reward, has_dlc, is_ai, is_subject, is_faction_leader
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_pressure_siam
	icon = GFX_focus_generic_befriend_siam
	mutually_exclusive = {
		focus = JAP_occupy_siam
	}
	x = -1
	y = 2
	relative_position_id = JAP_demand_tonkinese_bases
	prerequisite = {
		focus = JAP_demand_tonkinese_bases
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
			}
			is_ai = no
		}
		is_subject = no
		is_faction_leader = yes
		SIA = {
			exists = yes
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
			has_rule = can_join_factions
		}
	}
	bypass = {
		SIA = {
			is_ally_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		SIA = {
			country_event = {
				id = SEA_japan_foreign_policy.4
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				add_to_faction = SIA
			}
		}
	}
}
### Entity: Idea
Component: PRC_dbj_light_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_dbj_light_air = {
	picture = generic_air_manufacturer_1
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_revive_the_navy_and_air_force
	}
	cost = 150
	removal_cost = 10
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: all
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Category%3AUnits.html

Doc:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;Invert selection &#160;Associated namespace |
Tag filter: | |
Page name: | Show changes to pages linked to the given page instead |

9 April 2016
&#160;m&#160;&#160;&#160;22:07&#160; | Air units‎ (diff | hist) . . (+1)‎ . . Panzerzombie (Talk | contribs) (→‎Heavy airframe) |

Retrieved from "http://www.hoi4wiki.com/Special:RecentChangesLinked/Category:Units"
### Entity: Idea
Component: idea_game_rule_resistance_decrease_25
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_game_rule_resistance_decrease_25 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.25
	}
}
### Entity: Event
Component: yugoslavia.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, random_country, add_ideas, remove_ideas, has_government
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.2
	title = yugoslavia.2.t
	desc = yugoslavia.2.d
	picture = GFX_report_event_yugoslavian_king_peter
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			remove_ideas = anti_german_military
		}
	}
	option = {
		name = yugoslavia.2.a
		hidden_effect = {
			if = {
				limit = {
					date = > 1941.09.06
				}
				remove_trait = {
					character = YUG_peter_ii
					ideology = despotism
					trait = underage_monarch
				} {
					character = YUG_peter_ii
					ideology = conservatism
					trait = underage_monarch
				}
				set_country_flag = peter_is_of_age
				YUG_peter_ii = {
					set_portraits = {
						civilian = {
							large = GFX_portrait_yugoslavia_peter_ii_old
						}
					}
				}
			}
		}
		retire_country_leader = yes
		YUG_peter_ii = {
			promote_character = {
				ideology = despotism
			}
		}
		add_timed_idea = {
			idea = anti_nazi_coup
			days = 730
		}
		add_opinion_modifier = {
			target = GER
			modifier = anti_german_coup
		}
		diplomatic_relation = {
			country = GER
			relation = non_aggression_pact
			active = no
		}
		if = {
			limit = {
				is_in_faction_with = GER
			}
			GER = {
				remove_from_faction = YUG
			}
		} {
			limit = {
				gives_military_access_to = GER
			}
			GER = {
				diplomatic_relation = {
					country = YUG
					relation = military_access
					active = no
				}
			}
		}
		news_event = {
			hours = 6
			id = news.150
		}
	} {
		name = yugoslavia.2.b
		ai_chance = {
			factor = 0
		}
		remove_ideas = {
			king_peter_1
		}
		if = {
			limit = {
				has_completed_focus = YUG_dissolve_serbia
			}
			start_civil_war = {
				ideology = democratic
				size = 0.6
				capital = 107
				states = {
					108 803
				}
			}
		}
		else = {
			start_civil_war = {
				ideology = democratic
				size = 0.6
				capital = 107
				states = {
					108 803 802 106 105
				}
			}
		}
		random_country = {
			limit = {
				original_tag = YUG
				NOT = {
					tag = ROOT
				}
				has_government = democratic
			}
			add_ideas = {
				king_peter_1
			}
			if = {
				limit = {
					PREV = {
						has_completed_focus = YUG_dissolve_serbia
					}
				}
				puppet = KOS MNT MAC
			} {
				limit = {
					PREV = {
						has_completed_focus = YUG_divide_bosnia
					}
				}
				puppet = HRZ
			} {
				limit = {
					PREV = {
						has_cosmetic_tag = SER
					}
				}
				set_cosmetic_tag = SER
			} {
				limit = {
# ... (truncated)
### Entity: Unit Template
Component: TAN_MTN_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Tuvanska Gornostrelkovaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		2 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		3 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		4 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		5 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		6 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		7 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		8 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		9 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
		10 = {
			%dya Tuvanska Gornostrelkovaya Div.
		}
	}
}
### Entity: Idea
Component: GER_establishing_the_reichskommissar
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_establishing_the_reichskommissar = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = triumphant_will
	modifier = {
		required_garrison_factor = -0.1
		resistance_activity = -0.1
		industry_free_repair_factor = 0.1
		mobilization_speed = 0.1
		autonomy_manpower_share = -0.5
		weekly_manpower = 10
	}
}
### Entity: Unit Template
Component: JAP_CVL_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_CVL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CVL
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Keikubo %d -go
	unique = {
		Zuiho Shoho Ryuho Chitose Chiyoda Ibuki Taiyo Unyo Chuyo Shinyo Hosho Ryujo Kaiyo Yamashiro Maru Chigusa Maru Shimane Maru Otakisan Maru
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_to_rival_zheng_yi_sao
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_to_rival_zheng_yi_sao
	icon = GFX_focus_SMB_blue_water_fleet
	x = 1
	y = 1
	relative_position_id = JAP_embodying_empress_jinguu
	prerequisite = {
		focus = JAP_embodying_empress_jinguu
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_empress_nagako
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ruler_traits = {
			remove = JAP_embodying_empress_jingu
			add = JAP_embodying_empress_jingu_and_zheng_yi_sao
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AWar_screen.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
War_screen.png &#8206;(1,033 × 590 pixels, file size: 630 KB, MIME type: image/png)
### Entity: National Focus
Tree: arg_focus
Component: ARG_improving_the_islands
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_improving_the_islands
	icon = GFX_focus_ARG_improving_the_islands
	prerequisite = {
		focus = ARG_islas_del_atlantico_sur
	}
	x = 0
	y = 1
	relative_position_id = ARG_islas_del_atlantico_sur
	cost = 10
	available = {
		299 = {
			is_owned_and_controlled_by = ROOT
		}
		720 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {

	}
	completion_reward = {
		299 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 12960
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 12960
			}
		}
		720 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 4
				instant_build = yes
				province = 10995
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 10995
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_extol_the_martyrs_of_the_war
Constructs: prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_extol_the_martyrs_of_the_war
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_martyrdom_for_primo_de_rivera
	} {
		focus = SPA_caudillo_of_spain
	}
	icon = GFX_goal_generic_propaganda
	x = 1
	y = 1
	relative_position_id = SPA_martyrdom_for_primo_de_rivera
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_SPA_CARLIST_UPRISING
	}
	completion_reward = {
		add_war_support = 0.1
	}
}