Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: KAZ_communist_guy
Constructs: has_government
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KAZ_communist_guy
		allowed = {
			original_tag = KAZ
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_the_stockholm_berlin_vs_moscow_plan
Constructs: has_completed_focus, has_government, has_global_flag, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_stockholm_berlin_vs_moscow_plan = {
	name = Los Geht's!
	desc = Onward to glory!
	allowed = {
		original_tag = SWE
	}
	enable = {
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		has_completed_focus = SWE_ally_the_kaiserreich
		has_government = neutrality
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_joint_panzer_development SWE_baltic_foothold SWE_prepare_for_the_march_east SWE_modern_caroleans SWE_reclaim_the_imperial_east
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = support
		id = GER
		value = 100
	} {
		type = antagonize
		id = SOV
		value = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 1056
Constructs: add_core_of, set_resistance, set_compliance
Source: game
File: history/states/1056-Manado.txt

Code:
state = {
	id = 1056
	name = STATE_1056
	resources = {
		rubber = 5
	}
	history = {
		owner = INS
		add_core_of = TNE GOW
		set_resistance = 0
		set_compliance = 40
		buildings = {
			infrastructure = 1
			10153 = {
				naval_base = 1
			}
		}
		victory_points = {
			10153 2
		} {
			10169 1
		}
	}
	provinces = {
		4537 1518 1561 12358 1484 1505 1098 1289 10169 10197 4493 4262 4307 7311 10153
	}
	manpower = 1241754
	state_category = rural
	local_supplies = 0.0
}
### Entity: Decision
Component: form_greater_german_state_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_greater_german_state_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_greater_proletarian_germany
	allowed = {
		has_dlc = Gotterdammerung
	}
}
### Entity: Scripted Trigger
Component: is_JAP_or_ally_of_JAP
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_JAP_or_ally_of_JAP = {
	OR = {
		tag = JAP
		is_in_faction_with = JAP
		is_subject_of = JAP
	}
}
### Entity: Idea
Component: ITA_hidden_super_heavy_bb_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_super_heavy_bb_ns = {
	name = ITA_military_industry_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan_military
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		ship_hull_super_heavy_1 = {
			instant = yes
			build_cost_ic = -0.15
			armor_value = 0.1
		}
	}
}
### Entity: Event
Component: israel.39
Constructs: is_triggered_only, add_ideas, check_variable, remove_dynamic_modifier, complete_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.39
	title = israel.39.t
	desc = {
		trigger = {
			check_variable = {
				ISR_constitution_votes = > 50
			}
		}
		text = israel.39.d.b
	} {
		trigger = {
			check_variable = {
				ISR_constitution_votes = < 51
			}
		}
		text = israel.39.d.a
	}
	is_triggered_only = yes
	option = {
		name = israel.39.a
		remove_dynamic_modifier = {
			modifier = r56_ISR_israeli_constitution
		}
		add_ideas = ISR_basic_laws
		complete_national_focus = ISR_draft_constitution
	}
}
### Entity: Country History
Country: RIF
Component: RIF_misc
Constructs: recruit_character, limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/RIF - Rif.txt

Code:
# Misc for RIF
capital = 290
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	recruit_character = RIF_abd_el_krim
}
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_demonstrate_our_resolve
Constructs: prerequisite, has_war_with, add_war_support, is_major, completion_reward, has_defensive_war, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_demonstrate_our_resolve
	icon = GFX_focus_CHI_demonstrate_our_resolve
	prerequisite = {
		focus = CHI_one_nation_undivided
	}
	x = 8
	y = 1
	relative_position_id = CHI_one_nation_undivided
	cost = 5
	available = {
		OR = {
			has_war_with = JAP
			AND = {
				has_defensive_war = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		unlock_decision_tooltip = {
			decision = CHI_demonstrate_our_resolve_decision
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_64
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_64 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 64
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 64
	}
}
### Entity: Idea
Component: MEN_anti_chinese_propaganda
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_anti_chinese_propaganda = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = jap_ichi_go
	modifier = {
		consumer_goods_factor = 0.05
		political_power_factor = 0.05
		war_support_weekly = 0.001
	}
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_backdoor_negotiations
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, is_subject, has_wargoal_against, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_backdoor_negotiations
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = GER_reject_the_locarno_treaty
	}
	mutually_exclusive = {
		focus = GER_schlieffen_once_more_ww GER_bypass_maginot_in_the_south_ww
	}
	x = -2
	y = 1
	relative_position_id = GER_reject_the_locarno_treaty
	cost = 10
	available = {
		is_subject = no
		OR = {
			has_war_with = FRA
			has_wargoal_against = FRA
		} {
			AND = {
				NOT = {
					has_war_with = BEL
					has_wargoal_against = BEL
					has_completed_focus = GER_carve_up_congo
				}
				BEL = {
					exists = yes
					is_subject = no
					is_in_faction = no
				}
			} {
				NOT = {
					has_war_with = HOL
					has_wargoal_against = HOL
					has_completed_focus = GER_our_place_in_the_sun_ww
				}
				HOL = {
					exists = yes
					is_subject = no
					is_in_faction = no
				}
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = BEL HOL
			AND = {
				OR = {
					has_war_with = BEL
					BEL = {
						exists = no
					} {
						is_in_faction = yes
					} {
						is_subject = yes
						NOT = {
							is_subject_of = ROOT
						}
					}
				} {
					has_war_with = HOL
					HOL = {
						exists = no
					} {
						is_in_faction = yes
					} {
						is_subject = yes
						NOT = {
							is_subject_of = ROOT
						}
					}
				}
			}
			FRA = {
				OR = {
					exists = no
					is_ally_with = ROOT
				}
			}
		}
	}
	will_lead_to_war_with = BEL HOL
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_backdoor_negotiations_tt
		unlock_decision_tooltip = {
			decision = GER_invite_HOL_to_attack_BEL_decision
			show_effect_tooltip = no
		} {
			decision = GER_invite_BEL_to_attack_HOL_decision
			show_effect_tooltip = no
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_expand_foggia_farm_fields
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_expand_foggia_farm_fields
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = ITA_railway_innovations
	}
	x = -1
	y = 1
	relative_position_id = ITA_railway_innovations
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ITA_foggia_farm_fields
			days = 730
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_snap_election
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_snap_election
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = BEL_kings_abdication
	}
	relative_position_id = BEL_kings_abdication
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		country_event = {
			id = ww_BEL_event_political.7
		}
		custom_effect_tooltip = BEL_snap_election_tt
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_second_brother
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, is_subject, is_core_of, is_owned_and_controlled_by, has_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_second_brother
	icon = GFX_goal_SWE_sweden_norway
	prerequisite = {
		focus = SWE_unite_scandinavia
	}
	relative_position_id = SWE_unite_scandinavia
	x = -2
	y = 1
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_completed_focus = SWE_the_scandinavian_council
		}
		any_state = {
			is_core_of = NOR
			is_owned_and_controlled_by = SWE
		}
	}
	bypass = {
		has_idea = SWE_scandinavianism_good
	}
	completion_reward = {
		custom_effect_tooltip = SWE_second_brother_tt
		set_country_flag = SWE_second_brother
		add_political_power = 75
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_modernize_railway_system
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_modernize_railway_system
	icon = GFX_goal_generic_train_2
	prerequisite = {
		focus = GEN_industrial_boom
	}
	x = 1
	y = 1
	relative_position_id = GEN_industrial_boom
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 15
	}
	available = {
		num_of_controlled_states = > 3
	}
	completion_reward = {
		add_ideas = r56_USA_mobilize_the_railways_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 2. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 2. Landsturmregiment
	location = 3690
	division_template = Landsturmregiment
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_computing_machine
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_electrical.txt

Code:
EAI_PR_STRATEGIES_computing_machine = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_computing_machine
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:electronic_mechanical_engineering
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:mechanical_computing
				} {
					_prio_val = prio_cat
				}
				date = > 1936.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:computing_machine
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_computing_machine
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_computing_machine
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: AI Strategy
Component: CZE_alternate_strategy_plan_communist
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_alternate_strategy_plan.txt

Code:
CZE_alternate_strategy_plan_communist = {
	name = CZE aims to be a good little people's republic
	desc = Let's all be comrades!
	allowed = {
		original_tag = CZE
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = CZE_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_political_direction CZE_go_left CZE_communist_support CZE_join_comintern CZE_the_romanian_question CZE_industrial_legacy CZE_strategy_decisions CZE_balanced_1 CZE_balanced_2 CZE_balanced_3 CZE_united_population CZE_military_research_institute CZE_arms_exports_1 CZE_czech_socialism CZE_arms_exports_2 CZE_arms_exports_3 CZE_communism_with_a_human_face CZE_the_romanian_question CZE_bonus_research_slot_1
	}
	research = {
		industry = 30.0
		infantry_tech = 5.0
		artillery = 18.0
		support_tech = 10
	}
	ideas = {

	}
	traits = {
		communist_revolutionary = 20
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CZE_military_research_institute = 10
		CZE_military_aeronautical_institute = 5
		CZE_motorization_scheme = 8
		CZE_armour_bonus_1 = 10
		CZE_armour_bonus_ii = 10
		CZE_import_foreign_bombers = 5
		CZE_air_is_our_sea = 5
	}
}
### Entity: Character
Component: GER_alfred_becker
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_alfred_becker = {
	name = GER_alfred_becker
	portraits = {
		army = {
			small = GFX_portrait_GER_alfred_becker_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GER_alfred_becker
		ledger = army
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_salvage_captured_equipment
		}
		traits = {
			GER_adaptive_engineer
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 1. Motoriseerde Cavalerie
Constructs: division_template
Source: game
File: history/units/FLA_motor_cavalry.txt

Code:
division = {
	name = 1. Motoriseerde Cavalerie
	location = 6598
	division_template = Motoriseerde Cavalerie
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Order of Battle
Component: air_wing_221
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	221 = {
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = DB-3
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_coal_mining
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_coal_mining
	icon = GFX_goal_italy_establish_the_sme
	relative_position_id = UKR_azovstal
	prerequisite = {
		focus = UKR_azovstal
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_danzig_for_guarantees
Constructs: prerequisite, has_war, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, has_civil_war
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_danzig_for_guarantees
	icon = GFX_focus_POL_clamp_down_on_danzig
	prerequisite = {
		focus = GER_see_to_the_eastern_front
	} {
		focus = GER_bulwark_against_bolshevism
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = POL
		} {
			is_in_faction_with = POL
		}
		POL = {
			has_civil_war = no
		}
	}
	bypass = {
		OR = {
			AND = {
				POL = {
					has_war = yes
				} {
					has_civil_war = no
				}
				NOT = {
					has_war_with = POL
				}
			} {
				POL = {
					is_subject = yes
				}
				NOT = {
					POL = {
						is_subject_of = GER
					}
				}
			} {
				owns_state = 85 86 762 807
			}
			POL = {
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	x = 2
	y = 2
	relative_position_id = GER_see_to_the_eastern_front
	cost = 10
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		POL = {
			country_event = {
				id = wtt_germany.14
			}
		}
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_establish_special_forces
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_establish_special_forces
	icon = GFX_goal_generic_special_forces
	relative_position_id = CEL_planning_staff
	prerequisite = {
		focus = CEL_planning_staff
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: israel.45
Constructs: is_triggered_only, has_completed_focus, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.45
	title = israel.45.t
	desc = {
		trigger = {
			has_completed_focus = ISR_revisionist_revolution
		}
		text = israel.45.d.a
	} {
		trigger = {
			NOT = {
				has_completed_focus = ISR_revisionist_revolution
			}
		}
		text = israel.45.d.b
	}
	picture = GFX_report_event_isr_jabotinsky
	is_triggered_only = yes
	option = {
		name = israel.45.a
		set_country_flag = ISR_jabotinsky_dying
		activate_mission = ISR_jabotinsky_dying_mission
		custom_effect_tooltip = ISR_jabotinsky_worked_tt
	}
}
### Entity: Character
Component: EGY_figure_of_arab_independence
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_figure_of_arab_independence = {
	random = no
	drift_defence_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.25
	improve_relations_maintain_cost_factor = -0.5
	ai_strategy = {
		type = antagonize
		id = ENG
		value = 50
	} {
		type = antagonize
		id = FRA
		value = 50
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_arctic_wolves_training_program
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_arctic_wolves_training_program
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = TUR_joint_caucasian_turkish_officer_school
	}
	x = 1
	y = 1
	relative_position_id = TUR_joint_caucasian_turkish_officer_school
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = TUR_arctic_wolves_training
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_expand_the_private_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_expand_the_private_industry
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = BRA_R56_council_for_economics_and_finances
	}
	relative_position_id = BRA_R56_council_for_economics_and_finances
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				501
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				500
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				999
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_meet_arabs
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_meet_arabs
	icon = GFX_goal_generic_phone_crisis
	x = 1
	y = 1
	bypass = {
		is_subject = no
	}
	prerequisite = {
		focus = JOR_ally_opposition
	}
	cost = 10
	relative_position_id = JOR_ally_opposition
	completion_reward = {
		if = {
			limit = {
				IRQ = {
					NOT = {
						has_war_with = JOR
					}
				}
			}
			IRQ = {
				country_event = jordan.2
			}
		} {
			limit = {
				SAU = {
					NOT = {
						has_war_with = JOR
					}
				}
			}
			SAU = {
				country_event = jordan.3
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_trans_iranian_railway
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_trans_iranian_railway
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = PER_modernizing_iran
	}
	x = -3
	y = 1
	relative_position_id = PER_modernizing_iran
	cost = 5
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = PER_trans_iranian_railway_idea
	}
}