Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: war_justification.6
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.6
	title = war_justification.6.t
	desc = war_justification.6.d
	picture = GFX_report_event_pla_in_beijing
	is_triggered_only = yes
	trigger = {
		has_government = communism
		FROM = {
			has_government = democratic
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.6.a
		FROM = {
			country_event = {
				id = war_justification.206
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Event
Component: tdlra.5
Constructs: is_triggered_only
Source: game
File: events/r56_netherlands.txt

Code:
country_event = {
	id = tdlra.5
	title = tdlra.5.t
	desc = tdlra.5.d
	picture = GFX_news_event_tank_factory
	is_triggered_only = yes
	option = {
		name = tdlra.3.a
	}
}
### Entity: Character
Component: BUL_bogdan_filov_fascism
Constructs: has_completed_focus, has_government, has_dlc, is_historical_focus_on
Source: game
File: common/characters/BUL.txt

Code:
BUL_bogdan_filov_fascism = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_bogdan_filov_fascism
		name = BUL_bogdan_filov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_completed_focus = BUL_approach_germany
			NOT = {
				has_government = democratic
			} {
				has_government = communism
			}
		}
		visible = {
			has_government = fascism
		}
		traits = {
			ambitious_negotiator_fascism
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				is_historical_focus_on = yes
				date = < 1940.01.01
			}
		}
	}
	name = BUL_bogdan_filov
	portraits = {
		army = {
			small = GFX_idea_bul_bogdan_filov
		}
	}
}
### Entity: Character
Component: SIA_absent_monarch_r56
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_absent_monarch_r56 = {
	random = no
	political_power_factor = 0.05
	stability_factor = -0.15
	neutrality_drift = -0.01
}
### Entity: Idea
Component: received_attache
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/zzz_generic.txt

Code:
received_attache = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.02
		planning_speed = 0.1
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_elections
Constructs: prerequisite, completion_reward, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_elections
	icon = GFX_goal_generic_election
	relative_position_id = MPL_open_politics
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_open_politics
	} {
		focus = MPL_aliyah_question
	}
	ai_will_do = {
		factor = 100
	}
	cost = 5
	completion_reward = {
		country_event = {
			id = mandate_palestine.40
			days = 1
			random_hours = 12
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.33
Constructs: is_triggered_only, ai_chance, add_stability, set_popularities, set_politics
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.33
	title = BBA_ethiopia_communist_events.33.t
	desc = BBA_ethiopia_communist_events.33.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.33.a
		ai_chance = {
			base = 10
		}
		release = ERI
		hidden_effect = {
			ERI = {
				set_popularities = {
					democratic = 20
					fascism = 5
					neutrality = 15
					communism = 60
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
		}
	} {
		name = BBA_ethiopia_communist_events.33.b
		ai_chance = {
			base = 10
		}
		add_stability = -0.03
	}
}
### Entity: State History
Component: 243
Constructs: add_core_of
Source: game
File: history/states/243-Roslavl.txt

Code:
state = {
	id = 243
	name = STATE_243
	manpower = 576210
	state_category = rural
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
			air_base = 2
		}
		add_core_of = SOV
		victory_points = {
			11336 1
		}
	}
	provinces = {
		223 236 3210 3278 3297 6243 9253 9351 11336
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: PAL_alf_idea
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_alf_idea = {
	picture = generic_lead_by_example
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		breakthrough_factor = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_vertical_integration
Constructs: prerequisite, completion_reward, cancel_if_invalid, modify_taxation_bracket_all, add_to_variable, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_vertical_integration
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = RAJ_hostile_takeover
	}
	x = 0
	y = 1
	relative_position_id = RAJ_hostile_takeover
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = modify_taxation_bracket_all newline_tt
		add_to_variable = {
			tier_one_taxes_tax = -0.07
		} {
			tier_two_taxes_tax = -0.07
		} {
			tier_three_taxes_tax = -0.07
		} {
			tier_four_taxes_tax = -0.07
		}
		set_variable = {
			tier_one_taxes_tax_tt = tier_one_taxes_tax
		} {
			tier_two_taxes_tax_tt = tier_two_taxes_tax
		} {
			tier_three_taxes_tax_tt = tier_three_taxes_tax
		} {
			tier_four_taxes_tax_tt = tier_four_taxes_tax
		}
		multiply_variable = {
			tier_one_taxes_tax_tt = 100
		} {
			tier_two_taxes_tax_tt = 100
		} {
			tier_three_taxes_tax_tt = 100
		} {
			tier_four_taxes_tax_tt = 100
		}
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
		try_build_civ_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Unit Template
Component: UKR_MEC_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		UKR_INF_01
	}
	fallback_name = %dya Ukrainska Motostrelkovaya Div.
	ordered = {
		1 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		2 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		3 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		4 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		5 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		6 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		7 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		8 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		9 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		10 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		11 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		12 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		13 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		14 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		15 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		16 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		17 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		18 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		19 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		20 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		21 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		22 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		23 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		24 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
		25 = {
			%dya Ukrainska Motostrelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_build_democratic_institutions
Constructs: prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, has_civil_war, add_popularity
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_build_democratic_institutions
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = WAF_establish_the_army
	}
	mutually_exclusive = {
		focus = WAF_collectivist_thinking WAF_empower_the_educated_elite
	}
	x = 7
	y = 1
	relative_position_id = WAF_establish_the_army
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			is_puppet = yes
			OVERLORD = {
				OR = {
					has_government = fascism communism
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				OR = {
					has_government = democratic neutrality
				}
			}
		} {
			factor = 0.01
			AND = {
				is_historical_focus_on = no
				is_puppet = yes
				OVERLORD = {
					OR = {
						has_government = fascism communism
					}
				}
			}
		} {
			factor = 0.15
			AND = {
				is_historical_focus_on = no
				is_puppet = no
				OR = {
					has_government = fascism communism
				}
			}
		} {
			factor = 0
			has_civil_war = yes
			OR = {
				has_government = fascism communism
			}
		} {
			factor = 10
			is_historical_focus_on = no
			is_puppet = no
			tag = WGR
		}
	}
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Democracy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 593
Constructs: limit, add_core_of, has_dlc, remove_core_of, set_province_controller
Source: game
File: history/states/593-Guangdong.txt

Code:
state = {
	id = 593
	name = STATE_593
	manpower = 12700000
	state_category = town
	resources = {
		tungsten = 15
		steel = 15
		chromium = 3
	}
	history = {
		owner = GXC
		add_core_of = GXC CHI PRC
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = GDC
				add_core_of = GDC
				remove_core_of = GXC
			}
		}
		victory_points = {
			9938 1
		} {
			7108 1
		} {
			9970 2
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 1
			9938 = {
				naval_base = 1
				coastal_bunker = 1
				bunker = 1
			}
		}
		1938.10.25 = {
			remove_core_of = GXC
			owner = CHI
			JAP = {
				set_province_controller = 1202 4050 7108 9938 12095
			}
		}
	}
	provinces = {
		1078 1120 1162 1202 4050 4165 4207 7067 7108 7141 7182 9938 9970 9978 9997 10080 10121 12014 12095
	}
	local_supplies = 1.0
}
### Entity: Event
Component: egypt.36
Constructs: is_triggered_only, add_ideas, fire_only_once, clr_country_flag, add_popularity, set_politics, set_cosmetic_tag
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.36
	picture = GFX_report_event_por_return_of_the_monarchy
	title = egypt.36.t
	desc = egypt.36.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.36.a
		clr_country_flag = EGY_in_regency
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1935.12.17
			election_frequency = 48
		}
		add_ideas = EGY_farouk_i_idea
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EGY_muhammad_mahmoud_pasha
		hidden_effect = {
			set_cosmetic_tag = EGY_neutrality
		}
	}
}
### Entity: Unit Template
Component: INS_ARM_01
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_ARM_01 = {
	name = TNI Mechanized Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry mechanized light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = Divisi Mekanis %d
	ordered = {
		1 = {
			Divisi Mekanis %d Pendawa
		}
		2 = {
			Divisi Mekanis %d Bharata Eka Sakti
		}
		3 = {
			Divisi Mekanis %d Bremoro
		}
		4 = {
			Divisi Mekanis %d Bala Turangga Cakti
		}
		5 = {
			Divisi Mekanis %d Serigala Ceta
		}
		6 = {
			Divisi Mekanis %d Shima Pasupati
		}
		7 = {
			Divisi Mekanis %d Birgus Latro Cakti
		}
		8 = {
			Divisi Mekanis %d Galuh
		}
		9 = {
			Divisi Mekanis %d Setia Sampai Mati
		}
		10 = {
			Divisi Mekanis %d Galuh Taruna
		}
		11 = {
			Divisi Mekanis %d Buaya Putih
		}
		12 = {
			Divisi Mekanis %d Dharaka Yudha
		}
	}
}
### Entity: Character
Component: WLS_aa2
Source: game
File: common/characters/WLS.txt

Code:
WLS_aa2 = {
	advisor = {
		slot = high_command
		idea_token = WLS_aa2
		ledger = army
		allowed = {
			original_tag = WLS
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Idea
Component: AUS_bbo
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_bbo = {
	picture = AUS_bbo
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	available = {
		NOT = {
			has_completed_focus = AUS_bbo_focus
		}
	}
	visible = {
		NOT = {
			has_completed_focus = AUS_bbo_focus
		}
	}
	ai_will_do = {
		base = 0
	}
	research_bonus = {

	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Effect Reference
Construct: find_lowest_in_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## find_lowest_in_array

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on for each element of an array, finds the lowest value and stores result in temp variables
Example: find_lowest_in_array = {
	array = array_name
	value = value_name #optional (default 'v') lowest value in array will be stored in this temp variable
	index = index_name #optional (default 'i') index of lowest value in array will be stored in this temp variable
}
```
### Entity: National Focus
Tree: ast_focus
Component: AST_delegation_to_china
Constructs: prerequisite, has_country_flag, add_opinion_modifier, completion_reward, cancel_if_invalid, add_ai_strategy
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_delegation_to_china
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = AST_empower_the_workers
	}
	x = 0
	y = 1
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			communism = > 0.3
		}
		event_target:WTT_communist_china = {
			exists = yes
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		event_target:WTT_communist_china = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_delegation_to_china
			}
		} {
			ROOT = {
				add_ai_strategy = {
					type = support
					id = PREV
					value = 100
				} {
					type = protect
					id = PREV
					value = 100
				}
			}
		}
		add_opinion_modifier = {
			target = event_target:WTT_communist_china
			modifier = AST_delegation_to_china
		}
	}
}
### Entity: Idea
Component: marinvarkstaderna
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/sweden.txt

Code:
marinvarkstaderna = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = SWE
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_marines
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_marines
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = ALG_carrier_focus ALG_battleship_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 48
	y = 6
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = marine_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
}
### Entity: Character
Component: CHL_radomiro_romero
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_radomiro_romero = {
	name = CHL_radomiro_romero
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_radomiro_romero_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_radomiro_romero
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_cooperation_with_the_falange CHL_approach_the_moderates
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_cooperation_with_the_falange CHL_approach_the_moderates
			}
			NOT = {
				OR = {
					has_completed_focus = CHL_denounce_the_anarchy CHL_address_the_mapuche_conflict CHL_an_absolute_monarchy
				}
			}
		}
		traits = {
			JUNO_christian_democrat
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_additional_research_slot2
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_additional_research_slot2
	icon = GFX_focus_research
	prerequisite = {
		focus = PHI_american_computer_imports
	}
	relative_position_id = PHI_american_computer_imports
	available = {
		num_of_factories = > 50
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NGA_ncm
Source: game
File: common/characters/NGA.txt

Code:
NGA_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = NGA_ncm
		allowed = {
			original_tag = NGA
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_capital_school_of_technology
Constructs: prerequisite, completion_reward, is_subject, add_research_slot
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_capital_school_of_technology
	icon = GFX_focus_research
	prerequisite = {
		focus = HOA_foreign_trained_officials
	}
	x = 0
	y = 1
	relative_position_id = HOA_foreign_trained_officials
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Trigger Reference
Construct: _Facilities_need_a_new_province_position_on_the_ma
Constructs: _Facilities_need_a_new_province_position_on_the_ma, limit, base_cost, damage_factor, has_destroyed_mesh, is_coastal, has_resources_in_country, has_resources_amount
Source: vanilla_docs
File: common/special_projects/special_projects_documentation.md

Doc:
# IMPORTANT: Facilities need a new province position on the map for all provinces. Need to work with nudger to generate appropriate map files or update existing ones

special_project_facility = {

	icon_frame = INT # New icon for UI required
	
	provincial = yes # Built within a province

	disabled_in_dmz = yes # TBD, probably should not be built in DMZ

	base_cost = INT # Maybe around 20k-30k? - Reference: Supply node = 20k / Nuclear Reactor = 30k
	
	#max_level = 1 # -> This parameter will change (see "building_level_cap" further down)
	
	value = INT # Probably around 30-50? - Mil is 8, civ is 5, nuclear reeactor is 10 (multiplied per level) - Influences the PP cost for state in PC. - Would also influence the damage taken by Strat. Bombing (if it was applicable)
	
	damage_factor = -1 # I believe this should maake the building invulnerable for Strat. Bombing and Land combat, if that is what we want. 

	allied_build = yes # We might need a new parameter here "subject_build = yes" to specify that the building can only be built in subject's territory.
	
	show_on_map = 1 # We want 1 model to show up
	
	has_destroyed_mesh = yes # Lets be honest, we all want this - Not sure if this is applied only for totally destroyed building or just damaged
	
	infrastructure_construction_effect = yes # I guess we want it to be affected by infra in the state

	
	### NEW PARAMETERS ###

	# New bloc to include both provincial and state max capacity, combining the old max_level parameter with a new state_max parameter.
	# Need to discuss with code how this will affect the old max_level, since level is applied in many places, and in terms of cap the cap is applied on the state/province level based on the parameter "provincial = yes/no"
	# Need to discuss with code how this will affect normal buildings
	# Default values being 0? Meaning no limit?
	building_level_cap = { 
		state_max = 1 # Old parameter "max_level" // Building Cap in the State
		province_max = 1 # New Parameter // Building Cap in the Province
	}

	supply_need = yes # BOOL. Default = no // When true, construction of the building can only be started in a province that is connected to the supply network. Building construction can be halted while there is no supply connection. Could be done with slowing down construction later on, but is more complex.

	special_project_specialization = special_project_specialization_<name>
# ... (truncated)
### Entity: National Focus
Tree: eng_focus
Component: ENG_reclaim_the_jewel_in_the_crown
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, has_dlc, is_subject_of
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_reclaim_the_jewel_in_the_crown
	prerequisite = {
		focus = ENG_imperial_conscription
	}
	available = {
		is_subject = no
		if = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			RAJ = {
				NOT = {
					is_subject_of = ENG
				}
			}
			hidden_trigger = {
				if = {
					limit = {
						has_dlc = Graveyard of Empires
						has_event_target = UK_INDIA
					}
					event_target:UK_INDIA = {
						NOT = {
							is_subject_of = ENG
						}
					}
				}
			}
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = RAJ
			}
			RAJ = {
				is_in_faction_with = ENG
				OR = {
					has_country_flag = ENG_dominions_stayed_with_fascist_britain_flag britain_enforced_our_loyalty
				}
			}
			has_completed_focus = ENG_towards_indian_independence
		}
		if = {
			limit = {
				has_dlc = Graveyard of Empires
				has_event_target = UK_INDIA
			}
			NOT = {
				country_exists = event_target:UK_INDIA
			}
			event_target:UK_INDIA = {
				is_in_faction_with = ENG
			}
		}
	}
	icon = GFX_focus_RAJ_british_investors
	will_lead_to_war_with = RAJ PAK BAN
	x = -1
	y = 2
	relative_position_id = ENG_imperial_conscription
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		ENG_mosley_pacifism_level_down = yes
		every_state = {
			limit = {
				OR = {
					is_core_of = PAK RAJ
				}
				NOT = {
					state = 321
				} {
					state = 320
				}
			}
			add_claim_by = ENG
		}
		if = {
			limit = {
				country_exists = RAJ
			}
			create_wargoal = {
				type = annex_everything
				target = RAJ
				expire = 0
			}
		} {
			limit = {
				country_exists = PAK
			}
			create_wargoal = {
				type = annex_everything
				target = PAK
				expire = 0
			}
		} {
			limit = {
				country_exists = BAN
			}
			create_wargoal = {
				type = annex_everything
				target = BAN
				expire = 0
			}
		}
	}
}