Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_seize_oppurtunity
Constructs: prerequisite, limit, completion_reward, is_subject_of, set_temp_variable, is_controlled_by, has_game_rule, complete_national_focus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_seize_oppurtunity
	icon = GFX_focus_INS_mobilize_the_pemuda
	available = {
		is_subject_of = JAP
		set_temp_variable = {
			var = temp_states_plus_more
			value = INS.states_japan_owned_when_taking_INS
		}
		subtract_from_temp_variable = {
			temp_states_plus_more = 5
		}
		OR = {
			custom_trigger_tooltip = {
				tooltip = INS_seize_oppurtunity_tt
				JAP = {
					num_of_controlled_states = < temp_states_plus_more
				}
			}
			JAP = {
				any_core_state = {
					NOT = {
						is_controlled_by = JAP
					}
				}
			}
		}
	}
	prerequisite = {
		focus = INS_defenders_of_homeland
	}
	mutually_exclusive = {
		focus = INS_embrace_co_prosp_sphere
	}
	x = 2
	y = 1
	relative_position_id = INS_defenders_of_homeland
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP = {
			country_event = {
				id = INS_political_events.17
				hours = 0
			}
		}
		hidden_effect = {
			indonesia_free_effect = yes
			indonesia_form_republic_effect = yes
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		HOL = {
			country_event = {
				id = INS_political_events.9
				hours = 0
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt INS_seize_oppurtunity_refuse_warn_tt
		effect_tooltip = {
			complete_national_focus = INS_the_declaration_of_independence INS_laskar_rakjat INS_political_stabilization
		} {
			complete_national_focus = INS_the_declaration_of_independence
		}
	}
}
### Entity: State History
Component: 263
Constructs: add_core_of
Source: game
File: history/states/263-Veliky Novogrod.txt

Code:
state = {
	id = 263
	name = STATE_263
	manpower = 1092577
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			117 5
		}
		buildings = {
			infrastructure = 3
			air_base = 2
		}
		add_core_of = SOV
	}
	provinces = {
		8 71 110 117 320 3089 6086 6154 6225 9212 9234 11072 11109 11191
	}
	local_supplies = 11.0
}
### Entity: Idea
Component: ITA_political_reforms_monarchist
Constructs: has_completed_focus, stability_factor, has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_political_reforms_monarchist = {
	name = ITA_political_reforms
	removal_cost = -1
	picture = generic_constitutional_guarantees
	allowed = {
		original_tag = ITA
		NOT = {
			has_government = fascism
		} {
			has_government = neutrality
		}
	}
	allowed_civil_war = {
		has_completed_focus = ITA_monarchia_d_italia
	}
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Event
Component: CHL_political_events.98
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.98
	title = CHL_political_events.98.t
	desc = CHL_political_events.98.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.98.a
	}
}
### Entity: AI Strategy
Component: TAN_alternate_plan_fascist
Constructs: has_government, has_country_flag, has_game_rule, has_focus_tree, is_subject
Source: game
File: common/ai_strategy_plans/TAN_alternate_strategy_plan.txt

Code:
TAN_alternate_plan_fascist = {
	name = TAN: Tuvan Fascist Plan
	desc = Forming out of exhaustion from consecutive occupations, radical nationalist sentiments will grow in the military, which will put an end to communism and turn Tuva's foreign policy aggressive.
	allowed = {
		original_tag = TAN
	}
	enable = {
		OR = {
			has_country_flag = TAN_AI_FASCISM
			has_game_rule = {
				rule = TAN_ai_behavior
				option = FASCISM
			}
		}
		has_focus_tree = tuva_focus
	}
	abort = {
		OR = {
			has_government = neutrality democratic
			AND = {
				has_government = communism
				is_subject = yes
			}
		}
	}
	ai_national_focuses = {
		TAN_call_for_army_readiness TAN_army_reform TAN_cavalry_tradition TAN_State_Matter TAN_Industrial_Start TAN_increase_sedentarization TAN_winter_training TAN_Collectivist_Ethos TAN_Military_Buildup TAN_gold_mining GEN_Aviation_Effort TAN_establish_the_ministry_of_war TAN_tuvan_nationalism TAN_Organise_Youth
	}
	ai_strategy = {
		type = diplo_action_desire
		id = JAP
		target = improve_relation
		value = 200
	} {
		type = befriend
		id = JAP
		value = 200
	}
	research = {
		motorized_equipment = 2
	}
	focus_factors = {
		TAN_Conquer = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_nuclear_committe
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_nuclear_committe
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = ARG_technological_initiative
	}
	x = 33
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			num_of_factories = > 50
			factor = 100
		}
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = ARG_nuclear_committe
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: OMA_abdallah_ibn_timur
Source: game
File: common/characters/OMA.txt

Code:
OMA_abdallah_ibn_timur = {
	advisor = {
		slot = high_command
		idea_token = OMA_abdallah_ibn_timur
		ledger = air
		allowed = {
			original_tag = OMA
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Abdallah ibn Timur
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_resource_commission
Constructs: shared_focus, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_resource_commission
	icon = GFX_goal_BEL_steel
	prerequisite = {
		focus = PLY_encourage_local_arms_production
	}
	relative_position_id = PLY_encourage_local_arms_production
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 1
			uses = 1
			category = excavation_tech
		}
	}
}
### Entity: AI Strategy
Component: PAR_alternative_communist_strategy_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/PAR_alternate_strategy_plan.txt

Code:
PAR_alternative_communist_strategy_plan = {
	allowed = {
		original_tag = PAR
	}
	enable = {
		OR = {
			has_country_flag = PAR_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = PAR_AI_BEHAVIOR
				option = COMMUNIST
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		GUAY_the_tag_economic_miracle GUAY_exploit_mineral_wealth GUAY_national_academy_of_sciences GUAY_national_academy_of_sciences_2 GUAY_land_reforms GUAY_workers_rights PAR_fedrerista_land_reforms PAR_order_italian_planes PAR_urbanization PAR_ban_vouchers PAR_central_bank_of_paraguay PAR_military_pensions PAR_invite_japanese_settlers PAR_allow_women_workers PAR_a_great_charter SMB_army SMB_air_force SMB_military_facilities SMB_regular_infantry SMB_army_academy GUAY_agricultural_colonization GUAY_beef_and_hide_industry GUAY_heavy_industry PAR_chaco_war_decoration PAR_revenge_for_the_chaco_war PAR_neuter_the_guion_rojo PAR_liga_nacional_independiente PAR_union_nacional_revolucionaria PAR_cult_of_personality PAR_nationalize_foreign_owned_companies PAR_adopt_minority_languages PAR_free_seconday_schools PAR_mass_drafts PAR_mythologize_the_father_of_the_nation PAR_accept_american_loans PAR_access_the_sea
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: lar_concessions_to_italy.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_concessions_to_italy.2
	title = lar_concessions_to_italy.2.t
	desc = lar_concessions_to_italy.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_concessions_to_italy.2.a
		ai_chance = {
			factor = 100
		}
		ITA = {
			country_event = lar_concessions_to_italy.4
		}
	}
}
### Entity: Character
Component: AST_arthur_drakeford
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_arthur_drakeford = {
	name = AST_arthur_drakeford
	portraits = {
		army = {
			small = GFX_idea_AST_arthur_drakeford
		}
	}
	advisor = {
		slot = high_command
		idea_token = AST_arthur_drakeford
		ledger = air
		allowed = {
			original_tag = AST
			has_dlc = Together for Victory
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_tanks_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_tanks_experiments
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = ARG_tanks_modernization
	}
	relative_position_id = ARG_tanks_modernization
	x = 2
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_tanks_experiments
			bonus = 1.0
			uses = 2
			category = armor_variant_tech amphibious_armor_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: LAT_CV_HISTORICAL
Source: game
File: common/units/names_ships/LAT_ship_names.txt

Code:
LAT_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		LAT
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Lidmasinu Parvadatajs %d
	unique = {
		Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne Valmiera Cesis Liepaja Priekule Daugavpils Aglona Auce Virsaitis Namejs
	}
}
### Entity: Scripted Effect
Component: civil_war_anti_exploiter_punitive_action
Constructs: division_template, limit, has_army_size, is_locked, random_state, is_capital, is_fully_controlled_by, create_unit
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
civil_war_anti_exploiter_punitive_action = {
	if = {
		limit = {
			has_army_size = {
				size = < 1
			}
		}
		division_template = {
			name = Anti-Exploit Punitive Brigade
			priority = 1
			division_names_group = ENG_MAR_01
			is_locked = yes
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				}
				artillery_brigade = {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
				recon = {
					x = 0
					y = 1
				}
				artillery = {
					x = 0
					y = 2
				}
			}
		}
		random_state = {
			limit = {
				is_capital = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			}
		} {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			}
		} {
			limit = {
				is_in_home_area = yes
				is_fully_controlled_by = PREV
			}
			create_unit = {
				division = division_template = "Anti-Exploit Punitive Brigade" start_experience_factor = 1 start_equipment_factor = 1
				owner = PREV
			} {
				division = division_template = "Ant
# ... (truncated)
### Entity: Idea
Component: VEN_oil_protection_squadrons
Constructs: stability_factor, war_support_factor, has_government
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_protection_squadrons = {
	picture = MEX_revolutionary_army
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		stability_factor = -0.05
		war_support_factor = 0.05
		conscription = 0.025
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_long_range_patrols
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_long_range_patrols
	icon = GFX_focus_FIN_sissi
	prerequisite = {
		focus = FIN_winter_warfare
	} {
		focus = FIN_motti_tactics
	}
	x = 1
	y = 1
	relative_position_id = FIN_winter_warfare
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = FIN_long_range_patrols_battalion_tt
		hidden_effect = {
			set_technology = {
				long_range_patrol_support_tech = 1
				popup = no
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_revisit_naval_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_revisit_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_cooperate_with_maritime_organisations
	}
	x = 0
	y = 4
	relative_position_id = LIT_baltic_navy
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.65
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Trigger Reference
Construct: difficulty
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## difficulty

* Supported Scopes: any
* Supported Targets: none

```
check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy)
```
### Entity: Order of Battle
Component: air_wing_11
Source: game
File: history/units/LIT_1939_air_legacy.txt

Code:
air_wings = {
	11 = {
		fighter_equipment_0 = {
			owner = LIT
			amount = 39
		}
		tac_bomber_equipment_0 = {
			owner = LIT
			amount = 30
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_irano_persian_diplomats
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_irano_persian_diplomats
	icon = GFX_goal_generic_befriend_persia
	prerequisite = {
		focus = ARM_cherish_what_we_have
	}
	relative_position_id = ARM_cherish_what_we_have
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		country_exists = PER
		NOT = {
			has_war_with = PER
		} {
			has_government = communism
		}
	}
	completion_reward = {
		PER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		add_opinion_modifier = {
			target = PER
			modifier = medium_increase
		}
	}
}
### Entity: Modifier Reference
Construct: enemy_operative_detection_chance_factor_over_occupied_tag
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_detection_chance_factor_over_occupied_tag

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: Idea
Component: EAI_DD_14/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Country History
Country: BAS
Component: BAS_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project, set_politics, set_popularities
Source: game
File: history/countries/BAS - British Antilles.txt

Code:
# Misc for BAS
capital = 692
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 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
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.1.1
		election_frequency = 48
		elections_allowed = yes
	}
	set_popularities = {
		democratic = 75
		fascism = 1
		communism = 1
		neutrality = 23
	}
}
### Entity: Scripted Trigger
Component: EAI_infantry_design_B
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_design_B = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
		} {
			EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_B_INF_DESIGN
		}
		AND = {
			OR = {
				EAI_Infantry_Design_B_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_design EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_csir_idea
Constructs: research_speed_factor, is_in_faction_with, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_csir_idea = {
	allowed = {
		always = no
	}
	available = {
		is_in_faction_with = ENG
	}
	allowed_civil_war = {
		is_in_faction_with = ENG
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: HOL_de_crisisjaren_4
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_de_crisisjaren_4 = {
	picture = great_depression
	name = HOL_de_crisisjaren
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.4
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_red_dawn_over_asia
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_red_dawn_over_asia
	icon = GFX_focus_JAP_a_red_dawn_over_asia
	x = 0
	y = 1
	relative_position_id = JAP_strike_down_the_great_pretender
	prerequisite = {
		focus = JAP_strike_down_the_great_pretender
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		surrender_progress = < 0.02
		282 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		613 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1021 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		995 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		524 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		629 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		328 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		327 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		289 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		523 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = JAP_red_dawn_over_asia_idea
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_reestablish_austrian_navy
Constructs: limit, completion_reward, is_coastal, add_dynamic_modifier, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_reestablish_austrian_navy
	icon = GFX_focus_AUS_reestablish_austrian_navy
	x = 12
	y = 0
	relative_position_id = AUS_secret_rearmament
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AUS_navy
		}
		add_to_variable = {
			AUS_navy_xp_gain_navy_factor = 0.1
			tooltip = experience_gain_navy_factor_tt
		}
		IF = {
			limit = {
				any_controlled_state = {
					NOT = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AUS_build_dockyards_if_coastal
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: UKR_kost_levytsky
Source: game
File: common/characters/UKR.txt

Code:
UKR_kost_levytsky = {
	name = UKR_kost_levytsky
	portraits = {
		civilian = {
			large = GFX_portrait_Kost_Levytsky
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1953.3.1
		id = -1
		traits = {

		}
	}
}
### Entity: National Focus
Component: rocket_effort
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = rocket_effort
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = aviation_effort_2
	} {
		focus = infrastructure_effort
	}
	x = 0
	y = 2
	relative_position_id = aviation_effort_2
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = jet_rocket_bonus
			ahead_reduction = 2
			uses = 1
			category = rocketry jet_technology
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}