Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_towards_institutional_atheism
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_towards_institutional_atheism
	prerequisite = {
		focus = POR_crush_reactionary_impedance
	}
	icon = GFX_focus_BRA_state_atheism
	cost = 8
	x = -1
	y = 1
	relative_position_id = POR_crush_reactionary_impedance
	completion_reward = {
		add_political_power = 70
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = POR_henrique_caetano_de_sous
		unlock_decision_tooltip = POR_appropriate_church_riches
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_stamp_out_clergy_influence_which_grants_tt generic_skip_one_line_tt
			add_political_power = 90
			add_stability = -0.05
			add_popularity = {
				ideology = communism
				popularity = -0.02
			}
			if = {
				limit = {
					has_idea = POR_reactionary_resistance2
				}
				swap_ideas = {
					remove_idea = POR_reactionary_resistance2
					add_idea = POR_reactionary_resistance3
				}
			}
			else_if = {
				limit = {
					has_idea = POR_reactionary_resistance3
				}
				remove_ideas = POR_reactionary_resistance3
				custom_effect_tooltip = generic_skip_one_line_tt
				add_timed_idea = {
					idea = POR_reactionary_resistance4
					days = 365
				}
			}
			else = {
				swap_ideas = {
					remove_idea = POR_reactionary_resistance
					add_idea = POR_reactionary_resistance2
				}
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: bra_antropofagia
Constructs: war_support_factor, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
	}
}
### Entity: Character
Component: sotamarsalkka_improved
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
sotamarsalkka_improved = {
	random = no
	conscription = 0.02
	war_support_factor = 0.1
	stability_factor = -0.05
	defensive_war_stability_factor = 0.2
}
### Entity: Event
Component: BBA_switzerland.99
Constructs: is_triggered_only
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.99
	is_triggered_only = yes
	hidden = yes
	immediate = {
		SWI_update_councilors = yes
	}
}
### Entity: Country History
Country: FLA
Component: FLA_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/FLA - Flanders.txt

Code:
# Politics & Parties for FLA
set_stability = 0.75
set_war_support = 0.5
set_politics = {
	ruling_party = democratic
	last_election = 1932.11.27
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 78
	fascism = 15
	communism = 7
}
add_ideas = {
	limited_conscription
}
### Entity: Character
Component: JUNO_national_socialist_vanguard
Constructs: war_support_factor, army_attack_factor, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_national_socialist_vanguard = {
	random = no
	sprite = 13
	conscription_factor = 0.05
	army_attack_factor = 0.05
	war_support_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_united_fruit_coup
Constructs: prerequisite, limit, every_country, completion_reward, set_politics, add_popularity, has_capitulated
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_united_fruit_coup
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = HON_american_support
	} {
		focus = HON_invite_zemurray
	}
	relative_position_id = HON_invite_zemurray
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		hidden_effect = {
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = PAN HON MEX GUA ELS NIC COS USA CUB DOM HAI JAM COL VEN ECU
						}
					}
					news_event = {
						hours = 12
						id = r56.news_event.11
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: egypt.40
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.40
	picture = GFX_report_event_generic_rally_3
	title = egypt.40.t
	desc = egypt.40.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.40.a
		add_stability = -0.01
		hidden_effect = {
			country_event = {
				id = egypt.41
				days = 20
			}
		}
	}
}
### Entity: Character
Component: JAP_kiichiro_hiranuma
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_kiichiro_hiranuma = {
	name = JAP_kiichiro_hiranuma
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_kiichiro_hiranuma_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_kiichiro_hiranuma
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_okadas_military_purge_speech
			}
		}
		available = {
			OR = {
				has_completed_focus = JAP_embrace_kokutai JAP_new_order_movement
			}
		}
		traits = {
			JAP_militarist
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Character
Component: ELS_milton_andrade_cabrera
Source: game
File: common/characters/ELS.txt

Code:
ELS_milton_andrade_cabrera = {
	advisor = {
		slot = high_command
		idea_token = ELS_milton_andrade_cabrera
		ledger = air
		allowed = {
			original_tag = ELS
		}
		traits = {
			air_airborne_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Milton Andrade Cabrera
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Unit Template
Component: HUN_BB_IMPERIAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_BB_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_BB
	for_countries = {
		AUS CZE CRO HUN
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = SMS 
	fallback_name = Csatahajó %d
	unique = {
		Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky Habsburg Árpád Babenberg Erzherzog Karl Erzherzog Friedrich Erzherzog Franz Ferdinand
	}
}
### Entity: Character
Component: emperor_genka
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
emperor_genka = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	political_power_factor = 0.1
	justify_war_goal_time = -0.1
}
### Entity: Military Industrial Organization
Component: MAL_spinapore_harbour_board_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_spinapore_harbour_board_organization = {
	name = Singapore Harbour Board
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		owner = {
			OR = {
				tag = MAL SNG
			}
		}
	}
	available = {
		owner = {
			controls_state = 336
		}
	}
	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		limit_to_equipment_type = {
			capital_ship screen_ship
		}
		equipment_bonus = {
			max_strength = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.01
		}
	}
}
### Entity: Idea
Component: r56_CAN_public_ownership_idea_02
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_public_ownership_idea_02 = {
	name = r56_CAN_public_ownership_idea
	allowed = {
		always = no
	}
	picture = generic_local_self_management
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.12
		production_factory_max_efficiency_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: KMT_the_diarchy
Constructs: stability_factor, war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_diarchy = {
	picture = FRA_scw_intervention_republicans_focus
	cancel = {
		OR = {
			has_government = democratic communism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.15
		war_support_factor = 0.05
		fascism_drift = 0.05
		political_power_factor = -0.05
	}
}
### Entity: Character
Component: LIE_commune_committe
Source: game
File: common/characters/LIE.txt

Code:
LIE_commune_committe = {
	name = Gemeindeausschuss
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_commune.dds
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			r56_trait_opposed_to_fascism
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_intervene_in_the_spanish_civil_war
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_intervene_in_the_spanish_civil_war
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = TUR_kemalism_and_the_modern_movement TUR_kemalist_socialist_theory
	}
	x = 0
	y = 2
	relative_position_id = TUR_rehabilitate_the_kadro_movement
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = TUR_turkish_interventionism
	}
}
### Entity: Effect Reference
Construct: give_military_access
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## give_military_access

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
gives military access to the specified country
```
### Entity: National Focus
Tree: egy_focus
Component: EGY_formalise_the_german_alliance
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_in_faction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_formalise_the_german_alliance
	icon = GFX_focus_chi_mission_to_germany
	relative_position_id = EGY_nationalisation_of_industries
	x = -3
	y = 1
	cost = 10
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	prerequisite = {
		focus = EGY_nationalisation_of_industries
	}
	mutually_exclusive = {
		focus = EGY_masters_of_the_arab_world
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 100
			}
			GER = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Character
Component: SPR_miguel_buiza_fernandez_palacios
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_miguel_buiza_fernandez_palacios = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_miguel_buiza_fernandez_palacios
		portraits = {
			army = {
				large = GFX_portrait_SPR_miguel_buiza_fernandez_palacios
				small = GFX_portrait_SPR_miguel_buiza_fernandez_palacios_small
			}
		}
		navy_leader = {
			traits = {
				craven
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 1
			legacy_id = 1117
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_miguel_buiza_fernandez_palacios
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
		advisor = {
			slot = high_command
			idea_token = SPR_miguel_buiza_fernandez_palacios
			ledger = navy
			name = SPR_miguel_buiza_fernandez_palacios
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				navy_screen_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_disband_the_blackshirts
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, add_popularity, remove_political_advisor, unlock_decision_tooltip
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_disband_the_blackshirts
	icon = GFX_focus_spr_the_anti_fascist_workers_revolution
	prerequisite = {
		focus = ITA_power_to_the_king ITA_revoke_the_acerbo_law
	}
	mutually_exclusive = {
		focus = ITA_utilize_the_blackshirts
	}
	x = -2
	y = 1
	relative_position_id = ITA_power_to_the_king
	cost = 5
	available = {
		NOT = {
			has_completed_focus = ITA_battaglioni_d_assalto
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.5
		}
		delete_unit_template_and_units = {
			division_template = Camicie Nere
			disband = yes
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = ITA_revoke_the_acerbo_law
				}
			}
			custom_effect_tooltip = available_political_advisor remove_political_advisor
			show_ideas_tooltip = ITA_alcide_de_gasperi ITA_renato_ricci ITA_achille_starace ITA_adelchi_serena
		} {
			limit = {
				has_completed_focus = ITA_seek_papal_support
			}
			unlock_decision_tooltip = ITA_bop_condemn_fascism
		}
	}
}
### Entity: Character
Component: navy_chief_old_guard
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_old_guard = {
	sprite = 3
	experience_gain_navy = @chief_experience_gain_medium
	max_command_power = 10
	ai_will_do = {
		factor = 0.25
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: AI Strategy
Component: RAJ_alternate_communist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/RAJ_alternate_strategy_plan.txt

Code:
RAJ_alternate_communist = {
	name = Raj alternate plan - communist
	desc = 
	allowed = {
		original_tag = RAJ
		has_dlc = Together for Victory
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = RAJ_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = RAJ_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		RAJ_lessons_of_the_great_war RAJ_provincial_elections RAJ_great_indian_peninsula_railway RAJ_industrial_expansion RAJ_tata_steel RAJ_assam_oil RAJ_indian_institute_of_science RAJ_indianisation_of_army RAJ_east_india_railways RAJ_an_indian_sandhurst RAJ_the_bangalore_torpedo RAJ_swaraj RAJ_quit_india_movement RAJ_all_india_forward_bloc RAJ_royal_indian_artillery RAJ_seek_help_from_soviet RAJ_vickers_berthier_gun RAJ_expand_mazagon_dock RAJ_integrate_princely_railways RAJ_clamp_down_on_corruption RAJ_lions_of_the_great_war RAJ_ishapore_arsenal RAJ_indian_peoples_army RAJ_indian_gentlemen_officers RAJ_rani_of_jhans RAJ_army_motorization RAJ_rebuilding_the_nation RAJ_research_city_excursions RAJ_british_pilot_training RAJ_expand_air_bases RAJ_found_scindia_shipyard RAJ_indian_gurkhas RAJ_combined_arms_academy RAJ_modernizing_army RAJ_indian_defense_research RAJ_royal_indian_navy RAJ_revive_the_screw_guns RAJ_indian_armor RAJ_institute_of_fundamental_research RAJ_research_collaboration RAJ_screening_effort RAJ_cruiser_effort RAJ_air_support_effort RAJ_fighter_effort RAJ_submarine_effort RAJ_capital_ship_effort RAJ_modernizing_navy RAJ_strengthen_ties_with_british_investors RAJ_british_rail_investors RAJ_british_arms_investors RAJ_royal_indian_air_force RAJ_the_smiling_buddha
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Event
Component: AAT_norway.14
Constructs: is_triggered_only, ai_chance, limit, is_historical_focus_on, has_civil_war
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.14
	title = AAT_norway.14.t
	desc = AAT_norway.14.desc
	picture = GFX_report_event_NOR_quisling_meeting
	is_triggered_only = yes
	option = {
		name = AAT_norway.14.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		trigger = {

		}
		if = {
			limit = {
				NOR = {
					has_civil_war = no
				}
			}
			NOR = {
				country_event = {
					id = AAT_norway.13
					hours = 2
				}
			}
		}
	} {
		name = AAT_norway.14.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: National Focus
Component: coastal_command_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = coastal_command_focus
	prerequisite = {
		focus = air_rearmament_focus
	}
	icon = GFX_goal_generic_air_naval_bomber
	x = 1
	y = 2
	relative_position_id = air_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			air_experience = 25
			add_tech_bonus = {
				name = coastal_command_focus
				bonus = 1.0
				uses = 2
				category = naval_bomber cas_bomber
			}
		}
		else_if = {
			limit = {
				has_dlc = By Blood Alone
			}
			air_experience = 25
			add_tech_bonus = {
				name = coastal_command_focus
				bonus = 1.0
				uses = 1
				category = naval_bomber cas_bomber
			}
			add_doctrine_cost_reduction = {
				name = coastal_command_focus
				cost_reduction = 0.5
				uses = 1
				category = air_doctrine
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Logistics.html

Doc:
What links here
Page:&#160; Namespace:&#160;
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;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Logistics:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Beta:Main ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Logistics"
### Entity: National Focus
Tree: isr_focus
Component: ISR_Ships_American
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Ships_American
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = ISR_Study_Ships
	}
	x = -1
	y = 1
	relative_position_id = ISR_Study_Ships
	cost = 5
	available_if_capitulated = yes
	available = {
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		}
		not = {
			has_War_with = USA
		}
	}
	bypass = {

	}
	completion_reward = {
		USA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		add_ideas = GEN_american_ship_production_methods
		add_opinion_modifier = {
			target = USA
			modifier = gen_ships_american
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_exile_industries
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_in_faction, add_offsite_building
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_exile_industries
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = POL_resistance_industries
	}
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.7
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_resistance_industries
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 3
		} {
			type = arms_factory
			level = 3
		}
	}
}