Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_gobi_gambit
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_civil_war, has_subject, is_subject
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_gobi_gambit
	icon = GFX_focus_generic_befriend_sinkiang
	prerequisite = {
		focus = SOV_the_threat_from_the_land_of_the_rising_sun
	}
	x = -2
	y = 1
	relative_position_id = SOV_the_threat_from_the_land_of_the_rising_sun
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		} {
			factor = 10
			has_subject = SIK
		}
	}
	mutually_exclusive = {
		focus = SOV_two_red_flags SOV_support_the_kuomintang
	}
	available = {
		405 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		404 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		732 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		586 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		OR = {
			AND = {
				controls_state = 617 618
			}
			SIK = {
				NOT = {
					has_war_with = ROOT
				}
				controls_state = 617 618
			}
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			SOV_approach_sinkiang_diplomacy_effect = yes
			SIK = {
				add_ai_strategy = {
					type = alliance
					id = SOV
					value = 4
				}
			}
		}
		if = {
			limit = {
				controls_state = 617 618
			}
			build_railway = {
				path = {
					1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
				}
			}
			586 = {
				add_building_construction = {
					type = supply_node
					level = 1
					province = 1591
					instant_build = yes
				}
			}
			custom_effect_tooltip = SOV_sinkiang_decisions_available_tt
		}
		else = {
			SIK = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.270
					hours = 6
					random_hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				add_opinion_modifier = {
					target = SIK
					modifier = SOV_complied_with_our_demands
				}
				build_railway = {
					path = {
						1459 10148 10366 12397 12340 12640 7706 12583 4224 1591 10547 10619 12529 7866 1783 10674 4709
					}
				}
				586 = {
					add_building_construction = {
						type = supply_node
						level = 1
						province = 1591
						instant_build = yes
					}
				}
				custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov SOV_sinkiang_decisions_available_tt
			} {
				add_opinion_modifier = {
					target = SIK
					modifier = SOV_rejected_our_demands
				}
				build_railway = {
					path = {
						1459 10148 10366
# ... (truncated)
### Entity: AI Strategy
Component: PAR_cw_ARG_helps
Constructs: has_war, has_government, has_global_flag, has_civil_war, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_PAR.txt

Code:
PAR_cw_ARG_helps = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		has_global_flag = pcw_fired
		ARG = {
			has_government = fascism
			has_war = no
		}
		country_exists = PAF
	}
	abort = {
		PAR = {
			has_civil_war = no
		}
	}
	ai_strategy = {
		type = support
		id = PAF
		value = 201
	} {
		type = befriend
		id = PAF
		value = 101
	} {
		type = send_volunteers_desire
		id = PAF
		value = -100
	}
}
### Entity: Event
Component: DOD_romania.60
Constructs: is_triggered_only, ai_chance, has_country_flag, has_idea, is_in_faction
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.60
	title = DOD_romania.60.t
	desc = DOD_romania.60.desc
	picture = GFX_report_event_yugoslavian_split
	is_triggered_only = yes
	option = {
		name = DOD_romania.60.a
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				strength_ratio = {
					tag = ROM
					ratio = < 0.5
				}
			} {
				factor = 2
				strength_ratio = {
					tag = ROM
					ratio = < 0.25
				}
			} {
				factor = 5
				strength_ratio = {
					tag = ROM
					ratio = < 0.1
				}
			} {
				factor = 0
				NOT = {
					OR = {
						GER = {
							has_country_flag = invited_to_split_yugo
						}
						ITA = {
							has_country_flag = invited_to_split_yugo
						}
						HUN = {
							has_country_flag = invited_to_split_yugo
						}
					}
				}
			} {
				factor = 5
				GER = {
					has_country_flag = invited_to_split_yugo
				}
			} {
				factor = 5
				ITA = {
					has_country_flag = invited_to_split_yugo
				}
			} {
				factor = 2
				HUN = {
					has_country_flag = invited_to_split_yugo
				}
			} {
				factor = 2
				has_idea = YUG_idea_croatian_opposition YUG_idea_macedonian_opposition
			}
		}
		ROM = {
			country_event = DOD_romania.61
		}
	} {
		name = DOD_romania.60.b
		ai_chance = {
			factor = 90
			modifier = {
				is_in_faction = yes
				factor = 5
			} {
				factor = 5
				strength_ratio = {
					tag = ROM
					ratio = > 1.0
				}
			} {
				factor = 0.5
				GER = {
					has_country_flag = invited_to_split_yugo
				}
			} {
				factor = 0.5
				ITA = {
					has_country_flag = invited_to_split_yugo
				}
			}
		}
		ROM = {
			country_event = DOD_romania.62
		}
	}
}
### Entity: Technology
Component: engine_tech_4
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	research_cost = 1
	start_year = 1944
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = @1944
		}
	}
	on_research_complete = {
		custom_effect_tooltip = engine_tech_4_tt
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.5
			date = > 1945.1.1
		} {
			factor = 2
			date = > 1946.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Order of Battle
Component: 13. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 13. Landsturmregiment
	location = 6513
	division_template = Landsturmregiment
}
### Entity: Modifier Reference
Construct: building_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### building_level
* description: building level of a building with type, uses target as building type. example building_level@arms_factory
### Entity: Event
Component: wuw_HUN_news_events.1
Constructs: is_triggered_only
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.1
	title = wuw_HUN_news_events.1.t
	desc = wuw_HUN_news_events.1.d
	picture = GFX_news_event_HUN_gyor_program_announcement
	major = no
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.1.a
		trigger = {
			NOT = {
				TAG = HUN
			}
		}
	} {
		name = wuw_HUN_news_events.1.b
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Decision
Component: honpeace_decisions
Constructs: has_war
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
honpeace_decisions = {
	allowed = {
		original_tag = HON
	}
	visible = {
		has_war = yes
	}
}
### Entity: AI Strategy
Component: SPR_the_boys_help_SPR_win_civil_war
Constructs: has_government, has_civil_war, has_global_flag, has_dlc, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_SPR.txt

Code:
SPR_the_boys_help_SPR_win_civil_war = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	reversed = yes
	enable = {
		date = < 1939.1.1
		has_government = communism
		SPR = {
			has_civil_war = yes
		}
		NOT = {
			has_global_flag = scw_over
		} {
			has_dlc = La Resistance
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = communism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SOV
		value = 100
	} {
		type = support
		id = SOV
		value = 500
	} {
		type = support
		id = MEX
		value = 200
	} {
		type = send_volunteers_desire
		id = MEX
		value = -50
	} {
		type = support
		id = POL
		value = 300
	} {
		type = send_volunteers_desire
		id = POL
		value = -50
	}
}
### Entity: Scripted Effect
Component: PRU_nullify_navy
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_nullify_navy = {
	add_power_balance_value = {
		id = PRU_army_navy_bop
		value = 1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_gerdau
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_gerdau
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = BRA_R56_bndes
	}
	mutually_exclusive = {
		focus = BRA_R56_tenenge
	}
	relative_position_id = BRA_R56_bndes
	x = -1
	y = 1
	cost = 1
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_eficiencia_bndes
			add_idea = bra_eficiencia_gerdau_1
		}
	}
}
### Entity: Idea
Component: ARG_resource_extration_focus
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_resource_extration_focus = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_resource_extration_focus
	modifier = {
		local_resources_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: CZE_update_skoda_tier
Constructs: limit, add_ideas, remove_ideas, check_variable
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_update_skoda_tier = {
	hidden_effect = {
		remove_ideas = {
			CZE_skoda_no_focus_optimization_1_idea CZE_skoda_no_focus_optimization_2_idea CZE_skoda_no_focus_optimization_3_idea CZE_skoda_no_focus_optimization_4_idea CZE_skoda_no_focus_optimization_5_idea CZE_skoda_no_focus_optimization_6_idea CZE_skoda_no_focus_optimization_7_idea CZE_skoda_infantry_focus_optimization_1_idea CZE_skoda_infantry_focus_optimization_2_idea CZE_skoda_infantry_focus_optimization_3_idea CZE_skoda_infantry_focus_optimization_4_idea CZE_skoda_infantry_focus_optimization_5_idea CZE_skoda_infantry_focus_optimization_6_idea CZE_skoda_infantry_focus_optimization_7_idea CZE_skoda_tanks_focus_optimization_1_idea CZE_skoda_tanks_focus_optimization_2_idea CZE_skoda_tanks_focus_optimization_3_idea CZE_skoda_tanks_focus_optimization_4_idea CZE_skoda_tanks_focus_optimization_5_idea CZE_skoda_tanks_focus_optimization_6_idea CZE_skoda_tanks_focus_optimization_7_idea CZE_skoda_planes_focus_optimization_1_idea CZE_skoda_planes_focus_optimization_2_idea CZE_skoda_planes_focus_optimization_3_idea CZE_skoda_planes_focus_optimization_4_idea CZE_skoda_planes_focus_optimization_5_idea CZE_skoda_planes_focus_optimization_6_idea CZE_skoda_planes_focus_optimization_7_idea CZE_skoda_naval_focus_optimization_1_idea CZE_skoda_naval_focus_optimization_2_idea CZE_skoda_naval_focus_optimization_3_idea CZE_skoda_naval_focus_optimization_4_idea CZE_skoda_naval_focus_optimization_5_idea CZE_skoda_naval_focus_optimization_6_idea CZE_skoda_naval_focus_optimization_7_idea
		}
	}
	if = {
		limit = {
			check_variable = {
				skoda_focus_var = 0
			}
		}
		meta_effect = {
			text = {
				add_ideas = CZE_skoda_no_focus_optimization_[SKODA_OPT]_idea
			}
			SKODA_OPT = [?skoda_optimization_tier]
		}
	}
	else_if = {
		limit = {
			check_variable = {
				skoda_focus_var = 1
			}
		}
		meta_effect = {
			text = {
				add_ideas = CZE_skoda_infantry_focus_optimization_[SKODA_OPT]_idea
			}
			SKODA_OPT = [?skoda_optimization_tier]
		}
	} {
		limit = {
			check_variable = {
				skoda_focus_var = 2
			}
		}
		meta_effect = {
			text = {
				add_ideas = CZE_skoda_tanks_focus_optimization_[SKODA_OPT]_idea
			}
			SKODA_OPT = [?skoda_optimization_tier]
		}
	} {
		limit = {
			check_variable = {
				skoda_focus_var = 3
			}
		}
		meta_effect = {
			text = {
				add_ideas = CZE_skoda_planes_focus_optimization_[SKODA_OPT]_idea
	
# ... (truncated)
### Entity: Event
Component: CZE.305
Constructs: is_triggered_only, add_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.305
	title = CZE.305.t
	desc = CZE.305.d
	picture = GFX_CZKE_paul_thummel_report
	is_triggered_only = yes
	option = {
		name = CZE.305.a
		add_ideas = CZE_military_intelligence_service_idea
	}
}
### Entity: Joint Focus
Component: NORDIC_shared_intelligence
Constructs: prerequisite, limit, joint_focus, add_war_support, add_stability, completion_reward, add_political_power, has_dlc
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_shared_intelligence
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = NORDIC_political_cooperation
	}
	x = -1
	y = 1
	relative_position_id = NORDIC_political_cooperation
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_stability = 0.1
			add_war_support = 0.05
			add_political_power = 50
		}
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = yes
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_social_catholicism
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_social_catholicism
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = MEX_focus_catholic_politics
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_catholic_politics
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MEX_knights_of_columbus
			add_idea = MEX_social_catholicism
		}
	}
}
### Entity: Event
Component: wtt_china_shared.12
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_war_support, set_country_flag, set_nationality, save_global_event_target_as, has_character
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.12
	title = wtt_china_shared.12.t
	desc = wtt_china_shared.12.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.12.a
		ai_chance = {
			base = 30
		}
		set_country_flag = joseph_stilwell_sent_to_china
		USA_joseph_stilwell = {
			set_nationality = FROM
			save_global_event_target_as = CHI_USA_General
		}
		FROM = {
			country_event = {
				id = wtt_china_shared.13
				hours = 1
			}
		}
	} {
		name = wtt_china_shared.12.c
		trigger = {
			has_character = USA_douglas_macarthur
			OR = {
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
				PHI = {
					has_completed_focus = PHI_appoint_macarthur
				}
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				USA_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		set_country_flag = douglas_macarthur_sent_to_china
		USA_douglas_macarthur = {
			set_nationality = FROM
			save_global_event_target_as = CHI_USA_General
		}
		FROM = {
			country_event = {
				id = wtt_china_shared.13
				hours = 1
			}
		}
	} {
		name = wtt_china_shared.12.d
		trigger = {
			has_character = USA_dwight_d_eisenhower
			OR = {
				NOT = {
					has_dlc = No Compromise, No Surrender
				}
				PHI = {
					has_completed_focus = PHI_bring_in_eisenhower
				}
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				USA_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		set_country_flag = dwight_d_eisenhower_sent_to_china
		USA_dwight_d_eisenhower = {
			set_nationality = FROM
			save_global_event_target_as = CHI_USA_General
		}
		FROM = {
			country_event = {
				id = wtt_china_shared.13
				hours = 1
			}
		}
	} {
		name = wtt_china_shared.12.b
		ai_chance = {
			base = 10
			modifier = {
				USA_is_on_historical_plan_trigger = yes
				factor = 0
			}
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CHI_refused_support
		}
		add_war_support = -0.1
		FROM = {
			country_event = {
				id = wtt_china_shared.14
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_announce_colonial_claims
Constructs: prerequisite, limit, completion_reward, check_variable, add_threat, every_state, add_claim_by, create_wargoal
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_announce_colonial_claims
	icon = GFX_goal_generic_more_territorial_claims
	cost = 5
	x = 1
	y = 1
	relative_position_id = LUX_agressive_stance
	prerequisite = {
		focus = LUX_agressive_stance
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = LUX_oust_socialists_trigger_tt
			check_variable = {
				num_of_LSAP_ministers = 0
			} {
				num_of_KPL_ministers = 0
			}
		}
	}
	completion_reward = {
		add_threat = 2
		every_state = {
			limit = {
				OR = {
					state = 310 687 1081 308 1082 691 1003 1005 1004 498 1006 705 681 275 940 719 938 939 707 422 423 320 524 1098
				}
			}
			add_claim_by = ROOT
			owner = {
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
					}
				}
			}
		}
		if = {
			limit = {
				INS = {
					is_puppet_of = LUX
				}
			}
			every_state = {
				limit = {
					OR = {
						state = 333 1131 1014 916 336 915 1129 1130 951 960 914 721
					}
				}
				add_claim_by = INS
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_legacy_of_batlle
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_legacy_of_batlle
	available = {

	}
	icon = GFX_focus_URG_legacy_of_batle
	x = 2
	y = 1
	prerequisite = {
		focus = URG_colorado_victory
	}
	cost = 5
	relative_position_id = URG_colorado_victory
	mutually_exclusive = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_URG_legacy_of_batlle
	}
}
### Entity: Character
Component: GER_stinns_heir
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_stinns_heir = {
	sprite = 10
	random = no
	consumer_goods_expected_value = -0.05
	neutrality_drift = 0.03
	production_speed_industrial_complex_factor = 0.025
}
### Entity: Character
Component: BRA_authoritarian_populist
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_authoritarian_populist = {
	random = no
	political_power_factor = 0.1
	neutrality_drift = 0.01
	party_popularity_stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: WW_hungary.28
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.28
	title = WW_hungary.28.t
	desc = WW_hungary.28.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.28.a
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = FROM
			modifier = faction_traitor
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_war_for_the_oceans
Constructs: prerequisite, limit, completion_reward, add_to_variable, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_coastal
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_war_for_the_oceans
	icon = GFX_focus_PHI_war_for_the_oceans
	prerequisite = {
		focus = PHI_second_philippine_republic PHI_treaty_of_manila PHI_pan_pacific_trade_union_secretariat PHI_comitern PHI_reino_de_filipinas
	}
	relative_position_id = PHI_second_philippine_republic
	x = 4
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_island_nation_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_island_nation_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		} {
			PHI_island_nation_navy_max_range_factor = 0.15
			tooltip = navy_max_range_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_saint_gregory_protects_our_skies
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_saint_gregory_protects_our_skies
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = ARM_build_the_bek_line
	}
	relative_position_id = ARM_build_the_bek_line
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		controls_state = 230
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 0
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 0
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_CHI
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_CHI = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.05
		breakthrough_bonus_against = 0.05
	}
}
### Entity: Order of Battle
Component: 1ya BVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 1ya BVO Tankovaya Gruppa
	location = 11370
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_volunteers
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_volunteers
	icon = GFX_goal_communist_brigades
	prerequisite = {
		focus = BUL_rally_the_proletariat
	}
	relative_position_id = BUL_rally_the_proletariat
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = BUL_volunteers
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Effect Reference
Construct: scoped_sound_effect
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## scoped_sound_effect

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Plays sound effect only on in current scope's player
```