Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_south_americas_talks
Constructs: prerequisite, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_south_americas_talks
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = ARG_one_mind
	}
	x = 57
	y = 3
	cost = 7.2
	completion_reward = {
		custom_effect_tooltip = ARG_south_americas_talks_tt
		hidden_effect = {
			ARG = {
				add_opinion_modifier = {
					target = URG
					modifier = americas_talks
				} {
					target = PAR
					modifier = americas_talks
				} {
					target = BOL
					modifier = americas_talks
				} {
					target = CHL
					modifier = americas_talks
				} {
					target = BRA
					modifier = americas_talks
				} {
					target = PRU
					modifier = americas_talks
				} {
					target = ECU
					modifier = americas_talks
				} {
					target = COL
					modifier = americas_talks
				} {
					target = VEN
					modifier = americas_talks
				}
			}
			URG = {
				add_opinion_modifier = {
					target = ARG
					modifier = americas_talks
				} {
					target = PAR
					modifier = americas_talks
				} {
					target = BOL
					modifier = americas_talks
				} {
					target = CHL
					modifier = americas_talks
				} {
					target = BRA
					modifier = americas_talks
				} {
					target = PRU
					modifier = americas_talks
				} {
					target = ECU
					modifier = americas_talks
				} {
					target = COL
					modifier = americas_talks
				} {
					target = VEN
					modifier = americas_talks
				}
			}
			PAR = {
				add_opinion_modifier = {
					target = ARG
					modifier = americas_talks
				} {
					target = URG
					modifier = americas_talks
				} {
					target = BOL
					modifier = americas_talks
				} {
					target = BRA
					modifier = americas_talks
				} {
					target = CHL
					modifier = americas_talks
				} {
					target = PRU
					modifier = americas_talks
				} {
					target = ECU
					modifier = americas_talks
				} {
					target = COL
					modifier = americas_talks
				} {
					target = VEN
					modifier = americas_talks
				}
			}
			BOL = {
				add_opinion_modifier = {
					target = ARG
					modifier = americas_talks
				} {
					target = URG
					modifier = americas_talks
				} {
					target = PAR
					modifier = americas_talks
				} {
					target = CHL
					modifier = americas_talks
				} {
					target = BRA
					modifier = americas_talks
				} {
					target = PRU
					modifier = americas_talks
				} {
					target = ECU
					modifier = americas_talks
				} {
					target = COL
					modifier = americas_t
# ... (truncated)
### Entity: Modifier Reference
Construct: embargo_threshold_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## embargo_threshold_factor

* Number with 1 decimal places
* **Categories**: country, politics
### Entity: Game Data
Component: Soviet
Constructs: has_dlc
Source: game
File: common/units/names_divisions/FIN_names_divisions.txt

Code:
FIN_INF_04 = { 
	name = "Soviet Commando Groups" 

	for_countries = { FIN } 

	can_use = { has_dlc = "Arms Against Tyranny" } #MM: Broken. Can't lock it behind focus for now

	division_types = { "infantry" } 

	fallback_name = "%d. Neuvostoliiton Ryhmä"
}
### Entity: Event
Component: poland.53
Constructs: is_triggered_only, add_political_power, add_popularity
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.53
	title = poland.53.t
	desc = poland.53.d
	picture = GFX_report_event_polish_nationalists
	is_triggered_only = yes
	option = {
		name = poland.53.a
		add_political_power = -50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	} {
		name = poland.53.b
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_limited_power_loyal
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_limited_power_loyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_kemalist_army_officers_limited_power_loyal
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		max_planning = 0.1
		experience_gain_army_factor = -0.1
	}
}
### Entity: Character
Component: RAJ_mahatma_mohandas_gandhi
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_mahatma_mohandas_gandhi = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = RAJ_mahatma_mohandas_gandhi
		portraits = {
			army = {
				small = GFX_idea_RAJ_mahatma_mohandas_gandhi
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = RAJ_mahatma_mohandas_gandhi
			allowed = {
				original_tag = RAJ
			}
			traits = {
				independence_activist
			}
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = RAJ_mahatma_mohandas_gandhi
		portraits = {
			civilian = {
				small = GFX_portrait_RAJ_mohandas_gandi_small
				large = GFX_portrait_RAJ_mohandas_gandi
			}
		}
		country_leader = {
			ideology = liberalism
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = RAJ_mahatma_mohandas_gandhi
			allowed = {
				original_tag = RAJ
			}
			visible = {
				NOT = {
					has_completed_focus = RAJ_incorporation_of_the_east_india_company
				}
				has_completed_focus = RAJ_mahatma
			}
			available = {
				has_completed_focus = RAJ_mahatma
			}
			traits = {
				independence_activist
			}
		}
	}
}
### Entity: Shared Focus
Component: GUAY_enact_martial_law
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_enact_martial_law
	icon = GFX_focus_POL_riot_of_37
	x = 2
	y = 0
	relative_position_id = GUAY_place_opposition_leaders_in_house_arrest
	prerequisite = {
		focus = GUAY_form_ties_with_the_military
	}
	cost = 10
	ai_will_do = {
		factor = 150
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = PAR
				is_historical_focus_on = yes
				is_ai = yes
				has_completed_focus = GUAY_place_opposition_leaders_in_house_arrest
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
				last_election = 1936.01.01
				election_frequency = 36
			}
		} {
			limit = {
				has_idea_with_trait = fascist_demagogue
				NOT = {
					has_idea_with_trait = communist_revolutionary
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.12
			}
		}
		else_if = {
			limit = {
				is_historical_focus_on = no
				is_ai = yes
				has_completed_focus = GUAY_place_opposition_leaders_in_house_arrest
			}
			random_list = {
				seed = random
				50 = {
					set_politics = {
						ruling_party = communism
						elections_allowed = no
						last_election = 1936.01.01
						election_frequency = 36
					}
				} {
					set_politics = {
						ruling_party = fascism
						elections_allowed = no
						last_election = 1936.01.01
						election_frequency = 36
					}
				}
			}
		} {
			limit = {
				has_idea_with_trait = communist_revolutionary
				NOT = {
					has_idea_with_trait = fascist_demagogue
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.12
			}
		}
		add_political_power = 50
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.06
			} {
				ideology = communism
				popularity = 0.06
			}
		}
		add_stability = -0.06
	}
}
### Entity: Decision
Component: GER_influence_countries_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_influence_countries_cat = {
	icon = GFX_decision_category_generic_foreign_policy
	allowed = {
		original_tag = GER
	}
	priority = 7
	visible = {
		OR = {
			has_completed_focus = GER_influence_the_baltics GER_influence_the_benelux GER_influence_the_middle_east GER_german_hegemony_in_the_middle_east GER_sway_the_balkans
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Unite_the_Proletariat
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Unite_the_Proletariat
	icon = GFX_goal_workers_support
	cost = 5
	prerequisite = {
		focus = PAK_Communist_Revolution
	}
	bypass = {
		has_idea = r56i_laws_social_unity
	}
	x = 4
	y = 3
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 50
		show_ideas_tooltip = r56i_laws_social_unity
		hidden_effect = {
			add_ideas = r56i_laws_social_unity
		}
	}
}
### Entity: Unit Template
Component: ICE_MEC_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ICE_INF_01
	}
	fallback_name = %d. Mekaniserte Infanteridivisjon
	ordered = {
		1 = {
			%d. Mekaniserte Infanteridivisjon
		}
		2 = {
			%d. Mekaniserte Infanteridivisjon
		}
		3 = {
			%d. Mekaniserte Infanteridivisjon
		}
		4 = {
			%d. Mekaniserte Infanteridivisjon
		}
		5 = {
			%d. Mekaniserte Infanteridivisjon
		}
		6 = {
			%d. Mekaniserte Infanteridivisjon
		}
		7 = {
			%d. Mekaniserte Infanteridivisjon
		}
		8 = {
			%d. Mekaniserte Infanteridivisjon
		}
		9 = {
			%d. Mekaniserte Infanteridivisjon
		}
		10 = {
			%d. Mekaniserte Infanteridivisjon
		}
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.16
Constructs: is_triggered_only, ai_chance, limit, every_core_state, is_controlled_by, add_claim_by
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.16
	title = AAT_finland_diplomacy.16.t
	desc = AAT_finland_diplomacy.16.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.16.a
		ai_chance = {
			base = 1
		}
	} {
		name = AAT_finland_diplomacy.16.b
		ai_chance = {
			base = 0
		}
		FROM = {
			every_core_state = {
				limit = {
					is_controlled_by = FROM
				}
				add_claim_by = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: Democratic Defense Brigade I
Constructs: division_template
Source: game
File: history/units/SAF_D_civil_war.txt

Code:
division = {
	name = Democratic Defense Brigade I
	location = 12587
	division_template = Democratic Defense Brigade
}
### Entity: Character
Component: WUR_philipp_albrecht
Source: game
File: common/characters/WUR.txt

Code:
WUR_philipp_albrecht = {
	name = WUR_philipp_albrecht
	portraits = {
		civilian = {
			large = GFX_portrait_WUR_philipp_albrecht
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1975.1.1.1
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: JAP_hitachi_arms_department_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, set_country_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_hitachi_arms_department_organization = {
	include = generic_assault_guns_organization
	icon = GFX_idea_JAP_hitachi_arms
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	available = {

	}
	add_trait = {
		token = JAP_mio_trait_foreign_research_and_development_cooperation
		name = JAP_mio_trait_foreign_research_and_development_cooperation
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_heavy_assault_gun_improvements
		position = {
			x = 2
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_foreign_tank_modernization_cooperation
				NOT = {
					has_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
}
### Entity: Idea
Component: JAP_public_awareness_of_war_ns
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_public_awareness_of_war_ns = {
	allowed = {
		always = no
	}
	picture = FRA_scw_intervention_republicans_focus
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		war_support_factor = -0.05
		political_power_factor = -0.05
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_japanese_doctrines
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_japanese_doctrines
	icon = GFX_goal_CHI_support_pro_japanese_faction
	prerequisite = {
		focus = PHI_island_hopping_strategy
	}
	mutually_exclusive = {
		focus = PHI_american_doctrines PHI_study_european_tanks
	}
	relative_position_id = PHI_island_hopping_strategy
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {
		has_war_with = JAP USA GER
	}
	completion_reward = {
		add_ideas = PHI_japanese_advisors_idea
		add_doctrine_cost_reduction = {
			name = PHI_japanese_doctrines
			cost_reduction = 0.5
			uses = 2
			category = cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_PP_store_pp_prio
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_historical_focus_on, has_civil_war, has_available_idea_with_traits, has_idea_with_trait
Source: game
File: common/scripted_triggers/EAI_COUNTRY_pp_management_triggers.txt

Code:
EAI_PP_store_pp_prio = {
	OR = {
		AND = {
			EAI_PP_store_pp_strategies = yes
		} {
			NOT = {
				AND = {
					tag = SPR
					is_historical_focus_on = yes
					has_civil_war = no
					date = < 1937.1.1
				} {
					date = < 1938.1.1
					has_available_idea_with_traits = {
						idea = silent_workhorse
						limit = 1
					}
					NOT = {
						has_idea_with_trait = silent_workhorse
					}
				} {
					tag = JAP
					has_civil_war = no
					date = < 1939.1.1
				} {
					tag = BUL
					is_historical_focus_on = yes
					has_dlc = Battle for the Bosporus
					has_active_mission = BUL_ff_impending_coup_mission
					date = < 1942.12.12
				}
			}
			if = {
				limit = {
					has_focus_tree = soviet_focus
					has_completed_focus = SOV_the_centre
					has_country_flag = EAI_improved_worker_conditions_taken
				}
				OR = {
					has_completed_focus = SOV_secure_the_administration
					focus_progress = {
						focus = SOV_secure_the_administration
						progress = > 0
					}
				}
			} {
				limit = {
					has_focus_tree = soviet_focus
					has_completed_focus = SOV_claims_in_baltic
					is_historical_focus_on = yes
					is_subject = no
					date = > 1940.4.1 < 1941.1.1
					has_political_power = < 100
				}
				NOT = {
					any_country = {
						OR = {
							tag = EST LAT LIT
						}
						NOT = {
							has_war_with = ROOT
						} {
							has_war_with = ROOT
						} {
							is_in_faction_with = ROOT
						} {
							has_country_flag = SOV_ultimatum_sent_flag
						}
						country_exists = THIS
					}
				}
			}
			else = {
				always = yes
			}
		}
	}
}
### Entity: Idea
Component: CHI_collapsing_state
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_collapsing_state = {
	picture = chi_warlord_integration
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.5
		army_defence_factor = -0.5
		political_power_factor = -0.5
		army_org_factor = -0.5
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_hot_war_with_pakistan
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, is_core_of, add_core_of, create_wargoal
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_hot_war_with_pakistan
	icon = GFX_focus_AFG_eliminate_pakistan
	prerequisite = {
		focus = AFG_afghan_pakistan_cold_War
	}
	x = 0
	y = 1
	relative_position_id = AFG_afghan_pakistan_cold_War
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			AFG_is_on_historical_plan_trigger = yes
		}
	}
	available = {
		PAK = {
			exists = yes
			is_subject = no
		}
		threat = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = PAK
			}
			add_core_of = AFG
		}
		create_wargoal = {
			target = PAK
			type = annex_everything
		}
	}
}
### Entity: Decision
Component: nationalism_on_the_rise
Source: game
File: common/decisions/categories/POL_mod_decision_categories.txt

Code:
nationalism_on_the_rise = {
	icon = GFX_decision_poland_national_democracy
	priority = 85
	allowed = {
		always = yes
		original_tag = POL
	}
}
### Entity: Idea
Component: ITA_papal_support_agents
Constructs: has_completed_focus, stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_papal_support_agents = {
	name = ITA_papal_support
	picture = ITA_papal_state_ns
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_agents_of_the_church
	}
	modifier = {
		political_power_factor = 0.05
		neutrality_drift = 0.01
		stability_factor = 0.05
		operative_slot = 1
		intel_network_gain_factor = 0.1
	}
}
### Entity: Focus Titlebar Style
Component: SSB_AFG_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = SSB_AFG_focus_style
	unavailable = GFX_focus_unavailable_joint_AFG
	completed = GFX_focus_completed_joint_AFG
	available = GFX_focus_can_start_joint_AFG
	current = GFX_focus_current_joint_AFG
}
### Entity: Country History
Country: VOL
Component: VOL_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/VOL - Upper Volta.txt

Code:
# Misc for VOL
capital = 778
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_economic_protectionism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_economic_protectionism
	prerequisite = {
		focus = BUL_appoint_right_wing_ministers
	}
	icon = GFX_focus_generic_self_management
	relative_position_id = BUL_appoint_right_wing_ministers
	x = 1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_ideas = BUL_government_reforms_fascists_01
		BUL_zveno_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_two_nation_theory_dlc
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_idea, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_two_nation_theory_dlc
	icon = GFX_focus_RAJ_two_nation_theory
	prerequisite = {
		focus = RAJ_a_congress_resurgent
	}
	x = -6
	y = 0
	relative_position_id = RAJ_india_united
	mutually_exclusive = {
		focus = RAJ_india_united
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		compare_autonomy_state = > autonomy_colony
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = RAJ_marginalized_muslim_community_angry
			}
			swap_ideas = {
				add_idea = RAJ_marginalized_muslim_community_happy
				remove_idea = RAJ_marginalized_muslim_community_angry
			}
		}
		else = {
			swap_ideas = {
				add_idea = RAJ_marginalized_muslim_community_happy
				remove_idea = RAJ_marginalized_muslim_community
			}
		}
	}
}
### Entity: AI Strategy
Component: ROM_highway_to_the_danger_zone_79
Constructs: has_war, is_controlled_by, build_building
Source: game
File: common/ai_strategy/ROM.txt

Code:
ROM_highway_to_the_danger_zone_79 = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		has_war = no
		date = > 1938.1.1
		78 = {
			OR = {
				NOT = {
					is_controlled_by = ROM
				}
				infrastructure = > 3
			}
		}
		766 = {
			OR = {
				NOT = {
					is_controlled_by = ROM
				}
				infrastructure = > 3
			}
		}
		79 = {
			is_controlled_by = ROM
			infrastructure = < 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = infrastructure
		target = 79
		value = 1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_build_the_railroads
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_idea, random_owned_controlled_state
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_build_the_railroads
	icon = GFX_goal_generic_railroad
	x = -5
	y = 1
	cost = 6
	relative_position_id = MON_transfer_the_funds_of_mongolbank
	prerequisite = {
		focus = MON_transfer_the_funds_of_mongolbank
	}
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_completed_focus = MON_ensure_control_over_the_railways
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				1762 7717 12605 4801 7752 1787 12612 1796 12448 11752
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = yes
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 15
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}