Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ACurrent.html

Doc:
Example

```
{{Current}}
```

Will display this:

|
Template:Current documents a current event. Information may change rapidly as the event progresses. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Current&oldid=643"
### Entity: National Focus
Tree: sov_focus
Component: SOV_commit_to_the_orthodox_church_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_commit_to_the_orthodox_church_old
	text = SOV_commit_to_the_orthodox_church
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = SOV_follow_corportism_old
	}
	x = 2
	y = 1
	relative_position_id = SOV_follow_corportism_old
	cost = 5
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_commit_to_the_orthodox_church
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_special_military_strategies
Constructs: has_completed_focus, has_war, limit, has_country_flag, set_country_flag, clear_temp_array, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_special_military_strategies = {
	EAI_MILITARY_barbarossa_SECTOR_update = yes
	EAI_MILITARY_pacific_war_COMBINED_update = yes
	EAI_MILITARY_north_africa_LIMITER = yes
	EAI_MILITARY_spanish_cw_LIMITER = yes
	EAI_MILITARY_china_war_LIMITER = yes
	EAI_MILITARY_barbarossa_LIMITER = yes
	EAI_MILITARY_INVASION_update = yes
	if = {
		limit = {
			tag = GER
			NOT = {
				has_completed_focus = GER_war_with_the_ussr
			} {
				SOV = {
					has_country_flag = EAI_SOV_eastern_garrison
				}
			}
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0.1
			}
		}
		SOV = {
			set_country_flag = {
				flag = EAI_SOV_eastern_garrison
				days = 300
				value = 1
			}
		}
	} {
		limit = {
			tag = JAP
			has_war = yes
		}
		clear_temp_array = _our_side_ _their_side_ _states_
		set_temp_variable = {
			_id = THIS.id
		}
		for_each_loop = {
			array = enemies
			add_to_temp_array = {
				_targets = v
			}
		} {
			array = our_side_
			add_to_temp_array = {
				_our_side_ = v
			}
		} {
			array = their_side_
			add_to_temp_array = {
				_their_side_ = v
			}
		} {
			array = global.EAI_MAP_japanese_homeland_theatre
			add_to_temp_array = {
				_states_ = v
			}
		}
		EAI_get_sides = yes
		EAI_MAP_get_province_control_pct = yes
		if = {
			limit = {
				check_variable = {
					our_control_pct_ = < 1.0
				}
			}
			set_country_flag = {
				flag = EAI_JAP_homeland_invaded
				value = 1
				days = 90
			}
		}
	} {
		limit = {
			tag = ENG
			has_war = yes
		}
		clear_temp_array = _our_side_ _their_side_ _states_
		set_temp_variable = {
			_id = THIS.id
		}
		for_each_loop = {
			array = enemies
			add_to_temp_array = {
				_targets = v
			}
		} {
			array = our_side_
			add_to_temp_array = {
				_our_side_ = v
			}
		} {
			array = their_side_
			add_to_temp_array = {
				_their_side_ = v
			}
		} {
			array = global.EAI_MAP_britain_theatre
			add_to_temp_array = {
				_states_ = v
			}
		}
		EAI_get_sides = yes
		EAI_MAP_get_province_control_pct = yes
		if = {
			limit = {
				check_variable = {
					our_control_pct_ = < 1.0
				}
			}
			set_country_flag = {
				flag = EAI_ENG_homeland_invaded
				value = 1
				days = 90
			}
		}
	}
}
### Entity: Music Config
Component: base_music/imperterrita
Constructs: has_completed_focus
Source: game
File: music/lar_songs.txt

Code:
music = {
	song = imperterrita
	chance = {
		factor = 1
		modifier = {
			factor = 2
			OR = {
				original_tag = SPA SPR
			}
		} {
			factor = 10
			OR = {
				original_tag = SPA SPR
			}
			NOT = {
				has_completed_focus = SPA_a_great_spain
			} {
				has_completed_focus = SPR_the_popular_front
			}
		}
	}
}
### Entity: Idea
Component: KMT_empowered_assembly
Constructs: stability_factor, removal_cost, has_country_leader, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_empowered_assembly = {
	removal_cost = -1
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.1
		stability_factor = -0.025
		drift_defence_factor = 0.1
		neutrality_drift = 0.01
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_regional_industrialization
Constructs: prerequisite, completion_reward, is_owned_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_regional_industrialization
	icon = GFX_focus_generic_modernize_industry
	relative_position_id = RUT_food_processing_plant
	x = 0
	y = 5
	prerequisite = {
		focus = RUT_build_industrial_area
	}
	available = {
		RUT = {
			controls_state = 73
		}
		73 = {
			is_owned_by = RUT
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		73 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: GRE_georgios_kosmas
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_georgios_kosmas = {
	name = GRE_georgios_kosmas
	portraits = {
		army = {
			small = GFX_idea_gre_giorgios_kosmas
		}
	}
	advisor = {
		slot = high_command
		idea_token = GRE_georgios_kosmas
		ledger = navy
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 465
Constructs: add_core_of
Source: game
File: history/states/465-New Brunswick.txt

Code:
state = {
	id = 465
	name = STATE_465
	manpower = 475020
	state_category = rural
	history = {
		owner = CAN
		add_core_of = CAN
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			4285 = {
				naval_base = 2
			}
		}
		victory_points = {
			1424 2
		} {
			4285 1
		}
	}
	provinces = {
		634 1424 4285 4342 4362 4432 7379 12289
	}
	local_supplies = 0.0
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.5
Constructs: has_completed_focus, has_government, has_country_flag, add_stability, fire_only_once, add_political_power, has_civil_war, is_subject
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.5
	title = SEA_japan_tokko_arrest_events.5.t
	desc = SEA_japan_tokko_arrest_events.5.desc
	picture = GFX_report_event_JAP_communists_arrested
	trigger = {
		original_tag = JAP
		date = > 1942.01.01 < 1945.01.01
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		}
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.5.a
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		} {
			ideology = communism
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_stability = 0.05
		add_political_power = -50
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_north_sea_supremacy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_north_sea_supremacy
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = SWE_decentralized_command_structure
	}
	relative_position_id = SWE_decentralized_command_structure
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = SWE_north_sea_protector
	}
}
### Entity: Scripted Trigger
Component: frloc_cosmtags_sg_masc_cons_au_02
Constructs: has_government, has_country_flag, is_subject, is_subject_of, has_autonomy_state, has_cosmetic_tag, has_global_flag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_sg_masc_cons_au_02 = {
	OR = {
		AND = {
			OR = {
				tag = COG
				original_tag = COG
			}
			is_subject = yes
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			}
			is_subject_of = ENG
			has_autonomy_state = autonomy_puppet
		} {
			OR = {
				tag = BOT
				original_tag = BOT
			}
			is_subject_of = ENG
			has_autonomy_state = autonomy_integrated_puppet
		} {
			OR = {
				tag = MAN
				original_tag = MAN
			} {
				has_autonomy_state = autonomy_puppet autonomy_reichsprotectorate autonomy_integrated_puppet autonomy_reichskommissariat autonomy_wtt_imperial_protectorate
			}
			is_subject_of = JAP
			has_government = fascism
		} {
			OR = {
				tag = HOL BEL LUX
				original_tag = HOL BEL LUX
			}
			has_cosmetic_tag = UNL_UNIFIED
			has_government = fascism
		} {
			OR = {
				tag = HOL BEL LUX
				original_tag = HOL BEL LUX
			}
			has_cosmetic_tag = UNL_UNIFIED
			has_government = democratic
		} {
			OR = {
				tag = SAF BOT ZIM MZB
				original_tag = SAF BOT ZIM MZB
			}
			has_cosmetic_tag = MUT_UNIFIED
			has_government = fascism
		} {
			OR = {
				tag = SAF BOT ZIM MZB
				original_tag = SAF BOT ZIM MZB
			}
			has_cosmetic_tag = MUT_UNIFIED
			has_government = democratic
		} {
			OR = {
				tag = JAP
				original_tag = JAP
			}
			has_cosmetic_tag = JAP_showa_restoration
			has_government = fascism
		} {
			OR = {
				tag = GER
				original_tag = GER
			}
			has_cosmetic_tag = GER_greater_german_reich
			has_global_flag = form_greater_german_reich_flag
			has_government = fascism
		} {
			OR = {
				tag = CAN
				original_tag = CAN
			} {
				has_government = fascism neutrality
			}
			has_cosmetic_tag = ENG_imperialist_canada
		} {
			OR = {
				tag = TUR
				original_tag = TUR
			}
			has_country_flag = TUR_trn_flag
			has_government = neutrality
		} {
			OR = {
				tag = DEN
				original_tag = DEN
			}
			is_subject = yes
		} {
			OR = {
				tag = POR
				original_tag = POR
			}
			is_subject = yes
		} {
			OR = {
				tag = BRA
				original_tag = BRA
			}
			is_subject = yes
		} {
			OR = {
				tag = JAP
				original_tag = JAP
			}
			is_subject = yes
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_naval_power_projection
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_naval_power_projection
	icon = GFX_goal_generic_build_navy
	x = 11
	y = 0
	relative_position_id = ITA_air_innovations_bba
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 0
							include_locked = yes
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Country History
Country: TTS
Component: TTS_characters
Constructs: recruit_character
Source: game
File: history/countries/TTS - The Two Sicilies.txt

Code:
# Leaders & Characters for TTS
recruit_character = TTS_ferdinand_pius
### Entity: Event
Component: hon.31
Constructs: is_triggered_only, add_core_of, create_wargoal, take_core_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.31
	title = hon.31.t
	desc = hon.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.31.a
		685 = {
			add_core_of = HON
		}
		create_wargoal = {
			type = take_core_state
			target = USA
		}
	}
}
### Entity: Character
Component: FRA_emile_laure
Constructs: has_country_flag
Source: game
File: common/characters/FRA.txt

Code:
FRA_emile_laure = {
	name = FRA_emile_laure
	portraits = {
		army = {
			small = GFX_Portrait_France_Generic_land_6_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FRA_emile_laure
		ledger = air
		allowed = {
			original_tag = FRA
		}
		visible = {
			has_country_flag = vichy_france
		}
		traits = {
			army_cavalry_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: r56_CHL_win_the_liberals
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_win_the_liberals = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		political_power_factor = 0.05
		mobilization_laws_cost_factor = -0.05
	}
	picture = generic_democratic_drift_bonus
}
### Entity: Idea
Component: TRI_mt
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = TRI
	}
	traits = {
		military_theorist
	}
}
### Entity: Name List
Component: RHD
Source: game
File: common/names/00_names.txt

Code:
RHD = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_leader_rank_2.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_leader_rank_2.png &#8206;(96 × 20 pixels, file size: 5 KB, MIME type: image/png)
### Entity: State History
Component: 109
Constructs: add_core_of
Source: game
File: history/states/109-Eastern Croatia.txt

Code:
state = {
	id = 109
	name = STATE_109
	manpower = 2224400
	resources = {
		coal = 1
	}
	state_category = large_town
	history = {
		owner = YUG
		buildings = {
			infrastructure = 3
			industrial_complex = 3
		}
		victory_points = {
			11581 3
		}
		add_core_of = YUG CRO
	}
	provinces = {
		624 3592 3596 3627 6647 9595 9611 11577 11580 11581 11594
	}
	local_supplies = 0.0
}
### Entity: Character
Component: paasikivi_doctrine
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
paasikivi_doctrine = {
	random = no
	war_support_factor = -0.05
	stability_factor = 0.05
	improve_relations_maintain_cost_factor = -0.1
	democratic_acceptance = 50
	communism_acceptance = 50
}
### Entity: Event
Component: wuw_GER_reichskommissariats.26
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, remove_country_leader_role, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.26
	title = wuw_GER_reichskommissariats.26.t
	desc = wuw_GER_reichskommissariats.26.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			GER = {
				set_nationality = {
					target_country = ROA
					character = GER_franz_ritter_von_epp
				}
			}
			IF = {
				limit = {
					CHI = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				CHI = {
					set_nationality = {
						target_country = ROA
						character = CHI_wang_jingwei
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.26.a
		ai_chance = {
			base = 50
		}
		ROA = {
			GER_franz_ritter_von_epp = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					CHI = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				ROA = {
					set_nationality = {
						target_country = CHI
						character = CHI_wang_jingwei
					}
				}
			}
		} {
			ROA = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.26.b
		trigger = {
			CHI = {
				NOT = {
					AND = {
						has_government = fascism
						exists = yes
					}
				}
			}
		}
		ai_chance = {
			base = 50
		}
		ROA = {
			CHI_wang_jingwei = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			ROA = {
				set_nationality = {
					target_country = GER
					character = GER_franz_ritter_von_epp
				}
			}
		} {
			ROA = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_cac_woomera
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_cac_woomera
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = AST_expand_the_raaf
	}
	relative_position_id = AST_expand_the_raaf
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = AST_cac_woomera
				bonus = 1.0
				uses = 3
				category = cat_strategic_bomber tactical_bomber naval_air
			} {
				name = AST_cac_woomera
				bonus = 1.0
				uses = 1
				category = cat_strategic_bomber
			}
		}
		else = {
			add_tech_bonus = {
				name = AST_cac_woomera
				bonus = 1
				uses = 3
				category = tactical_bomber naval_air
			}
			create_equipment_variant = {
				name = CAC Woomera
				type = medium_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
					fixed_auxiliary_weapon_slot_2 = torpedo_mounting
					fixed_auxiliary_weapon_slot_3 = bomb_locks
					engine_type_slot = engine_3_2x
					special_type_slot_1 = lmg_defense_turret_2x
				}
			}
		}
	}
}
### Entity: Idea
Component: SWE_industrial_reinvigoration
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_industrial_reinvigoration = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_dockyard_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_industrial_expansion_plan
Constructs: prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_industrial_expansion_plan
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = ISR_firearms_production
	} {
		focus = ISR_independent_steel_production
	}
	x = 0
	y = 1
	relative_position_id = ISR_firearms_production
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_tech = construction3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ISR
				infrastructure = < 5
			}
			prioritize = {
				1017
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_arm_the_people
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_arm_the_people
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_regional_defense_council_of_aragon
	}
	icon = GFX_goal_generic_military_sphere
	x = 1
	y = 1
	relative_position_id = SPR_regional_defense_council_of_aragon
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		swap_ideas = {
			remove_idea = SPR_disbanded_army_1
			add_idea = SPR_disbanded_army_2
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_has_restored_greater_bulgaria
Constructs: is_fully_controlled_by
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_has_restored_greater_bulgaria = {
	48 = {
		is_fully_controlled_by = ROOT
	}
	212 = {
		is_fully_controlled_by = ROOT
	}
	801 = {
		is_fully_controlled_by = ROOT
	}
	211 = {
		is_fully_controlled_by = ROOT
	}
	803 = {
		is_fully_controlled_by = ROOT
	}
	106 = {
		is_fully_controlled_by = ROOT
	}
	184 = {
		is_fully_controlled_by = ROOT
	}
	731 = {
		is_fully_controlled_by = ROOT
	}
	77 = {
		is_fully_controlled_by = ROOT
	}
	971 = {
		is_fully_controlled_by = ROOT
	}
}
### Entity: Scripted Effect
Component: EAI_DEBUG_milestones_log_end_too_late
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_milestones_log_end_too_late = {
	log = *ENDED TOO LATE*
}
### Entity: Idea
Component: COR_mt
Source: game
File: common/ideas/corsica.txt

Code:
COR_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = COR
	}
	traits = {
		military_theorist
	}
}