Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: ENG_CAV_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Cavalry Division
	ordered = {
		18 = {
			%dth Hussars Division
		}
		1 = {
			%dst Cavalry Division
		}
		2 = {
			%dnd Cavalry Division
		}
		3 = {
			%drd Cavalry Division
		}
		4 = {
			%dth Cavalry Division
		}
		5 = {
			%dth Cavalry Division
		}
		6 = {
			%dth Cavalry Division
		}
		7 = {
			%dth Cavalry Division
		}
		8 = {
			%dth Cavalry Division
		}
		9 = {
			%dth Cavalry Division
		}
		10 = {
			%dth Cavalry Division
		}
		11 = {
			%dth Cavalry Division
		}
		12 = {
			%dth Cavalry Division
		}
		13 = {
			%dth Cavalry Division
		}
		14 = {
			%dth Cavalry Division
		}
		15 = {
			%dth Cavalry Division
		}
		16 = {
			%dth Cavalry Division
		}
		17 = {
			%dth Cavalry Division
		}
		19 = {
			%dth Cavalry Division
		}
		20 = {
			%dth Cavalry Division
		}
		21 = {
			%dst Cavalry Division
		}
		22 = {
			%dnd Cavalry Division
		}
		23 = {
			%drd Cavalry Division
		}
		24 = {
			%dth Cavalry Division
		}
		25 = {
			%dth Cavalry Division
		}
		26 = {
			%dth Cavalry Division
		}
		27 = {
			%dth Cavalry Division
		}
		28 = {
			%dth Cavalry Division
		}
		29 = {
			%dth Cavalry Division
		}
		30 = {
			%dth Cavalry Division
		}
	}
}
### Entity: Idea
Component: POL_CZE_Arms_Deal
Constructs: has_war_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_CZE_Arms_Deal = {
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = POL
		}
	}
	allowed_civil_war = {
		always = yes
	}
	picture = free_trade
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: SER_stc
Source: game
File: common/characters/SER.txt

Code:
SER_stc = {
	advisor = {
		slot = political_advisor
		idea_token = SER_stc
		allowed = {
			original_tag = SER
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Idea
Component: AZR_generic_infantry
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_infantry = {
	ledger = army
	picture = generic_air_south_america_1
	allowed = {
		original_tag = AZR
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: army_artillery_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_artillery_2 = {
	sprite = 16
	army_artillery_attack_factor = 0.15
	army_artillery_defence_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_workers_7
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_workers_7
	icon = GFX_goal_generic_defence
	ai_will_do = {
		factor = 2
	}
	x = 26
	y = 7
	mutually_exclusive = {
		focus = MAL_the_workers_6
	}
	prerequisite = {
		focus = MAL_the_workers_5
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_communist_malaysia_idea
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_infantry_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_infantry_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_infantry_focus_tt
		OR = {
			is_ai = yes
			has_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
		}
	}
}
### Entity: Character
Component: BEL_belgian_inquisitor
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_belgian_inquisitor = {
	sprite = 10
	random = no
	fascism_drift = 0.03
	war_support_factor = 0.05
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_autobahn_east
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_autobahn_east
	icon = GFX_focus_generic_improve_roads
	prerequisite = {
		focus = AUS_architechtual_advancements
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_architechtual_advancements
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		975 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				975 = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
			}
			975 = {
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					975 = {
						NOT = {
							free_building_slots = {
								building = infrastructure
								size = > 1
							}
						}
						free_building_slots = {
							building = infrastructure
							size = > 0
						}
					}
				}
				975 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				HUN = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			HUN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = wuw_connected_autobahn
				}
			}
		}
	}
}
### Entity: Idea
Component: BUL_petrol_ad_improved
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_petrol_ad_improved = {
	name = BUL_petrol_ad
	picture = bul_petrol_ad
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_invigorate_national_industry BUL_utmost_optimization
	}
	research_bonus = {
		synth_resources = 0.15
		industry = 0.05
	}
	traits = {
		refinery_concern
	}
	modifier = {
		fuel_gain_factor_from_states = 0.1
		production_oil_factor = 0.05
	}
}
### Entity: Event
Component: chile.43
Constructs: is_triggered_only, fire_only_once, set_party_name
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.43
	title = chile.43.t
	desc = chile.43.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = chile.43.a
		set_party_name = {
			ideology = fascism
			long_name = CHL_fascism_partyv2_long
			name = CHL_fascism_partyv2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_superior_war_machines
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, set_variable, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_superior_war_machines
	icon = GFX_SOV_superior_war_machines_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pc_of_mechanical_engineering
	}
	x = -1
	y = 1
	relative_position_id = SOV_pc_of_mechanical_engineering
	cost = 5
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = basic_medium_tank_chassis
		}
		else = {
			has_tech = basic_medium_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		set_variable = {
			SOV_defense_industry_tank_manufacturer_cost_factor = -0.25
		}
		custom_effect_tooltip = SOV_superior_war_machines_ns_tt
		add_tech_bonus = {
			name = SOV_superior_war_machines
			bonus = 0.5
			uses = 2
			category = armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					OR = {
						has_tech = artillery3 antitank3
					}
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon_2
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 7
					}
					icon = GFX_SOV_improved_medium_tank_medium
				}
			}
			else_if = {
				limit = {
					OR = {
						has_tech = artillery1 antitank1
					}
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 7
						tank_nsb_armor_upgrade = 5
					}
					icon = GFX_SOV_improved_medium_tank_medium
				}
			} {
				limit = {
					has_tech = interwar_artillery
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_small_cannon_2
						turret_type_slot = tank_medium_two_man_tank_turret
						sus
# ... (truncated)
### Entity: Unit Leader
Component: INS_loyalty_to_indonesia
Source: game
File: common/unit_leader/00_traits.txt

Code:
INS_loyalty_to_indonesia = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Idea
Component: CHL_depression3
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_depression3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.02
		industrial_capacity_factory = -0.01
		production_speed_buildings_factor = -0.01
	}
	picture = great_depression
}
### Entity: National Focus
Tree: pol_focus
Component: POL_coerce_czechoslovakia
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_coerce_czechoslovakia
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = POL_the_mediterranean
	}
	available = {
		is_faction_leader = yes
		CZE = {
			is_subject = no
			is_in_faction = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		CZE = {
			OR = {
				is_subject = yes
				exists = no
				is_in_faction = yes
				has_war_with = ROOT
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = POL_the_mediterranean
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CZE = {
			country_event = {
				id = poland.16
				days = 1
			}
		}
		unlock_decision_tooltip = POL_diplomatic_mission_to_AUS POL_diplomatic_mission_to_HUN
	}
}
### Entity: Character
Component: SPR_indalecio_prieto
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_indalecio_prieto = {
	name = SPR_indalecio_prieto
	portraits = {
		army = {
			small = GFX_idea_SPR_indalecio_prieto
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_indalecio_prieto
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_masters_of_our_own_fate SPR_communists_in_the_government
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			voice_of_restraint
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_regional_defense_council_of_aragon SPR_the_anti_fascist_workers_revolution
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_harsh_takeover
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harsh_takeover = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	modifier = {
		drift_defence_factor = -1.5
		foreign_subversive_activites = 0.5
		conscription_factor = -0.2
		army_morale_factor = -0.2
		training_time_factor = 0.25
	}
}
### Entity: Event
Component: naw_norway.62
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.62
	title = naw_norway.62.t
	desc = naw_norway.62.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = naw_norway.62.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Music Config
Component: base_music/maintheme
Source: game
File: music/_songs.txt

Code:
music = {
	song = maintheme
	chance = {
		modifier = {
			factor = 0.5
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.2
Constructs: ai_chance, has_completed_focus, has_war, remove_ideas, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.2
	title = SEA_japan_popup_events.2.t
	desc = SEA_japan_popup_events.2.desc
	picture = GFX_report_event_JAP_national_defense_brotherhood
	trigger = {
		original_tag = JAP
		has_completed_focus = JAP_national_defense_brotherhood
		has_idea = JAP_national_defense_brotherhood_idea
		has_country_flag = {
			flag = JAP_national_defense_brotherhood_started_flag
			days = > 100
		}
		has_civil_war = no
		is_subject = no
		has_war = yes
	}
	mean_time_to_happen = {
		days = 35
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.2.a
		ai_chance = {
			base = 50
		}
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = JAP_national_defense_brotherhood_idea
	} {
		name = SEA_japan_popup_events.2.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_stability = -0.05
		add_political_power = -50
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_new_research_complex
Constructs: shared_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_new_research_complex
	icon = GFX_focus_research2
	prerequisite = {
		focus = GEN_modern_electronic_devices
	}
	x = 0
	y = 1
	relative_position_id = GEN_modern_electronic_devices
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JAP_empress_nagako
Source: game
File: common/characters/JAP.txt

Code:
JAP_empress_nagako = {
	name = JAP_empress_nagako
	gender = female
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_empress_nagako
			small = GFX_portrait_JAP_empress_nagako_small
		}
	}
}
### Entity: Modifier Reference
Construct: underway_replenishment_convoy_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## underway_replenishment_convoy_cost

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: por_focus
Component: POR_develop_south_angola
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_develop_south_angola
	available = {
		540 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_develop_north_angola
	}
	icon = GFX_focus_generic_africa_production
	x = 0
	y = 1
	relative_position_id = POR_develop_north_angola
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		540 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 8248
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 8
			} {
				type = rubber
				amount = 4
			}
		}
	}
}
### Entity: Idea
Component: JAP_militarism_showa
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_militarism_showa = {
	name = JAP_militarism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_militarism_showa
	modifier = {
		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.15
		justify_war_goal_time = -0.1
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: AI Strategy
Component: ARG_does_the_SCW_fascism_no_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag, has_civil_war, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_ARG.txt

Code:
ARG_does_the_SCW_fascism_no_LAR = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		NOT = {
			has_dlc = La Resistance
		} {
			has_global_flag = scw_over
		}
		date = < 1939.1.1
		ARG = {
			has_completed_focus = ARG_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPR = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 125
	}
}
### Entity: Scripted Effect
Component: MON_soviet_medium_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_soviet_medium_influence_increase_effect = {
	custom_effect_tooltip = MON_sov_tt MON_medium_influence_increase_tt
	add_to_variable = {
		sov_influence_in_mon = MON_medium_influence_increase
	}
	clamp_variable = {
		var = sov_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: EAI_DD_1/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.01
			instant = yes
		}
	}
}
### Entity: Event
Component: mtg_netherlands.42
Constructs: is_triggered_only, add_doctrine_cost_reduction
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.42
	title = mtg_netherlands.42.t
	desc = mtg_netherlands.42.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.42.a
		effect_tooltip = {
			FROM = {
				army_experience = -5
			}
		}
		add_doctrine_cost_reduction = {
			name = HOL_secret_staff_talks
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_retreat_to_taiwan
Constructs: prerequisite, has_country_flag, completion_reward, allow_branch, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_retreat_to_taiwan
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = CHI_crush_the_communists
	}
	x = 0
	y = 2
	relative_position_id = CHI_crush_the_communists
	allow_branch = {
		has_country_flag = CHI_unlock_retreat_to_taiwan_focus
	}
	cost = 5
	available = {
		524 = {
			is_fully_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		524 = {
			add_extra_state_shared_building_slots = 5
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_neo_mestnichestvo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_neo_mestnichestvo
	icon = GFX_goal_SOV_autonomy_for_the_masses
	prerequisite = {
		focus = LIE_compromise_with_fascists LIE_continue_the_fight
	}
	relative_position_id = LIE_continue_the_fight
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SOV_honest_serfdom_idea
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_urban_projects_capital
Constructs: completion_reward, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_urban_projects_capital
	icon = GFX_goal_generic_construct_infrastructure
	x = 33
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		6 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 2
			uses = 2
			category = railway_construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_utilize_available_spaces
Constructs: prerequisite, limit, completion_reward, has_idea, every_state, is_controlled_by, is_subject_of, has_state_flag
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_utilize_available_spaces
	icon = GFX_goal_generic_light_industry
	x = -1
	y = 1
	cost = 10
	relative_position_id = MON_ordos_plateau_exploitation
	prerequisite = {
		focus = MON_southwest_resource_prospection_area MON_encourage_southern_agriculture MON_expand_chahars_processing_region MON_ordos_plateau_exploitation
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		custom_effect_tooltip = MON_invest_add_one_civ_factory_in_a_state_tt
		every_state = {
			limit = {
				OR = {
					is_controlled_by = ROOT
					controller = {
						is_subject_of = ROOT
					}
				}
				has_state_flag = MON_invested_into_state
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 988
Constructs: add_core_of
Source: game
File: history/states/988-Baluchistan.txt

Code:
state = {
	id = 988
	name = STATE_988
	provinces = {
		5075 5105 8013 8044
	}
	state_category = rural
	manpower = 512000
	history = {
		owner = RAJ
		add_core_of = RAJ PAK BLC
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			5105 3
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}