Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: JAP_alternate_plan_kodoha_tsr
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/JAP_alternate_strategy_plan.txt

Code:
JAP_alternate_plan_kodoha_tsr = {
	name = Neutrality Japan Plan
	desc = Japan pushes north
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_dlc = No Compromise, No Surrender
		OR = {
			has_country_flag = JAP_AI_RANDOM_NEUTRALITY
			has_game_rule = {
				rule = JAP_ai_behavior
				option = NEUTRALITY
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		JAP_authorize_aid_to_ethiopia JAP_fund_the_riken_institute JAP_the_persimmon_has_ripened JAP_sea_establish_the_northern_resource_area JAP_hakko_ichiu JAP_ministry_of_commerce_and_industry JAP_the_imperial_defense_plan JAP_establish_the_gunbatsu JAP_grand_army_purge JAP_remove_the_weeds_from_the_crop JAP_sea_the_showa_restoration JAP_indoctrination_in_the_military_academy JAP_subdue_the_kwantung_army JAP_ikki_kitas_state_socialist_ideals JAP_oppose_the_zaibatsus JAP_revisit_the_thirteen_demands JAP_establish_mongol_military_government JAP_embrace_kokutai JAP_ally_the_league_of_blood JAP_ministry_of_colonial_affairs JAP_increase_armament_spending JAP_approach_mitsubishi JAP_empower_the_emperor JAP_a_worthy_succssor_of_meiji JAP_the_imperial_colors JAP_hokushin_ron JAP_utilize_ainu_expertise JAP_kantokuen JAP_expand_kawagoe_army_arsenal JAP_rely_on_supremacy_of_the_will JAP_prepare_the_northern_front JAP_enact_the_national_conscription_law JAP_instill_the_spirit_of_bushido JAP_give_it_your_all_for_the_emperor JAP_sea_supremacy_of_will JAP_a_truly_righteous_army JAP_return_to_sakoku_ron JAP_societal_bushido JAP_politicize_the_education_system JAP_the_spirit_of_the_imperial_nation JAP_hasten_the_integration_of_taiwan JAP_integrate_the_government_general JAP_strenghten_manchukuo_imperial_army JAP_strenghten_manchukuo_imperial_airforce JAP_ensure_temporary_peace_with_china JAP_a_mongol_volunteer_army JAP_invest_in_senbu JAP_a_green_persimmon JAP_tennoheika_banzai JAP_propagandize_the_nihon_shoki JAP_the_yamato_spirit JAP_children_of_the_sun JAP_the_footsteps_of_jimmu JAP_contact_former_sakurakai_members JAP_integrate_the_kenkokutai JAP_nationalize_western_corporations JAP_revitalize_rural_areas JAP_the_jeweled_spear_has_struck JAP_sonnou_joui JAP_supremacy_of_the_kempeitai JAP_nanshin_ron
	}
	ideas = {
		bold_attack_spirit = 5
		tenacious_defense_spirit = 0
		meticulous_preparation_spirit = 0
		best_of_the_best_spirit = 0
		academy_scholarships_spirit = 0
		political_loyalty_spirit = 0.1
		inventive_leadership
# ... (truncated)
### Entity: Order of Battle
Component: Sapporo Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Sapporo Kakumei Ha
	location = 10444
	division_template = Kakumei-Gun
	start_experience_factor = 0.1
}
### Entity: National Focus
Tree: per_focus
Component: PER_modernize_iran_economy
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_modernize_iran_economy
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = PER_embrace_industrial_powers
	}
	x = 0
	y = 1
	relative_position_id = PER_embrace_industrial_powers
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt
		add_to_variable = {
			PER_legacy_civ = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			PER_legacy_factory_efficiency = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		}
	}
}
### Entity: Country History
Country: MAN
Component: MAN_technology
Constructs: set_technology
Source: game
File: history/countries/MAN - Manchukou.txt

Code:
# Starting Technologies for MAN
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	tech_trucks = 1
	bicycle_infantry = 1
}
### Entity: Order of Battle
Component: 3. Dragonregiment
Constructs: division_template
Source: game
File: history/units/NOR_1936.txt

Code:
division = {
	name = 3. Dragonregiment
	location = 3022
	division_template = Dragonregiment
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: AI Strategy
Component: ENG_naval_invasion_support
Source: game
File: common/ai_navy/goals/goals_ENG.txt

Code:
ENG_naval_invasion_support = {
	objective_type = naval_invasion_support
	available_for = {
		ENG
	}
	min_priority = 4
	max_priority = 14
}
### Entity: Event
Component: new_ger.114
Constructs: is_triggered_only, add_war_support, add_political_power, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.114
	title = new_ger.114.t
	desc = new_ger.114.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.114.a
		effect_tooltip = {
			39 = {
				transfer_state_to = ROOT
			}
		}
		add_war_support = 0.01
		add_political_power = 15
		clr_country_flag = GER_south_tyrol_active
	}
}
### Entity: Event
Component: AUS_political_events.12
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.12
	title = AUS_political_events.12.t
	desc = AUS_political_events.12.desc
	picture = GFX_report_event_generic_rifles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.12.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = FROM
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
	}
}
### Entity: Character
Component: BAN_ar
Source: game
File: common/characters/BAN.txt

Code:
BAN_ar = {
	advisor = {
		slot = high_command
		idea_token = BAN_ar
		ledger = army
		allowed = {
			original_tag = BAN
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: AI Strategy
Component: TUR_avoid_wars_with_SOV_on_historical
Constructs: has_government, is_historical_focus_on, declare_war
Source: game
File: common/ai_strategy/TUR.txt

Code:
TUR_avoid_wars_with_SOV_on_historical = {
	allowed = {
		original_tag = TUR
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		NOT = {
			has_government = neutrality
		}
	}
	ai_strategy = {
		type = antagonize
		id = SOV
		value = -100
	} {
		type = declare_war
		id = SOV
		value = -200
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_fate_of_greece
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, has_wargoal_against
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fate_of_greece
	icon = GFX_focus_GER_fate_of_greece
	prerequisite = {
		focus = GER_second_ljubljana_award
	}
	x = 0
	y = 1
	relative_position_id = GER_second_ljubljana_award
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_wargoal_against = GRE
		}
		GRE = {
			exists = yes
			is_subject = no
			has_war = no
		}
	}
	will_lead_to_war_with = GRE
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		GRE = {
			country_event = {
				id = greece.3
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: news.628
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.628
	title = news.628.t
	desc = news.628.desc
	picture = GFX_news_event_chinese_soldiers_mountain
	major = yes
	is_triggered_only = yes
	option = {
		name = news.628.a
	}
}
### Entity: Event
Component: usa.9
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, has_war, limit, remove_ideas, add_political_power
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.9
	title = usa.9.t
	desc = usa.9.d
	picture = GFX_report_event_usa_election_roosevelt_dewey
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1944.1.1 < 1945.1.1
		has_idea = new_deal
		has_war = no
	}
	option = {
		name = usa.9.a
		ai_chance = {
			factor = 75
		}
		add_political_power = 10
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = usa.9.b
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		remove_ideas = new_deal
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		add_political_power = 120
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Thomas E. Dewey
			desc = POLITICS_THOMAS_DEWEY_DESC
			picture = GFX_portrait_Thomas_E_Dewey
			expire = 1965.1.1
			ideology = conservatism
			traits = {

			}
		}
		country_event = usa.31
	}
}
### Entity: Unit Template
Component: MEX_DD_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARM 
	fallback_name = Destructor No.%d
	unique = {
		Cuauhtémoc Cuitláhuac Quetzalcóatl Netzahualcóyotl Ilhuicamina Usumacinta Tehuantepec California Papaloapan Coahuila Chihuahua Durango Zacatacas Guanajuato Querétaro Potosi Pedro Sainz de Baranda David Porter Virgilio Uribe Blas Godínez Tomás Marín Ponciano Arriaga Mariano Matamoros Felipe Xicotencatl Ignacio Altamirano Ignacio de la Llave Juan Aldama Leandro Valle Sebastián Lerdo de Tejada Juárez Netzahualcóyotl Manuel Azueta Nicolás Bravo Hermenegildo Galeana Ignacio Allende Mariano Abasolo Guadalupe Victoria Francisco Javier Mina Huracán Tormenta
	}
}
### Entity: Misc Config
Component: china_potential_core_mainland_states
Constructs: limit, is_one_state_island
Source: game
File: common/collections/collections.txt

Code:
china_potential_core_mainland_states = {
	input = collection:china_potential_core_states
	operators = {
		limit = {
			NOT = {
				state = 524
			}
			is_one_state_island = no
		}
	}
}
### Entity: Character
Component: PRU_luis_ramirez_ortiz
Source: game
File: common/characters/PRU.txt

Code:
PRU_luis_ramirez_ortiz = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PRU_luis_ramirez_ortiz
		ledger = army
		allowed = {
			original_tag = PRU
		}
		traits = {
			military_theorist
		}
	}
	name = Luis Ramírez Ortiz
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Scripted Effect
Component: GER_set_seats
Constructs: has_completed_focus, limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_set_seats = {
	IF = {
		limit = {
			NOT = {
				has_completed_focus = GER_demokratieschutzgesetz
			} {
				has_completed_focus = GER_ban_the_reactionaries
			} {
				has_completed_focus = GER_declare_the_presidential_republic
			}
		}
		set_variable = {
			NRAF_seats_f = NRAF_seats
		}
	} {
		limit = {
			NOT = {
				has_country_flag = GER_dvu_formed
			} {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		set_variable = {
			DNVP_seats_f = DNVP_seats
		}
	} {
		limit = {
			has_country_flag = GER_dvu_formed
			NOT = {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		set_variable = {
			DVU_seats_f = DVU_seats
		}
	} {
		limit = {
			NOT = {
				has_country_flag = GER_dvu_formed
			} {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		set_variable = {
			Zentrum_seats_f = Zentrum_seats
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_ban_the_reactionaries
			}
		}
		set_variable = {
			DSTP_seats_f = DSTP_seats
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_form_the_sed
			} {
				has_country_flag = GER_spd_banned
			}
		}
		set_variable = {
			SPD_seats_f = SPD_seats
		}
	} {
		limit = {
			NOT = {
				has_completed_focus = GER_demokratieschutzgesetz
			} {
				has_country_flag = GER_kpd_banned
			} {
				has_completed_focus = GER_declare_the_presidential_republic
			}
			OR = {
				has_completed_focus = GER_legalize_the_remaining_communist_parties
				has_country_flag = GER_comintern_kpd_funding_flag
			}
		}
		set_variable = {
			KPD_seats_f = KPD_seats
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_jungle_warfare_training
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, is_owned_and_controlled_by, random_army_leader, has_trait
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_jungle_warfare_training
	icon = GFX_focus_ETH_peacekeeping_forces
	relative_position_id = SMB_regular_infantry
	prerequisite = {
		focus = SMB_regular_infantry
	}
	x = 2
	y = 2
	cost = 10
	allow_branch = {
		original_tag = BRA
	}
	available = {
		495 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = jungle_rat
				}
			}
			add_trait = {
				trait = jungle_rat
			}
		} {
			limit = {
				NOT = {
					has_trait = jungle_rat
				}
			}
			add_trait = {
				trait = jungle_rat
			}
		} {
			limit = {
				NOT = {
					has_trait = jungle_rat
				}
			}
			add_trait = {
				trait = jungle_rat
			}
		}
		custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
		add_to_variable = {
			JUNO_army_modifier_experience_gain_army_factor = 0.02
			tooltip = experience_gain_army_factor_tt
		} {
			JUNO_army_modifier_army_org_factor = 0.03
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: Event
Component: mtg_netherlands.65
Constructs: ai_chance, has_completed_focus, fire_only_once, add_political_power, add_timed_idea
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.65
	title = mtg_netherlands.65.t
	desc = mtg_netherlands.65.d
	picture = GFX_report_event_hol_polderen
	fire_only_once = yes
	trigger = {
		original_tag = HOL
		NOT = {
			has_completed_focus = HOL_the_zuiderzee_works
		}
		focus_progress = {
			focus = HOL_the_zuiderzee_works
			progress = > 0.67
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = mtg_netherlands.64.a
		add_political_power = -50
		add_timed_idea = {
			idea = HOL_zuiderzee_industrial_advancements
			days = 365
		}
	} {
		name = mtg_netherlands.64.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_skirpas_coup
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, add_country_leader_role, set_party_name, set_autonomy
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_skirpas_coup
	icon = GFX_goal_military_government
	relative_position_id = LIT_germanlithuanian_mutual_assistance_treaty
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_germanlithuanian_mutual_assistance_treaty
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = LIT_kazys_skirpa
	}
	completion_reward = {
		add_country_leader_role = {
			character = LIT_kazys_skirpa
			promote_leader = yes
			country_leader = {
				ideology = military_junta
				expire = 1965.1.1.1
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = LIT_LAF_party_long
			name = LIT_LAF_party
		}
		if = {
			limit = {
				has_idea = LIT_german_lithuanian_mutual_assistance_treaty
			}
			remove_ideas = {
				LIT_german_lithuanian_mutual_assistance_treaty
			}
		}
		GER = {
			set_autonomy = {
				target = LIT
				autonomous_state = autonomy_satellite
				freedom_level = 0.55
			}
		}
		hidden_effect = {
			set_politics = {
				ruling_party = neutrality
			}
			set_popularities = {
				democratic = 7
				neutrality = 64
				fascism = 29
				communism = 0
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_improve_officer_training_formation
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_improve_officer_training_formation
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = TAN_signal_companies
	}
	x = -1
	y = 1
	relative_position_id = TAN_signal_companies
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_ideas = ABC_establish_a_military_academy_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		every_army_leader = {
			add_planning = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: efficient_communications_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
efficient_communications_spirit = {
	ledger = navy
	available = {
		OR = {
			has_doctrine = new_fleet_in_being line_of_battle
		}
	}
	modifier = {
		positioning = 0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = line_of_battle carrier_battlegroups submarine_fleet_operations
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3ACategory.html

Doc:
Example

```
{{Category}}
```

Will display this:

|
It is suggested that this page does not belong in some of its categories. You can help. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Category&oldid=641"
### Entity: Idea
Component: CZE_national_bank_of_czechoslovakia_improved
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_national_bank_of_czechoslovakia_improved = {
	name = CZE_national_bank_of_czechoslovakia
	picture = CZE_national_bank_of_czechoslovakia
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	available = {
		has_completed_focus = CZE_redirect_the_fortification_councils_funds
	}
	visible = {
		has_completed_focus = CZE_redirect_the_fortification_councils_funds
	}
	traits = {
		industrial_focused_central_bank
	}
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		line_change_production_efficiency_factor = 0.1
		energy_gain_factor = 0.1
	}
	research_bonus = {
		industry = 0.1
	}
}
### Entity: Scripted Effect
Component: DEN_get_converted_air_carriers
Constructs: limit, set_technology, has_dlc, has_tech, create_equipment_variant, allow_without_tech, add_equipment_production, add_tech_bonus
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_get_converted_air_carriers = {
	if = {
		limit = {
			has_dlc = Man the Guns
		}
		if = {
			limit = {
				NOT = {
					has_tech = early_ship_hull_carrier
				}
			}
			set_technology = {
				early_ship_hull_carrier = 1
			}
		}
		create_equipment_variant = {
			name = Prinsen Class - Converted Liner
			type = ship_hull_carrier_conversion_ca
			name_group = DEN_CV_HISTORICAL
			parent_version = 0
			allow_without_tech = yes
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_carrier_conversion_ca
				creator = DEN
				version_name = Prinsen Class - Converted Liner
			}
			name = Prinsen
			requested_factories = 1
			progress = 0.65
			amount = 1
		} {
			equipment = {
				type = ship_hull_carrier_conversion_ca
				creator = DEN
				version_name = Prinsen Class - Converted Liner
			}
			name = Herren
			requested_factories = 1
			progress = 0.4
			amount = 1
		}
	}
	else = {
		if = {
			limit = {
				NOT = {
					has_tech = early_carrier
				}
			}
			set_technology = {
				early_carrier = 1
			}
		}
		create_equipment_variant = {
			name = Prinsen Class - Converted Liner
			type = carrier_1
			allow_without_tech = yes
			upgrades = {
				ship_deckspace_upgrade = 2
				carrier_armor_upgrade = 1
				ship_engine_upgrade = 1
				ship_reliability_upgrade = 1
			}
		}
		add_equipment_production = {
			equipment = {
				type = carrier_1
				creator = DEN
				version_name = Prinsen Class - Converted Liner
			}
			name = Prinsen
			requested_factories = 1
			progress = 0.65
			amount = 1
		} {
			equipment = {
				type = carrier_1
				creator = DEN
				version_name = Prinsen Class - Converted Liner
			}
			name = Herren
			requested_factories = 1
			progress = 0.4
			amount = 1
		}
	}
	add_tech_bonus = {
		name = DEN_north_sea_ambitions
		bonus = 0.5
		uses = 3
		category = ca_tech bb_tech cv_tech
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_revive_the_republican_navy
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_revive_the_republican_navy
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_strengthen_the_anti_fascist_coalition
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 5
	y = 1
	relative_position_id = SPR_strengthen_the_anti_fascist_coalition
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_revive_the_republican_navy_1DY
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = SPR_revive_the_republican_navy_1DY
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_revive_the_republican_navy_1DY
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = SPR_revive_the_republican_navy_1DY
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_revive_the_republican_navy_1DY
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
			set_state_flag = SPR_revive_the_republican_navy_1DY
		}
	}
}