Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: baltic.3
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, is_major, is_in_faction_with, has_idea
Source: game
File: events/Baltic.txt

Code:
country_event = {
	id = baltic.3
	title = baltic.1.t
	desc = baltic.1.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = baltic.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				OR = {
					any_other_country = {
						is_major = yes
						is_in_faction_with = LIT
					}
					has_idea = anti_soviet_pact
					has_country_flag = baltic_entente_flag
					FROM = {
						surrender_progress = > 0.5
					}
				}
			} {
				factor = 0.5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = LIT
				}
			} {
				factor = 0
				is_guaranteed_by = GER
				GER = {
					OR = {
						has_completed_focus = GER_tributes_for_guarantees GER_safeguard_the_baltic GER_safeguard_the_baltic_ww
					}
				}
			} {
				factor = 0
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.10
			}
		}
		if = {
			limit = {
				has_country_flag = cave_to_enemy_pressure_flag
				NOT = {
					has_completed_focus = LIT_appease_nazis
				}
			}
			effect_tooltip = {
				FROM = {
					puppet = {
						target = ROOT
						end_civil_wars = no
						end_wars = no
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GAME_OVER_TT
		}
	} {
		name = baltic.1.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					is_historical_focus_on = no
					any_other_country = {
						is_major = yes
						is_in_faction_with = LIT
						NOT = {
							is_in_faction_with = FROM
						}
					}
				}
			} {
				add = 5
				is_historical_focus_on = no
				any_other_country = {
					is_major = yes
					has_guaranteed = LIT
				}
			}
		}
		FROM = {
			country_event = {
				days = 5
				id = soviet.11
			}
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = LIT
				}
			}
		}
	}
}
### Entity: Event
Component: election.8
Constructs: ai_chance, limit, has_government, has_war_with, has_country_flag, add_stability, add_opinion_modifier, has_dlc
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.8
	title = election.8.t
	desc = election.8.d
	picture = GFX_report_event_worker_protests
	mean_time_to_happen = {
		days = 730
	}
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			} {
				tag = GRE
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			}
		}
		DEN_aat = no
		NOR_aat = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		has_country_flag = coalition_with_communists
		any_other_country = {
			has_government = communism
			is_faction_leader = yes
		}
	}
	option = {
		name = election.8.a
		ai_chance = {
			base = 0
			modifier = {
				add = 2
				can_lose_democracy_support = yes
			} {
				add = 1
				can_lose_unity = no
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = communists_in_government
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	} {
		name = election.8.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				can_lose_unity = no
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
	}
}
### Entity: State History
Component: 228
Constructs: add_core_of
Source: game
File: history/states/228-Taganrog.txt

Code:
state = {
	id = 228
	name = STATE_228
	manpower = 2167411
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			9461 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV UKR
	}
	provinces = {
		523 547 570 6505 6519 9446 9461 9476 11487 11513
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_osterreichische_seebataillon
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_osterreichische_seebataillon
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = AUS_standardized_army_training
	} {
		focus = AUS_rebuild_the_armada
	}
	mutually_exclusive = {

	}
	x = 5
	y = 1
	relative_position_id = AUS_standardized_army_training
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AUS_osterreichische_seebataillon
			bonus = 0.5
			uses = 2
			category = marine_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = AUS_osterreichische_seebataillon
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = AUS_osterreichische_seebataillon
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = AUS_osterreichische_seebataillon
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_promote_moravec_writings
Constructs: prerequisite, completion_reward, add_daily_mastery, add_to_variable
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_promote_moravec_writings
	icon = GFX_focus_CZE_moravecs_bohemia
	prerequisite = {
		focus = CZE_elevate_the_vsv
	}
	x = 0
	y = 1
	relative_position_id = CZE_elevate_the_vsv
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt available_theorist
		add_daily_mastery = {
			amount = 0.1
			days = 180
			name = CZE_promote_moravec_writings
			track = operations
		}
		add_to_variable = {
			CZE_ceskoslovenska_armada_experience_gain_army_factor = 0.1
			tooltip = experience_gain_army_factor_tt
		}
		show_ideas_tooltip = CZE_emanuel_moravec
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Event
Component: DOD_yugoslavia.165
Constructs: is_triggered_only
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.165
	title = DOD_hungary.165.t
	desc = DOD_hungary.165.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = DOD_hungary.165.a
	}
}
### Entity: Character
Component: white_chaplain
Constructs: war_support_factor, white_chaplain
Source: game
File: common/country_leader/00_traits.txt

Code:
white_chaplain = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	army_morale_factor = 0.05
	army_core_defence_factor = 0.05
	drift_defence_factor = 0.1
}
### Entity: Joint Focus
Component: INSHOL_loyalty_to_crown
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_subject_of, is_in_array, add_compliance, add_autonomy_score
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_loyalty_to_crown
	icon = GFX_focus_generic_monarchy_2
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_prioritize_dutch_profits
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_prioritize_dutch_profits
	cost = 10
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			every_owned_state = {
				limit = {
					is_in_array = {
						array = INS.default_noncore_states
						value = THIS
					}
				}
				add_compliance = 10
			}
			add_autonomy_score = {
				value = -100
				localization = INSHOL_loyalty_to_crown
			}
			if = {
				limit = {
					HOL = {
						is_ai = yes
					}
				}
				custom_effect_tooltip = newline_tt INS_dutch_investment_rate_20
			}
			custom_effect_tooltip = newline_tt
			INS_andries_cornelis_dirk_de_graeff = {
				set_can_be_fired_in_advisor_role = {
					value = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			every_owned_state = {
				limit = {
					is_in_array = {
						array = INS.default_noncore_states
						value = THIS
					}
				}
				add_compliance = 10
			}
			add_autonomy_score = {
				value = -100
				localization = INSHOL_loyalty_to_crown
			}
			custom_effect_tooltip = newline_tt
			INS_andries_cornelis_dirk_de_graeff = {
				set_can_be_fired_in_advisor_role = {
					value = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: Unit Leader
Component: SIA_under_investigation
Source: game
File: common/unit_leader/SIA_traits.txt

Code:
SIA_under_investigation = {
	type = all
	trait_type = status_trait
	non_shared_modifier = {
		skill_bonus_factor = -0.33
		cannot_use_abilities = 1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_242nd_parachute_battalion
Constructs: prerequisite, limit, completion_reward, has_army_manpower, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_242nd_parachute_battalion
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = AFG_expand_military_airports
	}
	x = 0
	y = 2
	relative_position_id = AFG_expand_military_airports
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_civilian_factories = > 8
		has_army_manpower = {
			size = > 120000
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_form_parachute_battalions
			bonus = 3.0
			uses = 1
			category = para_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_schemes_of_a_ungentlemanly_nature
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_schemes_of_a_ungentlemanly_nature = {
	picture = RAJ_a_policy_of_silence
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_laws_cost_factor = -0.5
		mobilization_speed = 0.5
		army_intel_to_others = -100
		civilian_intel_to_others = -100
		airforce_intel_to_others = -100
		navy_intel_to_others = -100
	}
}
### Entity: Event
Component: men.18
Constructs: is_triggered_only, every_owned_state, limit, fire_only_once
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.18
	title = men.18.t
	desc = men.18.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = men.18.a
		effect_tooltip = {
			FROM = {
				every_owned_state = {
					limit = {
						OR = {
							state = 621 746
						}
					}
					transfer_state_to = MEN
				}
			}
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_artillery_bonus_1
Constructs: fire_only_once, has_project_flag, equipment_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_artillery_bonus_1 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_artillery_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_artillery_bonus
		iteration_output = {
			equipment_bonus = {
				artillery = {
					soft_attack = 0.02
				}
			}
			country_effects = {
				FROM = {
					set_project_flag = sp_land_generic_reward_artillery_bonus_flag
				}
			}
		}
	}
}
### Entity: Character
Component: IRE_Éamon_de_valera
Source: game
File: common/characters/IRE.txt

Code:
IRE_Éamon_de_valera = {
	name = Éamon de Valera
	portraits = {
		civilian = {
			large = GFX_portrait_Eamon_de_Valera
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Effect Reference
Construct: add_intel
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_intel

Set the values of a static intel pool against a specific country. E.g. `add_intel GER POL army=10`
### Entity: AI Strategy
Component: EAI_PROD_NAVY_BS_DD_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_BS_DD_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_BS_DD_navy_production_strategy
	}
	abort_when_not_enabled = yes
}
### Entity: Idea
Component: LUX_arbed
Constructs: research_bonus
Source: game
File: common/ideas/luxembourg.txt

Code:
LUX_arbed = {
	picture = generic_industrial_concern_2
	allowed = {
		original_tag = LUX
	}
	research_bonus = {
		industry = 0.05
	}
	modifier = {
		local_resources_factor = 0.15
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		industrial_steel_mills_trait
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ulaanbaatar_national_university
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, add_research_slot
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ulaanbaatar_national_university
	icon = GFX_focus_research
	x = 1
	y = 1
	relative_position_id = MON_reform_national_script
	cost = 10
	prerequisite = {
		focus = MON_solidify_language_institutes MON_reform_national_script
	}
	available = {
		has_idea = MON_population_learning_idea
		num_of_factories = > 20
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		remove_ideas = MON_population_learning_idea
		add_research_slot = 1
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_integrate_subjects_economies
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, has_autonomy_state, every_other_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_integrate_subjects_economies
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = GER_industrialize_volkskommissariats
	} {
		focus = GER_instill_german_discipline
	}
	x = 1
	y = 1
	relative_position_id = GER_industrialize_volkskommissariats
	cost = 10
	available = {
		is_subject = no
		num_subjects = > 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				any_country = {
					has_autonomy_state = autonomy_volkskommissariat
				}
			}
			every_other_country = {
				limit = {
					has_autonomy_state = autonomy_volkskommissariat
				}
				add_ideas = GER_volkskommissariat_economic_integration
			}
		}
		ELSE = {
			custom_effect_tooltip = GER_current_future_volkskommisariats_tt
			effect_tooltip = {
				add_ideas = GER_volkskommissariat_economic_integration
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP9
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP9 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^9 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP9
		value = 200
	}
}
### Entity: Idea
Component: HAW_awt
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = HAW
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: national_propagandist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
national_propagandist = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	fascism_drift = 0.05
}
### Entity: Game Rule
Component: quebec_colonization_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
quebec_colonization_status = {
	name = QUEBEC_COLONIZATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_COLONIZATION_DESC
	}
	option = {
		name = FREE_QUEBEC
		text = RULE_OPTION_QUEBEC
		desc = RULE_OPTION_QUEBEC_DESC
	}
}
### Entity: Idea
Component: KMT_military_planning_XSM
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_XSM = {
	picture = chi_wargaming_division
	cancel = {
		XSM = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = XSM
		attack_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_tank_purchase
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, armor_bonus, has_dlc
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_tank_purchase
	icon = GFX_focus_generic_tankette
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = AFG_study_the_blitzkrieg AFG_victory_through_firepower
	}
	relative_position_id = AFG_motorized_research
	mutually_exclusive = {
		focus = AFG_develop_the_tank_industry
	}
	completion_reward = {
		add_ideas = AFG_foreign_tank_designs
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = armor_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = r56_newline available_mio_tt r56_newline
			show_mio_tooltip = ITA_fiat_organization
			add_equipment_subsidy = {
				cic = 1200
				equipment_type = light_tank_chassis
				seller_trigger = r56_AFG_generic_purchase_subsidy
			}
		} {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
		else = {
			custom_effect_tooltip = r56_newline r56_newline
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 80
				producer = FRA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: ADU_ar
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_ar = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = ADU
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mexico.15
Constructs: ai_chance, has_completed_focus, fire_only_once, has_dlc, has_active_mission, has_idea, has_global_flag
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.15
	title = mexico.15.title
	desc = mexico.15.desc
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	trigger = {
		tag = MEX
		has_dlc = Man the Guns
	}
	mean_time_to_happen = {
		months = 6
	}
	option = {
		name = mexico.15.a
		MEX_increase_church_power = yes
		ai_chance = {
			factor = 90
			modifier = {
				factor = 0.1
				has_completed_focus = MEX_focus_state_education
			} {
				factor = 10
				has_active_mission = MEX_mission_second_cristiada
			} {
				factor = 10
				OR = {
					has_idea = MEX_church_power_2 MEX_church_power_1
				}
				NOT = {
					has_global_flag = flag_second_mexican_civil_war
				}
			}
		}
	} {
		name = mexico.15.b
		MEX_decrease_church_power = yes
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0.1
				has_completed_focus = MEX_focus_antidisestablishmentarianism
			} {
				factor = 10
				has_active_mission = MEX_mission_second_revolution
			} {
				factor = 10
				OR = {
					has_idea = MEX_church_power_4 MEX_church_power_5
				}
				NOT = {
					has_global_flag = flag_second_mexican_civil_war
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_council_for_scientific_and_industrial_research
Constructs: prerequisite, completion_reward, add_research_slot, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_council_for_scientific_and_industrial_research
	icon = GFX_focus_generic_education
	prerequisite = {
		focus = AST_industrial_expansion
	}
	relative_position_id = AST_industrial_expansion
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = AST_jack_piddington
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PAR_finance_graduate
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_finance_graduate = {
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PAR_finance_graduate
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		cost = 100
		available = {

		}
		traits = {
			finance_graduate
		}
	}
}
### Entity: Character
Component: POR_joao_de_azevedo_coutinho
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_joao_de_azevedo_coutinho = {
	advisor = {
		slot = political_advisor
		idea_token = POR_joao_de_azevedo_coutinho
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			OR = {
				has_completed_focus = POR_appease_monarchists POR_a_royal_wedding
			}
		}
		traits = {
			fortification_engineer
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_joao_de_azevedo_coutinho
	portraits = {
		army = {
			small = GFX_idea_POR_joao_de_azevedo_coutinho
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_increase_armament_production
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_increase_armament_production
	icon = GFX_focus_secret_rearmament
	x = 1
	y = 1
	relative_position_id = TRK_military_industries
	cost = 10
	prerequisite = {
		focus = TRK_military_industries
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = SOV_a_gun_in_every_hand_idea
	}
}