Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_amend_the_secular_policies
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_amend_the_secular_policies
	icon = GFX_goal_generic_caliph
	prerequisite = {
		focus = TUR_demand_free_elections
	}
	x = 1
	y = 1
	relative_position_id = TUR_demand_free_elections
	cost = 5
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_sectarianism
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism
				add_idea = TUR_sectarianism1
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_sectarianism1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism1
				add_idea = TUR_sectarianism2
			}
		} {
			limit = {
				has_idea = TUR_sectarianism2
			}
			remove_ideas = TUR_sectarianism2
		} {
			limit = {
				has_idea = TUR_sectarianism_1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_1
				add_idea = TUR_sectarianism
			}
		} {
			limit = {
				has_idea = TUR_sectarianism_2
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_2
				add_idea = TUR_sectarianism_1
			}
		}
		else = {
			add_stability = 0.075
		}
		unlock_decision_tooltip = r56_TUR_end_inonus_cult_of_personality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Order of Battle
Component: air_wing_4
Source: game
File: history/units/AUS_1936_air_legacy.txt

Code:
air_wings = {
	4 = {
		fighter_equipment_0 = {
			owner = AUS
			creator = ITA
			amount = 42
		}
		tac_bomber_equipment_0 = {
			owner = AUS
			creator = ITA
			amount = 15
		}
	}
}
### Entity: Military Industrial Organization
Component: ETH_generic_tank_plant_organization
Constructs: has_completed_focus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_ETH_organization.txt

Code:
ETH_generic_tank_plant_organization = {
	name = ETH_generic_tank_plant
	include = generic_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_2
	allowed = {
		original_TAG = ETH
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = ETH_tank_refurbishment_plant ETH_new_weapons_and_tactics
			}
		}
	}
	initial_trait = {
		token = generic_mio_initial_trait_tank_refurbishment_plant
		name = generic_mio_initial_trait_tank_refurbishment_plant
		limit_to_equipment_type = {
			armor
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_conversion_speed_factor = 0.15
			production_cost_factor = -0.05
		}
	}
}
### Entity: Idea
Component: fin_vlt
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_vlt = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Component: bra_african_initiative
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_african_initiative
	icon = GFX_focus_generic_africa_naval
	prerequisite = {
		focus = bra_transatlantico
	}
	relative_position_id = bra_transatlantico
	mutually_exclusive = {
		focus = bra_invite_south_africa
	}
	x = 1
	y = 2
	cost = 10
	available = {
		is_faction_leader = yes
		is_subject = no
		any_other_country = {
			OR = {
				tag = ANG COG GAB GHA GNA GNB LIB NMB NGA SEN SIE
			}
			exists = yes
			is_in_faction = no no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -15
			}
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					tag = ANG COG GAB GHA GNA GNB LIB NMB NGA SEN SIE
				}
				is_in_faction = no no
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > -15
				}
			}
			country_event = {
				days = 1
				id = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: ARG_Tandanor
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_Tandanor = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_Tandanor
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_restore_al_andalus
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, every_state, is_core_of
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_restore_al_andalus
	icon = GFX_focus_generic_attack_nationalist_spain_focus
	prerequisite = {
		focus = IRQ_unite_maghreb
	}
	x = 0
	y = 1
	relative_position_id = IRQ_unite_maghreb
	will_lead_to_war_with = RIF MOR SPR POR
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		any_other_country = {
			original_tag = SPR
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	} {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					region = 210 41 209
				}
			}
			add_core_of = ROOT
			hidden_effect = {
				OWNER = {
					ROOT = {
						create_wargoal = {
							target = PREV
							type = take_core_state
						}
					}
				}
			}
			ROOT = {
				custom_effect_tooltip = IRQ_unite_maghreb_tt
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_AUS
Source: game
File: common/ai_focuses/AUS.txt

Code:
ai_focus_naval_air_AUS = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.4
Constructs: is_triggered_only, add_stability, add_popularity
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.4
	title = bftb_bulgaria_balkan_federation.4.t
	desc = bftb_bulgaria_balkan_federation.4.desc
	picture = GFX_report_event_bul_troops_partisans_boat
	is_triggered_only = yes
	option = {
		name = worrying
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: INS_revolution_events.4
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.4
	title = INS_revolution_events.4.t
	desc = INS_revolution_events.4.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.4.a
	}
}
### Entity: Doctrine
Component: air_subdoctrine_tactical_flexibility
Constructs: is_major, xp_cost, maximum_speed
Source: game
File: common/doctrines/subdoctrines/air/air_fighter_aircraft_subdoctrines.txt

Code:
air_subdoctrine_tactical_flexibility = {
	track = fighter_aircraft
	name = SUBDOCTRINE_TACTICAL_FLEXIBILITY
	description = SUBDOCTRINE_TACTICAL_FLEXIBILITY_DESC
	icon = GFX_doctrine_formation_flying_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = GER
		} {
			factor = 0.5
			is_major = no
		}
	}
	air_superiority_efficiency = 0.1
	rewards = {
		loose_formation = {
			category_fighter = {
				air_agility = 0.05
				air_attack = 0.05
			}
		}
		high_altitude_approach = {
			air_superiority_detect_factor = 0.15
		}
		combat_discipline = {
			air_wing_xp_loss_when_killed_factor = -0.1
		}
		high_speed_dive = {
			category_fighter = {
				maximum_speed = 0.05
			}
		}
		aces_of_the_sky = {
			ace_effectiveness_factor = 0.15
		}
	}
}
### Entity: Character
Component: JUNO_militant_communist
Constructs: stability_factor, war_support_factor, communism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_militant_communist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	stability_factor = -0.05
	war_support_factor = 0.15
	ai_will_do = {
		factor = 0
	}
}
### Entity: Name List
Component: SYR
Source: game
File: common/names/00_names.txt

Code:
SYR = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibn Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Ihsan Marwa Aisha Aziza Duha Farida Golbahar Gulnar Gulnaz Gulpari Hafsa Hasti Huma Ibtisam Jalila Kamala Karima Khandan Khaterah Khatira Kinah Lala Madiha Mahdokht Nazy Neelab Negar Niki Nikoo Noushin Rabiya Mahsa Mahwash Marwa Mastana Mehri Mina Minoo Munawwar Muzhdah Nahal Najela Nasiba Nastaran Nazaneen Rajiya Sadiya Salma Sitara Thana Zahra Zahra Zuhayra
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far bint Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {

	}
}
### Entity: Character
Component: SWA_sobhuza_ii
Source: game
File: common/characters/SWA.txt

Code:
SWA_sobhuza_ii = {
	name = SWA_sobhuza_ii
	portraits = {
		civilian = {
			large = gfx/leaders/SWA/r56_portrait_SWA_Sobhuza_II_of_Swaziland.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		desc = SWA_sobhuza_ii_desc
		expire = 1965.1.1
		id = -1
		traits = {
			education_reformer tenacious_negotiator pacifist_isolationist
		}
	}
}
### Entity: Character
Component: KAZ_acgs
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_acgs = {
	advisor = {
		slot = air_chief
		idea_token = KAZ_acgs
		allowed = {
			original_tag = KAZ
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Balance of Power
Component: AUS_monarchist_power_balance
Constructs: stability_factor
Source: game
File: common/bop/AUS.txt

Code:
AUS_monarchist_power_balance = {
	initial_value = -0.2
	left_side = AUS_parliament_side
	right_side = AUS_habsburg_side
	decision_category = AUS_monarchist_power_balance_category
	range = {
		id = AUS_balance_range
		min = -0.1
		max = 0.1
		modifier = {
			stability_factor = 0.05
		}
		on_activate = {

		}
		on_deactivate = {

		}
	}
	side = {
		id = AUS_parliament_side
		icon = GFX_bop_AUS_sdapo
		range = {
			id = AUS_low_parliament_control
			min = -0.3
			max = -0.1
			modifier = {
				stability_factor = 0.05
				political_power_factor = -0.05
				air_chief_cost_factor = 0.05
				army_chief_cost_factor = 0.05
				navy_chief_cost_factor = 0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_medium_parliament_control
			min = -0.6
			max = -0.3
			modifier = {
				stability_factor = 0.1
				political_power_factor = -0.1
				air_chief_cost_factor = 0.1
				army_chief_cost_factor = 0.1
				navy_chief_cost_factor = 0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_high_parliament_control
			min = -0.9
			max = -0.6
			modifier = {
				stability_factor = 0.15
				political_power_factor = -0.15
				air_chief_cost_factor = 0.15
				army_chief_cost_factor = 0.15
				navy_chief_cost_factor = 0.15
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_total_parliament_control
			min = -1
			max = -0.9
			modifier = {
				stability_factor = 0.2
				political_power_factor = -0.15
				air_chief_cost_factor = 0.25
				army_chief_cost_factor = 0.25
				navy_chief_cost_factor = 0.25
			}
			on_activate = {

			}
			on_deactivate = {

			}
		}
	} {
		id = AUS_habsburg_side
		icon = GFX_bop_AUS_habsburg
		range = {
			id = AUS_low_habsburg_control
			min = 0.1
			max = 0.3
			modifier = {
				stability_factor = -0.05
				political_power_factor = 0.05
				air_chief_cost_factor = -0.05
				army_chief_cost_factor = -0.05
				navy_chief_cost_factor = -0.05
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_medium_habsburg_control
			min = 0.3
			max = 0.6
			modifier = {
				stability_factor = -0.1
				political_power_factor = 0.1
				air_chief_cost_factor = -0.1
				army_chief_cost_factor = -0.1
				navy_chief_cost_factor = -0.1
			}
			on_activate = {

			}
			on_deactivate = {

			}
		} {
			id = AUS_high_habsburg_control
			min = 0.6
			max = 0.9
			modifier = {
				stabili
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_reclaim_the_empire
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_reclaim_the_empire
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = ETH_negusa_nagast
	}
	x = 0
	y = 1
	relative_position_id = ETH_negusa_nagast
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_reclaim_the_empire_tt
		add_political_power = 150
	}
}
### Entity: Event
Component: naw_norway.60
Constructs: is_triggered_only, ai_chance, has_government, is_subject_of
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.60
	title = naw_norway.60.t
	desc = naw_norway.60.d
	picture = GFX_news_event_haakon_in_minerva_car
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.60.a
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = NOR
		}
	} {
		name = naw_norway.60.b
		ai_chance = {
			base = 100
		}
		trigger = {
			OR = {
				original_tag = ICE DEN SWE FIN
				is_subject_of = NOR
			}
		}
	} {
		name = naw_norway.60.c
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				original_tag = NOR ICE DEN SWE FIN
				is_subject_of = NOR
			}
			has_government = communism
		}
	} {
		name = naw_norway.60.p
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				original_tag = NOR ICE DEN SWE FIN
				is_subject_of = NOR
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: GRE_metaxism_2
Constructs: stability_factor, has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/greece.txt

Code:
GRE_metaxism_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			OR = {
				has_government = communism fascism democratic
			}
		}
	}
	picture = gre_metaxism
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		drift_defence_factor = 0.5
		generate_wargoal_tension = 0.85
		join_faction_tension = 1.0
		lend_lease_tension = 0.25
		send_volunteers_tension = 0.25
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_investment_into_shipbuilding
Constructs: shared_focus, prerequisite, limit, completion_reward, is_coastal, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_investment_into_shipbuilding
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = CHI_sea_mission_to_the_us CHI_sea_collaboration_with_the_japanese
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_mission_to_the_us
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
		OR = {
			USA_will_support = yes
			JAP_will_support = yes
		}
	}
	complete_tooltip = {
		navy_experience = 25
		random_state = {
			limit = {
				has_state_flag = CHI_investment_into_shipbuilding_DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = CHI_investment_into_shipbuilding_DY
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_direct_intervention
Constructs: shared_focus, prerequisite, has_war, has_government, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_direct_intervention
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = BALTIC_overthrow_the_government
	} {
		focus = BALTIC_seek_support_of_soviets
	}
	x = -2
	y = 1
	relative_position_id = BALTIC_overthrow_the_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_civil_war = yes
		any_other_country = {
			original_tag = SOV
			has_government = communism
			has_war = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOU = {
			country_event = {
				id = BALTIC_events.3
				days = 3
			}
		}
	}
}
### Entity: Order of Battle
Component: 3. Svenska Frivilligkår 'Malmö'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 3. Svenska Frivilligkår 'Malmö'
	location = 3021
	division_template = Frivilligregiment
}
### Entity: Character
Component: JAP_moderate_politician_dem
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_moderate_politician_dem = {
	random = no
	sprite = 13
	democratic_drift = 0.02
	stability_factor = -0.05
	war_support_factor = -0.05
	political_power_factor = 0.1
}
### Entity: Idea
Component: ITA_impero_italiano
Constructs: has_completed_focus, removal_cost, annex_cost_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_impero_italiano = {
	picture = ITA_impero_italiano
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_proclaim_the_italian_empire
	}
	modifier = {
		army_org_factor = 0.05
		air_mission_efficiency = 0.05
		navy_org_factor = 0.05
		non_core_manpower = 0.1
		annex_cost_factor = -0.15
	}
}
### Entity: State History
Component: 179
Constructs: add_core_of, add_extra_state_shared_building_slots
Source: game
File: history/states/179-Beja.txt

Code:
state = {
	id = 179
	name = STATE_179
	history = {
		owner = POR
		victory_points = {
			3790 1
		} {
			6880 1
		} {
			6933 1
		} {
			970 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			3790 = {
				naval_base = 2
			}
		}
		add_core_of = POR
		add_extra_state_shared_building_slots = 1
	}
	provinces = {
		970 980 3790 3866 6880 6884 6933 9765 9819
	}
	manpower = 777895
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_rolling_fortresses
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_rolling_fortresses
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = SWI_plains_warfare
	}
	relative_position_id = SWI_plains_warfare
	mutually_exclusive = {
		focus = SWI_multipurpose_tanks
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 100
		add_tech_bonus = {
			name = SWI_rolling_fortresses
			category = armor
			bonus = 2
			uses = 2
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Reclaim_our_Hibernian_Vassals
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, has_non_aggression_pact_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Reclaim_our_Hibernian_Vassals
	icon = GFX_goal_IRE_united_ireland
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Return_to_England
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
		IRE = {
			exists = yes
			NOT = {
				is_in_faction_with = DEN
				has_non_aggression_pact_with = DEN
			}
		}
	}
	x = 3
	y = 7
	relative_position_id = DEN_DNSAP_Takeover
	will_lead_to_war_with = IRE
	completion_reward = {
		create_wargoal = {
			target = IRE
			type = puppet_wargoal_focus
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_unify_the_national_socialist_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_unify_the_national_socialist_movement
	icon = GFX_focus_generic_fascist_propaganda
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_appeal_for_support
	} {
		focus = SWE_revoke_anti_militia_laws
	}
	relative_position_id = SWE_appeal_for_support
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden_nationalists.4
			hours = 1
		}
		custom_effect_tooltip = SWE_unify_the_national_socialist_movement_tt_1 SWE_unify_the_national_socialist_movement_tt_2
		event_option_tooltip = AAT_Sweden_nationalists.4.a AAT_Sweden_nationalists.4.b
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_reject_authoritarianism
Constructs: prerequisite, has_war, limit, completion_reward, cancel_if_invalid, is_in_faction, set_rule, swap_ideas
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_reject_authoritarianism
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CAN_mend_relations_with_the_trotskyites
	}
	x = 0
	y = 1
	relative_position_id = CAN_mend_relations_with_the_trotskyites
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_war = no
				is_in_faction = yes
			}
			leave_faction = yes
		}
		set_rule = {
			can_join_factions = no
		}
		swap_ideas = {
			remove_idea = CAN_communist_ideals_2
			add_idea = CAN_communist_ideals_4
		}
	}
}