Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: KUR_PAR_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_PAR_02 = {
	name = Paratrooper Division
	for_countries = {
		KUR
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dème Division de Parachutistes
	ordered = {
		1 = {
			%dère Division de Parachutistes
		}
		2 = {
			%dème Division de Parachutistes
		}
		3 = {
			%dème Division de Parachutistes
		}
		4 = {
			%dème Division de Parachutistes
		}
		5 = {
			%dème Division de Parachutistes
		}
		6 = {
			%dème Division de Parachutistes
		}
		7 = {
			%dème Division de Parachutistes
		}
		8 = {
			%dème Division de Parachutistes
		}
		9 = {
			%dème Division de Parachutistes
		}
		10 = {
			%dème Division de Parachutistes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_destabilize_brazil
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_destabilize_brazil
	prerequisite = {
		focus = POR_avenge_our_overseas_losses
	}
	icon = GFX_focus_BRA_department_of_propaganda
	cost = 8
	x = 0
	y = 1
	relative_position_id = POR_avenge_our_overseas_losses
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = fascism
		is_subject = no
		NOT = {
			BRA = {
				is_ally_with = POR
			}
		}
	}
	bypass = {
		BRA = {
			is_subject_of = POR
		}
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = r56_gains_claim_on_all_brazilian_states_and_all_states_owned_by_them_tt CHL_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = URG BRA
						is_owned_by = URG BRA
					}
				}
				add_claim_by = ROOT
			}
		}
		BRA = {
			country_event = {
				id = portugal.59
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_host_a_royal_wedding_in_brazil_which_grants_tt generic_skip_one_line_tt
			add_war_support = 0.03
			add_popularity = {
				ideology = fascism
				popularity = 0.03
			}
			BRA = {
				if = {
					limit = {
						BRA = {
							NOT = {
								has_completed_focus = BRA_romanticize_the_old_empire BRA_R56_restore_the_empire BRA_R56_the_estado_novo BRA_R56_department_of_press_and_propaganda
							}
						}
					}
					custom_effect_tooltip = POR_host_a_royal_wedding_in_brazil_tt
					add_popularity = {
						ideology = neutrality
						popularity = 0.1
					}
				}
				else = {
					add_popularity = {
						ideology = fascism
						popularity = 0.1
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: BUL_replace_national_naval_designer
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_replace_national_naval_designer = {
	if = {
		limit = {
			has_idea = BUL_varna_naval_dockyard
		}
		custom_effect_tooltip = BUL_replace_national_naval_designer_tt
		hidden_effect = {
			swap_ideas = {
				remove_idea = BUL_varna_naval_dockyard
				add_idea = BUL_varna_naval_dockyard_improved
			}
		}
	}
	else = {
		custom_effect_tooltip = BUL_replace_national_naval_designer_tt
	}
}
### Entity: Character
Component: AUS_ernst_hammer
Source: game
File: common/characters/AUS.txt

Code:
AUS_ernst_hammer = {
	name = AUS_ernst_hammer
	portraits = {
		army = {
			large = GFX_portrait_AUS_ernst_hammer
			small = GFX_portrait_AUS_ernst_hammer_small
		}
	}
	corps_commander = {
		traits = {
			trait_engineer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Character
Component: SOV_ivan_chernyakhovsky
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivan_chernyakhovsky = {
	name = SOV_ivan_chernyakhovsky
	portraits = {
		army = {
			large = GFX_portrait_SOV_ivan_chernyakhovsky
			small = GFX_idea_SOV_ivan_chernyakhovsky
		}
	}
	corps_commander = {
		traits = {
			armor_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 413
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: BRA_national_defence_fund_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_national_defence_fund_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SPR_seize_the_gold_reserves
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_planned_economy2
Constructs: prerequisite, completion_reward, has_dynamic_modifier, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_planned_economy2
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = RAJ_invite_soviet_industrial_experts
	}
	x = 0
	y = 2
	relative_position_id = RAJ_invite_soviet_industrial_experts
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_dynamic_modifier = {
			modifier = idea_RAJ_five_year_plan
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_consumer_goods_factor = 0.08
			tooltip = consumer_goods_factor_tt
		} {
			RAJ_fyp_local_resources_factor = 0.05
			tooltip = local_resources_factor_tt
		} {
			RAJ_fyp_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			RAJ_fyp_production_lack_of_resource_penalty_factor = -0.15
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: Game Data
Component: lets_start_again
Constructs: has_any_custom_difficulty_setting, is_core_of
Source: game
File: common/achievements/rt56-achievements.txt

Code:
lets_start_again = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = EGY
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = lets_start_again_tt
			551 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			883 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			886 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			549 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			887 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			884 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
			885 = {
				NOT = {
					EGY_has_sudanese_separatism = yes
				}
				is_core_of = EGY
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_send_troops_to_the_front_r56
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_send_troops_to_the_front_r56
	icon = GFX_focus_generic_mountain_troops
	cost = 4
	ai_will_do = {
		base = 9
	}
	x = 0
	y = 2
	prerequisite = {
		focus = RAJ_the_burma_railroad_r56
	}
	relative_position_id = RAJ_the_burma_railroad_r56
	available = {
		has_war = no
		OR = {
			CUG = {
				has_war_with = JAP
				NOT = {
					has_war_with = ROOT
				}
			}
			PRC = {
				has_war_with = JAP
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		if = {
			limit = {
				is_subject_of = ENG
			}
			OR = {
				is_subject = no
				has_autonomy_state = autonomy_dominion
				ENG = {
					has_completed_focus = ENG_embargo_japan
				}
			}
		}
		else = {
			is_subject = no
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		} {
			limit = {
				has_government = communism
				PRC = {
					exists = yes
					has_government = communism
				}
				NOT = {
					CUG = {
						has_government = communism
					}
				}
			}
			add_relation_rule_override = {
				target = PRC
				can_send_volunteers = yes
			}
		}
		else = {
			add_relation_rule_override = {
				target = CUG
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: Event
Component: wtt_infiltration.744
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.744
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Order of Battle
Component: Etzioni Brigade
Constructs: division_template
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	name = Etzioni Brigade
	location = 1086
	division_template = Hativat Hir
	start_experience_factor = 0.1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_east_asian_cooperative_society
Constructs: prerequisite, completion_reward, add_political_power, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_east_asian_cooperative_society
	icon = GFX_goal_generic_positive_trade_relations
	x = 3
	y = 1
	relative_position_id = JAP_sea_purge_the_kodoha_faction
	prerequisite = {
		focus = JAP_sea_purge_the_kodoha_faction
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt JAP_east_asian_cooperative_society_tt
	}
}
### Entity: Event
Component: mtg_netherlands.78
Constructs: is_triggered_only, limit, every_country, has_country_flag, set_global_flag, set_cosmetic_tag, every_unit_leader, set_nationality
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.78
	title = mtg_netherlands.78.t
	desc = mtg_netherlands.78.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = excellent
		if = {
			limit = {
				has_country_flag = HOL_benelux_flagBEL HOL_benelux_flagLUX
			}
			set_global_flag = HOL_benelux_formed
			set_cosmetic_tag = HOL_benelux_unified
			BEL = {
				every_unit_leader = {
					set_nationality = ROOT
				}
			}
			LUX = {
				every_unit_leader = {
					set_nationality = ROOT
				}
			}
			every_country = {
				limit = {
					is_subject_of = BEL
				}
				ROOT = {
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_puppet
						end_wars = no
						end_civil_wars = no
					}
				}
			} {
				limit = {
					is_subject_of = LUX
				}
				ROOT = {
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_puppet
						end_wars = no
						end_civil_wars = no
					}
				}
			}
			annex_country = {
				target = BEL
				transfer_troops = yes
			} {
				target = LUX
				transfer_troops = yes
			}
			every_state = {
				limit = {
					OR = {
						is_core_of = BEL LUX
					}
				}
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = mtg_news.64
					days = 1
				}
			}
		}
	}
}
### Entity: Event
Component: lar_portugal_promote_monarchist_cause.3
Constructs: is_triggered_only, create_country_leader, limit, random_country, has_government, has_country_flag, add_opinion_modifier, set_politics
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_promote_monarchist_cause.3
	title = lar_portugal_promote_monarchist_cause.3.t
	desc = {
		text = lar_portugal_promote_monarchist_cause.3.desc
		trigger = {
			has_country_flag = POR_brazil_supports_monarchism_flag
		}
	} {
		text = lar_portugal_promote_monarchist_cause.3.desc_anti_monarchist
		trigger = {
			NOT = {
				has_country_flag = POR_brazil_supports_monarchism_flag
			}
		}
	}
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = POR_brazil_supports_monarchism_flag
				}
				set_politics = {
					ruling_party = neutrality
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.5
				}
				set_country_flag = EOB_empire_of_brazil_flag
				set_cosmetic_tag = EOB_empire_brazil_neutrality
				create_country_leader = {
					name = Prince Pedro Henrique
					desc = POLITICS_PRINCE_PEDRO_HENRIQUE_DESC
					picture = GFX_portrait_Prince_Pedro_Henrique
					expire = 1981.07.05
					ideology = despotism
					traits = {
						inexperienced_monarch
					}
				}
				set_temp_variable = {
					POR_bra_monarchist_cw_opposition = party_popularity@fascism
				}
				add_to_temp_variable = {
					POR_bra_monarchist_cw_opposition = party_popularity@communism
				} {
					POR_bra_monarchist_cw_opposition = party_popularity@democratic
				}
				start_civil_war = {
					ideology = fascism
					size = POR_bra_monarchist_cw_opposition
					capital = 501
					states = {
						495 497 498 499 280 502 503 504 505
					}
				}
				random_country = {
					limit = {
						original_tag = BRA
						has_government = fascism
					}
					POR = {
						add_to_war = {
							targeted_alliance = BRA
							enemy = PREV
							hostility_reason = asked_to_join
						}
						hidden_effect = {
							diplomatic_relation = {
								country = BRA
								relation = military_access
								active = yes
							}
						}
					}
				}
				BRA = {
					set_party_name = {
						ideology = fascism
						long_name = BRA_fascism_party_long
						name = BRA_fascism_party
					}
					create_country_leader = {
						name = Plínio Salgado
						desc = POLITICS_PLINIO_SALGADO_DESC
						picture = GFX_portrait_Plinio_Salgado
						expire = 1965.1.1
						ideology = fascism_ideology
						traits = {

						}
					}
					effect_tooltip = {
						give_military
# ... (truncated)
### Entity: Order of Battle
Component: 14 Duli Lu
Constructs: division_template
Source: game
File: history/units/r56_SIK_1936.txt

Code:
division = {
	name = 14 Duli Lu
	location = 4709
	division_template = Tuli Lü
	start_equipment_factor = 0.9
	start_experience_factor = 0.2
}
### Entity: Joint Focus
Component: INSHOL_eastern_conscription
Constructs: has_completed_focus, division_template, prerequisite, limit, joint_focus, is_subject_of, has_idea, is_hired_as_advisor
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_eastern_conscription
	icon = GFX_focus_ETH_peacekeeping_forces
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
		} {
			OR = {
				has_idea = service_by_requirement all_adults_serve scraping_the_barrel
			}
		}
	}
	prerequisite = {
		focus = INSHOL_establish_vk_knil
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_establish_vk_knil
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			division_template = {
				name = Indigenous Auxiliary Corps
				is_locked = yes
				regiments = {
					irregular_infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			1051 = {
				create_unit = {
					division = name = "Legion of Mangku Negoro" division_template = "Indigenous Auxiliary Corps" start_experience_factor = 0.2 start_equipment_factor = 1 start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 2
					id = 1520
					prioritize_location = 10491
				} {
					division = name = "Legion of Paku Alam" division_template = "Indigenous Auxil
# ... (truncated)
### Entity: Character
Component: GXC_deng_yinfan
Source: game
File: common/characters/GXC.txt

Code:
GXC_deng_yinfan = {
	name =  Deng Yinfan
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GXC_deng_yinfan
		allowed = {
			original_tag = GXC
		}
		traits = {
			paramilitarist
		}
	} {
		cost = 100
		slot = theorist
		idea_token = GXC_deng_yinfan2
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Idea
Component: AFG_kabul_military_college_idea
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_kabul_military_college_idea = {
	picture = generic_army_war_college
	allowed = {
		original_tag = AFG
	}
	modifier = {
		experience_gain_army_factor = 0.1
		army_leader_start_attack_level = 1
		army_leader_start_planning_level = 2
		military_leader_cost_factor = -0.25
		grant_medal_cost_factor = -0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_light_tank_chassis_MAJORS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_light_tank_chassis_MAJORS = {
	enable = {
		has_equipment = {
			light_tank_chassis = < 1000
		}
		is_major = yes
		NOT = {
			EAI_armor_tech_focus = yes
		}
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					light_tank_chassis = < 2000
				}
				is_major = yes
				NOT = {
					EAI_armor_tech_focus = yes
				}
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = 25
	} {
		type = equipment_production_surplus_management
		id = light_tank_chassis
		value = 5
	}
}
### Entity: Character
Component: ROM_ermil_gheorghiu
Source: game
File: common/characters/ROM.txt

Code:
ROM_ermil_gheorghiu = {
	name = ROM_ermil_gheorghiu
	portraits = {
		army = {
			small = GFX_idea_ROM_ermil_gheorghiu
		}
	}
	advisor = {
		slot = air_chief
		idea_token = ROM_ermil_gheorghiu
		allowed = {
			original_tag = ROM
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.74
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.74
	title = wuw_GER_diplomacy.74.t
	desc = wuw_GER_diplomacy.74.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.74.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_railway_expansion
Constructs: prerequisite, completion_reward, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_railway_expansion
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = BEL_revive_coal_mining
	}
	relative_position_id = BEL_revive_coal_mining
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = ITA_railway_innovations
			ahead_reduction = 1.5
			bonus = 0.5
			uses = 1
			category = train_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_social_partners_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_production_speed_rail_way_factor = 0.1
			tooltip = production_speed_rail_way_factor_tt
		} {
			BEL_social_partners_production_speed_supply_node_factor = 0.1
			tooltip = production_speed_supply_node_factor_tt
		}
	}
}
### Entity: Event
Component: generic_debug.43
Constructs: is_triggered_only, give_military_access
Source: game
File: events/debug_events.txt

Code:
country_event = {
	id = generic_debug.43
	title = generic_debug.43.t
	desc = generic_debug.43.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		give_military_access = USA
	}
	option = {
		name = excellent
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_submarine_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_submarine_effort
	icon = GFX_focus_generic_cruiser_submarines
	prerequisite = {
		focus = DNZ_flexible_navy DNZ_large_navy
	}
	relative_position_id = DNZ_flexible_navy
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ADisambig_grey.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Scripted Trigger
Component: ITA_is_in_liberation_war
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_in_liberation_war = {
	custom_trigger_tooltip = {
		tooltip = ITA_is_in_liberation_war_tt
		has_completed_focus = ITA_the_italian_liberation_war
	}
}