Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_popular_front
Constructs: limit, remove_ideas, has_country_flag, completion_reward, add_political_power, is_historical_focus_on, is_ai, allow_branch
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_the_popular_front
	icon = GFX_victor
	relative_position_id = CHL_consolidate_the_government
	x = 4
	y = 0
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			add = 0.1
			is_historical_focus_on = no
			OR = {
				USA = {
					is_ai = no
				}
				ARG = {
					is_ai = no
				}
			}
		}
	}
	allow_branch = {
		NOT = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
	}
	mutually_exclusive = {
		focus = CHL_consolidate_the_government
	} {
		focus = CHL_the_spread_of_fascism
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_political_power = 50
		add_timed_idea = {
			idea = r56_CHL_the_popular_front
			days = 365
		}
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = CHL_salvador_allende CHL_volodia_teitelboim
		hidden_effect = {
			if = {
				limit = {
					ROOT = {
						is_ai = yes
					}
				}
				add_political_power = 150
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: COG_ar
Source: game
File: common/ideas/congo.txt

Code:
COG_ar = {
	ledger = army
	picture = generic_army_african_1
	allowed = {
		original_tag = COG
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_cement_catholic_faith
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_cement_catholic_faith
	icon = GFX_goal_generic_friendship_with_church
	prerequisite = {
		focus = QUE_maitres_chez_nous
	}
	relative_position_id = QUE_glorify_clerical_past
	x = 1
	y = 2
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_patriotic_learning
			add_idea = QUE_catholic_control
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_assemble_a_new_seima
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, add_political_power, set_party_name, add_timed_idea
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_assemble_a_new_seima
	icon = GFX_goal_LAT_assemble_parliament
	prerequisite = {
		focus = LAT_a_rejection_of_ulmanis
	}
	relative_position_id = LAT_a_rejection_of_ulmanis
	x = -4
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		if = {
			limit = {
				date = > 1937.01.01
			}
			has_government = democratic
		}
		else = {
			has_country_flag = LAT_alberts_kviesis_reestablished_democracy
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		country_event = {
			id = LAT_event.6
		}
		add_political_power = 120
		set_party_name = {
			ideology = democratic
			long_name = The 5th Seima
			name = 5th Seima
		}
		add_timed_idea = {
			idea = democratic_influence
			days = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: COG_louis_bobozo
Constructs: has_completed_focus, is_subject
Source: game
File: common/characters/COG.txt

Code:
COG_louis_bobozo = {
	name = COG_louis_bobozo
	portraits = {
		army = {
			large = GFX_portrait_COG_louis_bobozo
			small = GFX_portrait_COG_louis_bobozo_small
		}
	}
	corps_commander = {
		traits = {
			jungle_rat
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				is_subject = no
				has_completed_focus = CONGO_congolese_generals
			}
		}
	}
	advisor = {
		slot = high_command
		idea_token = COG_louis_bobozo
		allowed = {
			original_tag = COG
		}
		available = {
			OR = {
				is_subject = no
				has_completed_focus = CONGO_congolese_generals
			}
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: AST_great_depression_3
Constructs: industrial_capacity_factory, has_dlc, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_great_depression_3 = {
	allowed = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
	}
}
### Entity: AI Strategy
Component: default_unlock_doctrine_sharing
Constructs: unlock_doctrine_sharing
Source: game
File: common/ai_strategy/default.txt

Code:
default_unlock_doctrine_sharing = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spent_faction_initiative_priority
		id = unlock_doctrine_sharing
		value = 10
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_a_powerful_merchant_marine
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_owned_state
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_a_powerful_merchant_marine
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_second_navy_reequipment
	}
	icon = GFX_goal_generic_navy_battleship
	x = 0
	y = 1
	relative_position_id = POR_second_navy_reequipment
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 179
			}
			179 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = POR_a_powerful_merchant_marine
			bonus = 1.0
			uses = 1
			category = dd_tech
		}
		add_ideas = POR_convoy_build_efficiency
	}
}
### Entity: Character
Component: YUN_liao_fang
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_liao_fang = {
	name = YUN_liao_fang
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YUN_liao_fang
		ledger = navy
		allowed = {
			original_tag = YUN
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Modding Documentation
Construct: faction_resource_extracted
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_resource_extracted
* description: total amount of specific resource extracted by the country's faction, resource type is defined in target faction_resource_extracted@steel
### Entity: Name List
Component: DDR
Source: game
File: common/names/r56_names.txt

Code:
DDR = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Germany Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Event
Component: MAN_56_event.15
Constructs: is_triggered_only
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.15
	title = MAN_56_event.15.t
	desc = MAN_56_event.15.desc
	picture = GFX_report_event_manchukuo_army_2
	is_triggered_only = yes
	option = {
		name = MAN_56_event.15.a
		custom_effect_tooltip = MAN_kwantung_guide_tt
	}
}
### Entity: Military Industrial Organization
Component: ETH_ncgf_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/ETH_organization.txt

Code:
ETH_ncgf_organization = {
	name = ETH_ncgf
	include = generic_support_equipment_organization
	icon = GFX_idea_ETH_ncgf
	allowed = {
		tag = ETH
		has_dlc = By Blood Alone
	}
	available = {
		owner = {
			has_completed_focus = ETH_invest_in_the_west
		}
	}
}
### Entity: Idea
Component: ARCTIC_winter_readiness
Constructs: removal_cost
Source: game
File: common/ideas/arctic_generic.txt

Code:
ARCTIC_winter_readiness = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_sub_zero_survival_training
	removal_cost = -1
	modifier = {
		army_leader_start_logistics_level = 1
		acclimatization_cold_climate_gain_factor = 0.5
		winter_attrition_factor = -0.3
	}
}
### Entity: Unit Template
Component: PHI_CA_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = RPS 
	fallback_name = Heavy Cruiser %d
	unique = {
		Quezon Rizal Cebu Pangasinan Iloilo Manila Luzon Cabanatuan Batangas Cadiz Davao
	}
}
### Entity: Modding Documentation
Construct: deployed_army_manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### deployed_army_manpower_k
* description: total deployed army manpower of country in thousands.
### Entity: Idea
Component: EAI_DD_11/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Event
Component: MUN_czech.1003
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1003
	title = MUN_czech.1003.t
	desc = MUN_czech.1003.d
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = MUN_czech.1003.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Joint Focus
Component: ABDA_abdacom
Constructs: has_completed_focus, limit, joint_focus, has_government, every_country, has_war_with, is_major, has_game_rule
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_abdacom
	icon = GFX_focus_ARG_join_the_allies
	text_icon = ABDACOM_focus_style
	x = 0
	y = 0
	offset = {
		x = -18
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_a_change_in_course
		}
	} {
		x = -8
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
	} {
		x = -6
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_organize_the_blackshirts
		}
	} {
		x = -9
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_the_kings_party
		}
	} {
		x = -17
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_steady_as_she_goes
		}
	} {
		x = -5
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_home_defence
		}
	} {
		x = -10
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_global_defense
		}
	} {
		x = -18
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_revisit_colonial_policy
		}
	} {
		x = -5
		y = 0
		trigger = {
			tag = ENG
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = uk_empire_focus
		}
	} {
		x = -14
		y = 0
		trigger = {
			tag = USA
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard
		}
	} {
		x = -3
		y = 0
		trigger = {
			tag = USA
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_neutrality_act
		}
	} {
		x = -3
		y = 0
		trigger = {
			tag = USA
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_
# ... (truncated)
### Entity: Order of Battle
Component: Royal Afghan Household Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/AFG_1936_nsb.txt

Code:
division = {
	name = Royal Afghan Household Division
	location = 10737
	division_template = Royal Guard
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = AFG
			creator = FRA
			version_name = FT mod. 31
		}
	}
}
### Entity: Order of Battle
Component: Lapin Ryhmä
Constructs: division_template
Source: game
File: history/units/FIN_White_Guard.txt

Code:
division = {
	name = Lapin Ryhmä
	location = 197
	division_template = Erillinen Prikaati S.
	start_experience_factor = 0.4
	start_equipment_factor = 0.5
}
### Entity: Modifier Reference
Component: eben_emael_raided_limited_success_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
eben_emael_raided_limited_success_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_BEL_eben_emael_raided
	land_bunker_effectiveness_factor = -0.5
}
### Entity: Scripted Effect
Component: SOV_no_random_characters_for_this_purge_effect
Constructs: set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_no_random_characters_for_this_purge_effect = {
	set_variable = {
		SOV_specific_random_purge_targets_override = 0
	}
}
### Entity: Order of Battle
Component: 1. pješadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SLV_home_guard.txt

Code:
division = {
	name = 1. pješadijska divizija
	location = 9627
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Event
Component: denmark_overlord_events.21
Constructs: is_triggered_only, ai_chance, has_government, is_historical_focus_on, has_elections, set_politics
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.21
	title = denmark_overlord_events.21.t
	desc = denmark_overlord_events.21.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.21.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			} {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		trigger = {
			OVERLORD = {
				OR = {
					has_government = democratic
					AND = {
						has_government = neutrality
						has_elections = yes
					}
				}
			}
		}
		country_event = {
			id = denmark_overlord_events.22
			days = 1
		}
	} {
		name = denmark_overlord_events.21.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_royal_ai = yes
			}
		}
		trigger = {
			OVERLORD = {
				OR = {
					has_government = democratic
					AND = {
						has_government = neutrality
						has_elections = no
					}
				}
			}
		}
		set_politics = {
			ruling_party = neutrality
		}
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.21.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				communism = > 0.35
			}
		}
		trigger = {
			OVERLORD = {
				has_government = communism
			}
		}
		set_politics = {
			ruling_party = communism
		}
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.21.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_fascist_ai = yes
			}
		}
		trigger = {
			OVERLORD = {
				has_government = fascism
			}
		}
		set_politics = {
			ruling_party = fascism
		}
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.23
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_naval_artillery
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_naval_artillery
	prerequisite = {
		focus = BEL_cruisers_and_destroyers
	} {
		focus = BEL_expand_the_navy
	}
	icon = GFX_goal_generic_admirality
	x = -1
	y = 2
	relative_position_id = BEL_cruisers_and_destroyers
	cost = 10
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = naval_gunnery_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_uranium_mining
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_uranium_mining
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = CAN_polymer_corporation CAN_national_steel_car
	}
	x = 0
	y = 5
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = CAN_uranium_mining
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
	}
}
### Entity: Modifier Reference
Component: free_license
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
free_license = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
}
### Entity: Shared Focus
Component: MICRO_build_capital_airport
Constructs: shared_focus, add_equipment_to_stockpile, completion_reward, has_focus_tree, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_build_capital_airport
	text = MNC_build_monaco_city_airport
	icon = GFX_goal_generic_airport
	cost = 10
	x = 37
	y = 0
	offset = {
		trigger = {
			has_focus_tree = luxembourg_tree
		}
		x = -35
		y = 0
	} {
		trigger = {
			has_focus_tree = andorra_focus
		}
		x = -37
		y = 0
	}
	available = {
		capital_scope = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		capital_scope = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment
			amount = 10
			producer = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_rebuild_the_royal_navy
Constructs: prerequisite, completion_reward, add_offsite_building, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_rebuild_the_royal_navy
	icon = GFX_focus_POL_develop_polish_shipbuilding
	prerequisite = {
		focus = NOR_nortraship
	}
	available_if_capitulated = yes
	x = 0
	y = 1
	relative_position_id = NOR_nortraship
	cost = 5
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 1
		}
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_industrial_capacity_dockyard
			value = 0.15
			tooltip = industrial_capacity_dockyard_tt
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_93
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_93 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 93
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 93
	}
}