Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_case_west
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_case_west
	icon = GFX_focus_attack_france
	prerequisite = {
		focus = SWI_the_petition_of_the_200
	}
	relative_position_id = SWI_the_petition_of_the_200
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				SWI_is_historical_ai = yes
				SWI_AI_is_dem_allied = yes
				SWI_AI_is_dem_exp = yes
				SWI_AI_is_imperial = yes
			}
		} {
			factor = 10
			SWI_AI_is_fascist = yes
		} {
			factor = 0.2
			FRA = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {
		fascism = > 0.15
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				FRA = {
					exists = yes
					has_government = democratic
				}
			}
		}
		unlock_decision_tooltip = {
			decision = SWI_case_west_decision
			show_effect_tooltip = yes
		}
		FRA = {
			add_opinion_modifier = {
				modifier = SWI_is_planning_against_us
				target = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_10
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_10 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 10
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 10
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_perso_afghan_union
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, add_political_power, is_ally_with
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_the_perso_afghan_union
	icon = GFX_goal_AFG_afghanistan_iran_union
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		any_other_country = {
			original_tag = PER
			is_ally_with = AFG
			has_government = communism
		}
	}
	prerequisite = {
		focus = AFG_socialist_economic_union
	}
	relative_position_id = AFG_socialist_economic_union
	cost = 10
	bypass = {

	}
	completion_reward = {
		PER = {
			country_event = {
				id = r56_afghanistan.50
				hours = 3
			}
		}
		custom_effect_tooltip = if_they_accept_tt AFG_PER_annexation
		AFG = {
			add_political_power = 100
			add_war_support = 0.05
			add_stability = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: Gebirgsbrigade 12
Constructs: division_template
Source: game
File: history/units/SWI_1936.txt

Code:
division = {
	name = Gebirgsbrigade 12
	location = 658
	division_template = Gebirgsbrigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Character
Component: PER_ardeshir_ovanessian
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_ardeshir_ovanessian = {
	name = PER_ardeshir_ovanessian
	portraits = {
		civilian = {
			small = GFX_portrait_PER_ardeshir_ovanessian_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_ardeshir_ovanessian
		allowed = {
			original_tag = PER
		}
		visible = {
			NOT = {
				has_completed_focus = PER_trial_fifty_three
			}
		}
		available = {
			NOT = {
				has_completed_focus = PER_trial_fifty_three
			}
		}
		traits = {
			communist_revolutionary
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_defying_american_interference
Constructs: prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_subject_of, set_country_flag, is_in_faction_with
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_defying_american_interference
	icon = GFX_focus_AST_defying_american_interference
	prerequisite = {
		focus = AST_dividing_the_pacific AST_expand_the_fort
	}
	relative_position_id = AST_dividing_the_pacific
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				OR = {
					PHI = {
						is_subject_of = USA
					}
					has_country_flag = AST_request_phi_of_usa
				}
			}
			set_country_flag = AST_request_phi_of_usa
			USA = {
				country_event = {
					id = AST_diplomatic_events.74
					days = 1
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
			effect_tooltip = {
				AST = {
					puppet = PHI
				}
				custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
				IF = {
					limit = {
						JAP = {
							NOT = {
								has_war_with = AST
							} {
								is_in_faction_with = AST
							}
						}
					}
					JAP = {
						country_event = {
							id = AST_diplomatic_events.78
							hours = 1
						}
					}
				}
				create_wargoal = {
					type = annex_everything
					target = USA
				}
				add_timed_idea = {
					idea = AST_defying_american_interference_idea
					days = 365
				}
			}
		}
		ELSE = {
			IF = {
				limit = {
					JAP = {
						NOT = {
							has_war_with = AST
						} {
							is_in_faction_with = AST
						}
					}
				}
				JAP = {
					country_event = {
						id = AST_diplomatic_events.78
						hours = 1
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			create_wargoal = {
				type = annex_everything
				target = USA
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = AST_defying_american_interference_idea
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: home_of_the_free
Constructs: removal_cost
Source: game
File: common/ideas/usa.txt

Code:
home_of_the_free = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	rule = {
		can_join_opposite_factions = no
		can_create_factions = yes
	}
	modifier = {
		drift_defence_factor = 0.2
		ai_badass_factor = 0.03
		ai_desired_divisions_factor = 0.5
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_assess_our_future
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, has_country_leader
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_assess_our_future
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = TUR_ratify_the_six_arrows
	}
	available = {
		OR = {
			has_completed_focus = TUR_democratic_transition_focus TUR_peace_at_home TUR_fatherland_first TUR_halk_ve_devlet
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
	}
	x = 0
	y = 3
	relative_position_id = TUR_ratify_the_six_arrows
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = TUR_revive_turkish_revolutionism
			}
			add_ideas = TUR_legacy_of_ataturk_defiled
		} {
			limit = {
				has_completed_focus = TUR_peace_at_home
				NOT = {
					has_country_flag = TUR_varlik_vergisi_flag
				}
			}
			add_ideas = TUR_legacy_of_ataturk_preserved
		} {
			limit = {
				has_completed_focus = TUR_fully_integrate_the_is_bank
				NOT = {
					has_country_leader = {
						character = TUR_adnan_menderes
						ruling_only = yes
					}
				}
			}
			add_ideas = TUR_legacy_of_ataturk_fulfilled
		}
		else_if = {
			limit = {
				has_completed_focus = TUR_peace_at_home
				has_country_flag = TUR_varlik_vergisi_flag
			}
			add_ideas = TUR_legacy_of_ataturk_defiled
		} {
			limit = {
				has_completed_focus = TUR_fully_integrate_the_is_bank
				has_country_leader = {
					character = TUR_adnan_menderes
					ruling_only = yes
				}
			}
			add_ideas = TUR_legacy_of_ataturk_defiled
		}
		else = {
			custom_effect_tooltip = TUR_choices_will_decide_legacy_tt
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_quinine
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_country_flag, has_quinine, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_quinine
	icon = GFX_focus_RAJ_quinine
	prerequisite = {
		focus = RAJ_specialized_dietary_requirement RAJ_standardized_rations
	}
	x = 1
	y = 1
	relative_position_id = RAJ_specialized_dietary_requirement
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_country_flag = has_quinine
		custom_effect_tooltip = RAJ_quinine_tt newline_tt
		unlock_decision_tooltip = {
			decision = RAJ_deploy_emergency_healthcare
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_centralize_the_state
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_full_control_of_state, is_core_of, add_dynamic_modifier, add_core_of
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_centralize_the_state
	icon = GFX_focus_generic_monetary_union
	available = {
		num_of_civilian_factories = > 24
		num_of_military_factories = > 6
		has_full_control_of_state = 672 1047 1048 1049 1050 334 1055 673 1056
	}
	prerequisite = {
		focus = INS_sumatra_railway
	} {
		focus = INS_develop_sulawesi
	} {
		focus = INS_pontianak_to_balikpapan
	} {
		focus = INS_kalimantan_mic
	}
	x = 0
	y = 3
	relative_position_id = INS_developing_sumatra
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		custom_effect_tooltip = INS_centralize_the_state_1_tt newline_tt INS_centralize_the_state_2_tt
		every_owned_state = {
			limit = {
				OR = {
					state = 672 1047 1048 1049 1050 334 1055 673 1056
				}
				is_core_of = ROOT
			}
			add_dynamic_modifier = {
				modifier = INS_happy_state
			}
		} {
			limit = {
				OR = {
					state = 672 1047 1048 1049 1050 334 1055 673 1056
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Unit Template
Component: search_filters
Source: game
File: common/units/equipment/tank_filters.txt

Code:
search_filters = {
	name = light_tanks
	values = {
		light_tank_chassis light_tank_aa_chassis light_tank_artillery_chassis light_tank_destroyer_chassis light_tank_amphibious_chassis light_tank_flame_chassis
	}
}
### Entity: Character
Component: the_last_romanov_definitely
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_last_romanov_definitely = {
	random = no
	sprite = 13
	stability_factor = 0.2
	war_support_factor = 0.1
	political_power_factor = 0.1
}
### Entity: Event
Component: argentina.5
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.5
	title = argentina.5.t
	desc = argentina.5.d
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = argentina.5.help
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				NOT = {
					has_war_with = ARG
				}
			}
		}
		ARG = {
			country_event = {
				days = 1
				id = argentina.10
			}
		}
	} {
		name = argentina.5.refuse
		ARG = {
			country_event = {
				days = 1
				id = argentina.9
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_reviving_the_workshop_of_the_world_2
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_reviving_the_workshop_of_the_world_2 = {
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	name = RAJ_reviving_the_workshop_of_the_world
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: Country History
Country: SID
Component: SID_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SID - Sidamo.txt

Code:
# Misc for SID
capital = 837
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Country History
Country: UBD
Component: UBD_technology
Constructs: set_technology
Source: game
File: history/countries/UBD - United Baltic Duchy.txt

Code:
# Starting Technologies for UBD
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: Scripted Effect
Component: JAP_small_zaibatsu_faction_loss
Constructs: limit, check_variable, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_zaibatsu_faction_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_zaibatsu_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_4
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_maximum_faction_level_check
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_4_to_tier_3 = yes
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_3
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_tier_3_to_tier_2_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_3_to_tier_2 = yes
			}
		} {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_2
			}
			if = {
				limit = {
					check_variable = {
						JAP_zaibatsu_faction_influence_level = > JAP_tier_2_to_tier_1_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
				JAP_zaibatsu_faction_goes_down_from_tier_2_to_tier_1 = yes
			}
		}
		else = {
			custom_effect_tooltip = JAP_small_zaibatsu_faction_loss_tt
		}
	}
	subtract_from_variable = {
		JAP_zaibatsu_faction_influence_level = JAP_small_influence_point
	}
}
### Entity: National Focus
Tree: grn_focus
Component: GRN_prospecting_new_sites
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greenland.txt

Code:
focus = {
	id = GRN_prospecting_new_sites
	icon = GFX_focus_DEN_prospecting_greenland
	text = DEN_prospecting_new_sites
	prerequisite = {
		focus = GRN_develop_greenland
	}
	relative_position_id = GRN_develop_greenland
	x = 1
	y = 1
	cost = 10
	bypass = {
		any_other_country = {
			has_completed_focus = DEN_prospecting_new_sites
		}
	}
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
		has_tech = excavation3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 12
				} {
					type = chromium
					amount = 6
				} {
					type = tungsten
					amount = 6
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_jumpstart_the_arms_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_jumpstart_the_arms_industry
	icon = GFX_goal_generic_construct_mil_factory
	relative_position_id = SWE_begin_initial_rearmament
	prerequisite = {
		focus = SWE_begin_initial_rearmament
	}
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: CHI_mining_commission
Constructs: has_completed_focus, limit, has_dlc, is_literally_china_not_prc
Source: game
File: common/ideas/china.txt

Code:
CHI_mining_commission = {
	picture = generic_industrial_concern_3
	allowed = {
		has_dlc = Waking the Tiger
		is_literally_china_not_prc = yes
		NOT = {
			AND = {
				original_tag = CHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	available = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			has_completed_focus = CHI_sea_mining_commission
		}
		ELSE = {
			has_completed_focus = CHI_mining_commission
		}
	}
	traits = {
		resource_development_company
	}
	cost = 25
	ai_will_do = {
		base = 100
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_october_manifesto
Constructs: prerequisite, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_october_manifesto
	icon = GFX_goal_BRA_coa_fascism
	prerequisite = {
		focus = BRA_R56_the_brazilian_action
	}
	x = 0
	y = 1
	relative_position_id = BRA_R56_the_brazilian_action
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia
			add_idea = bra_antropofagia_fasc_1
		}
	}
}
### Entity: Idea
Component: AUS_healthcare_subsidization
Constructs: stability_factor, has_government, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_healthcare_subsidization = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic communism
		}
	}
	modifier = {
		monthly_population = 0.5
		consumer_goods_factor = 0.05
		stability_factor = 0.075
		communism_drift = 0.02
	}
	picture = generic_central_management
}
### Entity: Idea
Component: GER_mitteleuropa_integrated_customs_union_member
Constructs: has_government, industrial_capacity_factory, removal_cost, is_in_faction_with
Source: game
File: common/ideas/GER.txt

Code:
GER_mitteleuropa_integrated_customs_union_member = {
	name = GER_mitteleuropa_customs_union_member
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	cancel = {
		NOT = {
			OR = {
				is_in_faction_with = GER
				original_tag = GER
			}
		}
	}
	modifier = {
		consumer_goods_factor = -0.2
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		min_export = 0.15
		custom_modifier_tooltip = GER_mitteleuropa_integrated_customs_union_member_tt
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, has_war, limit, remove_ideas, fire_only_once, has_idea, complete_effect, remove_effect
Source: game
File: common/decisions/FRA.txt

Code:
economy_decisions = {
	FRA_revoke_the_matignon_agreements = {
		visible = {
			has_idea = FRA_matignon_agreements
		}
		cost = 50
		ai_will_do = {
			factor = 15
			modifier = {
				has_war = no
				factor = 0
			}
		}
		complete_effect = {
			remove_ideas = FRA_matignon_agreements
			if = {
				limit = {
					communism = > 0.25
				}
				country_event = lar_france_political_violence.2
			}
		}
	}
	FRA_reorganize_aviation_industry_north = {
		available = {

		}
		visible = {
			has_completed_focus = FRA_reorganize_the_aviation_industry
		}
		remove_effect = {
			set_country_flag = FRA_SNCAN_formed
			random_owned_state = {
				limit = {
					OR = {
						state = 29 785 15 16
					}
					is_fully_controlled_by = 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
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				mio:FRA_amiot_organization = {
					set_mio_name_key = SNCAN
					add_mio_size = 1
					add_mio_funds_gain_factor = 0.05
				}
				hidden_effect = {
					mio:FRA_amiot_organization = {
						set_mio_icon = GFX_idea_FRA_sncan
					}
				}
			}
		}
		days_remove = 120
		cost = 50
		fire_only_once = yes
		ai_will_do = {
			factor = 5
		}
	}
	FRA_reorganize_aviation_industry_west = {
		available = {

		}
		visible = {
			has_completed_focus = FRA_reorganize_the_aviation_industry
		}
		remove_effect = {
			set_country_flag = FRA_SNCAO_formed
			random_owned_state = {
				limit = {
					OR = {
						state = 30 14 23
					}
					is_fully_controlled_by = 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
				}
			}
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				mio:FRA_bloch_organization = {
					set_mio_name_key = SNCAO
					add_mio_size = 1
					add_mio_funds_gain_factor = 0.05
				}
				hidden_effect = {
					mio:FRA_bloch_organization = {
						set_mio_icon = GFX_idea_FRA_sncao
					}
				}
			}
		}
		days_remove = 120
		cost = 50
		fire_only_once = yes
		ai_will_do = {
			factor =
# ... (truncated)
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_building_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_building_industry
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = DNZ_workers_front DNZ_maintain_infrastructure
	}
	relative_position_id = DNZ_workers_front
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				85
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = construction_tech electronics industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}