Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, is_major, add_stability, fire_only_once, is_controlled_by
Source: game
File: common/decisions/_generic_decisions.txt

Code:
economy_decisions = {
	dismantle_maginot = {
		icon = generic_construction
		allowed = {
			NOT = {
				OR = {
					original_tag = GER FRA
				}
			}
		}
		cost = 50
		fire_only_once = yes
		days_remove = 200
		available = {
			controls_state = 28
			if = {
				limit = {
					FRA = {
						has_completed_focus = FRA_extend_the_maginot_line
					}
				}
				controls_state = 18 29
			}
		}
		visible = {
			FRA = {
				any_owned_state = {
					is_controlled_by = ROOT
				}
			}
			NOT = {
				is_in_faction_with = FRA
			}
		}
		modifier = {
			civilian_factory_use = 5
		}
		complete_effect = {
			28 = {
				set_building_level = {
					type = bunker
					level = 2
					province = {
						all_provinces = yes
						level = > 2
					}
				}
			}
			if = {
				limit = {
					FRA = {
						has_completed_focus = FRA_extend_the_maginot_line
					}
				}
				18 = {
					set_building_level = {
						type = bunker
						level = 2
						province = {
							all_provinces = yes
							level = > 2
						}
					}
				}
				29 = {
					set_building_level = {
						type = bunker
						level = 2
						province = {
							all_provinces = yes
							level = > 2
						}
					}
				}
			} {
				limit = {
					has_idea = FRA_protected_by_the_maginot_line
				}
				remove_ideas = FRA_protected_by_the_maginot_line
			}
		}
	}
	restructure_supply_system = {
		icon = GFX_decision_generic_construction
		visible = {
			OR = {
				is_major = no
				AND = {
					is_faction_leader = yes
					num_of_factories = < 51
				}
			}
		}
		fire_only_once = yes
		days_remove = 120
		ai_will_do = {
			factor = 1
			modifier = {
				num_of_factories = < 30
				factor = 0
			}
		}
		modifier = {
			production_speed_supply_node_factor = 3
		}
		complete_effect = {
			set_variable = {
				node_goal = num_of_supply_nodes
			}
			add_to_variable = {
				node_goal = 3
			}
		}
		cancel_trigger = {
			check_variable = {
				node_goal = < num_of_supply_nodes
			}
		}
	}
	seize_some_trains_woo = {
		icon = GFX_decision_hol_draw_up_staff_plans
		visible = {
			num_of_factories = < 60
		}
		available = {
			has_equipment = {
				train_equipment = < 101
			}
			has_tech = basic_train
		}
		days_remove = 180
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				has_stability = > 0.74
				NOT = {
					original_tag = SWE
					has_idea = SWE_hungershield
				}
			}
		}
		complete_effect = {
			add_equipment_to_sto
# ... (truncated)
### Entity: National Focus
Tree: alb_focus
Component: ALB_prepare_for_war
Constructs: prerequisite, limit, add_ideas, add_opinion_modifier, completion_reward, add_political_power, has_idea, add_timed_idea
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_prepare_for_war
	icon = GFX_mobilisation
	prerequisite = {
		focus = ALB_the_italian_affair
	}
	mutually_exclusive = {
		focus = ALB_negotiate_with_benito_mussolini
	}
	x = 18
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			add_political_power = 150
		}
		else = {
			add_ideas = war_economy
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = economic_mobilisation
			days = 730
		}
		ITA = {
			remove_resource_rights = 44 910
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_tranformation_of_nature
Constructs: has_completed_focus, prerequisite, limit, owns_state, completion_reward, add_political_power, has_full_control_of_state, add_tech_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_tranformation_of_nature
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = SOV_steel_industry_improvements SOV_workers_culture
	}
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	available = {
		has_full_control_of_state = 404
	}
	bypass = {
		NOT = {
			owns_state = 404
		}
	}
	completion_reward = {
		add_political_power = 25
		add_tech_bonus = {
			name = construction_bonus
			bonus = 1
			uses = 1
			category = construction_tech
		}
		add_resource = {
			type = rubber
			amount = 8
			state = 404
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_RUBBER
	}
}
### Entity: Character
Component: CHI_minister_of_transport_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_minister_of_transport_trait = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.05
	production_speed_supply_node_factor = 0.1
	production_speed_naval_base_factor = 0.05
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_The_People_General
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_The_People_General
	prerequisite = {
		focus = PRU_give_power_to_general_ureta
	}
	icon = GFX_goal_PRU_peruvian_caudillo
	x = 0
	y = 1
	relative_position_id = PRU_give_power_to_general_ureta
	available = {

	}
	cost = 3.5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_give_power_to_general_ureta
			}
			swap_ideas = {
				remove_idea = PRU_ureta_influence
				add_idea = PRU_ureta_influence_1
			}
		}
		PRU = {
			set_country_flag = PRU_apra_exclu
		}
		add_stability = -0.05
		custom_effect_tooltip = PRU_unlock_exclu_apra
		PRU_partidos_update_update_effect = yes
	}
}
### Entity: Character
Component: AFG_general_secretary
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_general_secretary = {
	random = no
	sprite = 13
	communism_drift = 0.03
	research_speed_factor = 0.02
	army_core_defence_factor = 0.1
	army_core_attack_factor = 0.05
}
### Entity: Idea
Component: NCY_coi
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_coi = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = NCY
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Character
Component: GER_konrad_adenauer
Source: game
File: common/characters/GER.txt

Code:
GER_konrad_adenauer = {
	name = GER_konrad_adenauer
	portraits = {
		civilian = {
			large = GFX_portrait_GER_konrad_adenauer
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			GER_traditionalist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_14
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_14 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 14
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 14
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_import_foreign_bombers_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_tech_bonus, add_command_power
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_import_foreign_bombers_r56
	prerequisite = {
		focus = SIA_separate_the_royal_aeronautical_service_r56
	}
	icon = GFX_focus_SMB_purchase_aircraft
	x = 1
	y = 1
	relative_position_id = SIA_separate_the_royal_aeronautical_service_r56
	cost = 8
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = strike_aircraft
			}
			add_daily_mastery = {
				name = SIA_import_foreign_bombers_r56
				amount = 0.2
				days = 180
				track = strike_aircraft
			}
		} {
			limit = {
				has_subdoctrine_in_track = heavy_aircraft
			}
			add_daily_mastery = {
				name = SIA_import_foreign_bombers_r56
				amount = 0.2
				days = 180
				track = heavy_aircraft
			}
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SIA_import_foreign_bombers_r56
				category = medium_air heavy_air
				bonus = 1
				uses = 1
			} {
				name = SIA_import_foreign_bombers_r56
				bonus = 0.5
				uses = 1
				technology = armor_piercing_bombs heavy_bombs
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			air_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = SIA_import_foreign_bombers_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		} {
			add_tech_bonus = {
				name = SIA_import_foreign_bombers_r56
				bonus = 1
				uses = 1
				category = medium_air heavy_air
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Unit Template
Component: VIN_PAR_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_PAR_02 = {
	name = Paratrooper Division
	for_countries = {
		VIN
	}
	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: Character
Component: CAN_leonard_w_murray
Source: game
File: common/characters/CAN.txt

Code:
CAN_leonard_w_murray = {
	name = CAN_leonard_w_murray
	portraits = {
		army = {
			large = GFX_CAN_leonard_warren_murray
			small = GFX_portrait_CAN_leonard_w_murray_small
		}
	}
	navy_leader = {
		skill = 4
		attack_skill = 4
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_our_brothers_in_the_east
Constructs: prerequisite, completion_reward, has_country_leader, create_wargoal
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_our_brothers_in_the_east
	icon = GFX_focus_hun_assassinate_horthy
	prerequisite = {
		focus = AUS_the_right_to_self_determination
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_the_right_to_self_determination
	will_lead_to_war_with = HUN
	search_filters = {

	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {
		HUN = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_miklos_horthy
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = HUN
		}
	}
}
### Entity: Idea
Component: QUE_quebecois_industrial_communism
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_quebecois_industrial_communism = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_collectivization_idea
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.15
		production_speed_arms_factory_factor = 0.2
		research_speed_factor = 0.015
	}
}
### Entity: Character
Component: EGY_fuad_i_of_egypt
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_fuad_i_of_egypt = {
	random = no
	army_core_attack_factor = 0.05
	drift_defence_factor = 0.1
}
### Entity: Character
Component: fierce_propagandist
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
fierce_propagandist = {
	random = no
	sprite = 13
	fascism_drift = 0.08
	stability_weekly = -0.001
}
### Entity: Idea
Component: NCY_ar
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = NCY
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_warrior_spirit
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_warrior_spirit
	icon = GFX_focus_generic_japanese_imperial_glory
	prerequisite = {
		focus = JAP_national_defense_state
	}
	x = 1
	y = 1
	relative_position_id = JAP_national_defense_state
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war = no
		} {
			factor = 10
			surrender_progress = > 0.9
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip cost_reduced_last_stand
	}
}
### Entity: Unit Leader
Component: naval_liason
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
naval_liason = {
	type = corps_commander
	gain_xp = {
		always = no
	}
	cost = 500
	modifier = {
		shore_bombardment_bonus = 0.25
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	any_parent = {
		naval_invader
	}
	gui_row = 9
}
### Entity: Event
Component: BBA_switzerland.97
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.97
	title = BBA_switzerland.97.t
	desc = BBA_switzerland.97.desc
	picture = GFX_report_event_SWI_von_trapp_family
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.97.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		hidden_effect = {
			set_country_flag = SWI_von_trapp_hired
		}
		show_unit_leaders_tooltip = SWI_georg_von_trapp
		custom_effect_tooltip = available_chief_of_navy
		show_ideas_tooltip = SWI_georg_von_trapp
	} {
		name = BBA_switzerland.97.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Idea
Component: KMT_disloyal_nra_elements
Constructs: has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_disloyal_nra_elements = {
	picture = SOV_conspiracy_in_the_academy_army
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		army_attack_factor = -0.05
		army_org_factor = -0.05
		experience_gain_army = -0.05
	}
}
### Entity: Order of Battle
Component: NOR_procured_destroyers_1944.txt
Source: game
File: history/units/NOR_procured_destroyers_1944.txt

Code:
units = {
	navy = {
		name = Destroyer Procurement
		base = 53
		location = 53
		ship = {
			name = HNoMS Stord
			definition = destroyer
			equipment = {
				destroyer_4 = {
					amount = 1
					owner = NOR
					version_name = S Class
				}
			}
		} {
			name = HNoMS Svenner
			definition = destroyer
			equipment = {
				destroyer_4 = {
					amount = 1
					owner = NOR
					version_name = S Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_peaceful_reunification
Constructs: prerequisite, add_ideas, completion_reward, is_subject, is_faction_leader, is_literally_china_tooltip, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_peaceful_reunification
	icon = GFX_focus_PRC_peaceful_reunification
	prerequisite = {
		focus = PRC_prepare_for_the_inevitable PRC_the_march_to_victory
	}
	x = 4
	y = 0
	relative_position_id = PRC_towards_one_china
	mutually_exclusive = {
		focus = PRC_towards_one_china PRC_allow_autonomous_regions
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_faction_leader = yes
		faction_influence_ratio = > 0.5
		any_allied_country = {
			is_literally_china_tooltip = yes
			hidden_trigger = {
				NOT = {
					tag = ROOT
				}
			}
		}
		event_target:WTT_current_china_leader = {
			exists = yes
			is_in_faction_with = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		event_target:WTT_current_china_leader = {
			WTT_political_struggle_remove_current_country = yes
			set_global_flag = {
				flag = wtt_national_leadership_takeover_in_progress
				value = 1
				days = 14
			}
			country_event = wtt_take_national_leadership.1
		}
		custom_effect_tooltip = WTT_national_leadership_accept_tooltip WTT_national_leadership_join_wars_effect WTT_national_leadership_refuse_tooltip generic_skip_one_line_tt
		effect_tooltip = {
			annex_country = {
				target = event_target:WTT_current_china_leader
				transfer_troops = yes
			}
		} {
			event_target:WTT_current_china_leader = {
				add_ideas = CHI_illegal_regime
				custom_effect_tooltip = generic_skip_one_line_tt
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
		}
		unlock_decision_category_tooltip = CHI_integrate_the_warlords_sea_cat
	}
}
### Entity: Event
Component: siam_dem.3
Constructs: is_triggered_only, has_completed_focus, limit, add_stability, check_variable, random_days
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam_dem.3
	title = siam_dem.3.t
	desc = siam_dem.3.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = siam_dem.3.a
		trigger = {
			check_variable = {
				SIA_dem_event_count = < 1
			}
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_and_spring_the_trap
				}
			}
			add_stability = var:SIA_dem_stability_hit
			hidden_effect = {
				country_event = {
					id = siam_dem.1
					days = 30
					random_days = 15
				}
			}
		}
		custom_effect_tooltip = SIA_dem_event_count_cw_scale_tt
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.09
Constructs: is_triggered_only, add_war_support, add_stability
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.09
	title = AAT_finland_continuation_war.09.t
	desc = AAT_finland_continuation_war.09.desc
	picture = GFX_report_event_FIN_armistice_of_moscow_negotiations
	is_triggered_only = yes
	option = {
		name = AAT_finland_continuation_war.09.a
		army_experience = 25
		add_stability = -0.05
		add_war_support = 0.05
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_naval_effort
Constructs: limit, has_country_flag, completion_reward, is_coastal, is_controlled_by, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_naval_effort
	icon = GFX_goal_SLO_navy
	x = 54
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: r56_calculate_un_members
Constructs: limit, has_country_flag, set_variable, every_possible_country, add_to_variable
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_calculate_un_members = {
	set_variable = {
		global.un_member_count = 0
	}
	every_possible_country = {
		limit = {
			has_country_flag = r56_invited_to_un_security_council
		}
		add_to_variable = {
			global.un_member_count = 1
		}
	}
}
### Entity: Idea
Component: SIA_empowered_special_branch_r56_2_LAR
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_empowered_special_branch_r56_2_LAR = {
	name = SIA_empowered_special_branch_r56_LAR
	picture = received_attache
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -25
		army_intel_to_others = -25
		navy_intel_to_others = -25
		airforce_intel_to_others = -25
		enemy_operative_detection_chance_factor = 0.1
		enemy_operative_capture_chance_factor = 0.1
		operative_slot = 1
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_intervention_in_portugal
Constructs: shared_focus, prerequisite, has_government, completion_reward, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_intervention_in_portugal
	icon = GFX_goal_generic_attack_portugal
	cost = 10.0
	ai_will_do = {
		factor = 25
	}
	available = {
		POR = {
			exists = yes
			NOT = {
				has_government = communism
				is_in_faction_with = ROOT
			}
		} {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = POR
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	prerequisite = {
		focus = SPR_align_with_the_new_france SPR_join_the_comintern
	}
	relative_position_id = SPR_republican_victory
	x = 3
	y = 5
}