Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_banda_koch
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, swap_ideas
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_banda_koch
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = ITA_banda_carita
	}
	x = 0
	y = 2
	relative_position_id = ITA_banda_carita
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
		if = {
			limit = {
				has_dlc = By Blood Alone
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_defy_the_duce
			}
		}
	}
	available = {
		agency_upgrade_number = > 9
	}
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ITA_servizio_informazione_militare_banda_carita
			add_idea = ITA_servizio_informazione_militare_banda_koch
		}
		ITA_create_pietro_koch_operative = yes
	}
}
### Entity: Unit Template
Component: SOV_CA_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SOV
	}
	can_use = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = Tyazhely Kreyser %d
	unique = {
		Kirov Voroshilov Maksim Gorky Molotov Kaganovich Kalinin Tallin Chapayev Zheleznyakov Kuybyshev Chkalov Frunze Ordzhonikidze Sverdlov Komsomolets Dzerzhinsky Zhdanov Aleksandr Nevsky Admiral Nakhimov Admiral Ushakov Admiral Lazarev Aleksandr Suvorov Admiral Senyavin Dmitry Pozharsky Oktyabrskaya Revolutsiya Murmansk Mikhail Kutuzov Grozny Admiral Fokin Admiral Golovko Khabarovsk
	}
}
### Entity: Character
Component: CAR_acr
Source: game
File: common/characters/CAR.txt

Code:
CAR_acr = {
	advisor = {
		slot = air_chief
		idea_token = CAR_acr
		allowed = {
			original_tag = CAR
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: INS_industrial_events.13
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.13
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.13.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -40
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Country History
Country: AFA
Component: AFA_technology
Constructs: set_technology
Source: game
File: history/countries/AFA - Afar.txt

Code:
# Starting Technologies for AFA
set_technology = {
	infantry_weapons = 1
	camelry = 1
}
### Entity: Event
Component: denmark_expansion_event.221
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, is_core_of
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.221
	title = denmark_expansion_event.221.t
	desc = denmark_expansion_event.221.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.221.a
		add_political_power = 25
		every_state = {
			limit = {
				is_controlled_by = FROM
				is_core_of = FIN
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Modifier Reference
Component: AST_no_foreign_battlefields_spirit
Constructs: remove_trigger, is_subject, autonomy_gain
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_no_foreign_battlefields_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_RAJ_independence_movement
	remove_trigger = {
		is_subject = no
	}
	autonomy_gain = AST_no_foreign_battlefields_autonomy_gain
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_sharpen_the_tulwar
Constructs: division_template, prerequisite, limit, add_ideas, add_war_support, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_sharpen_the_tulwar
	icon = GFX_focus_RAJ_indian_gurkhas
	prerequisite = {
		focus = RAJ_a_peacock_prince
	}
	x = 2
	y = 1
	relative_position_id = RAJ_a_peacock_prince
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
		add_war_support = 0.05
		add_doctrine_cost_reduction = {
			name = RAJ_sharpen_the_tulwar
			cost_reduction = 0.66
			uses = 1
			category = land_doctrine
		}
		IF = {
			limit = {
				NOT = {
					has_tech = tech_mountaineers
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			set_technology = {
				tech_mountaineers = 1
				popup = no
			}
		}
		division_template = {
			name = Mountain Lions
			is_locked = no
			priority = 2
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				} {
					x = 2
					y = 0
				}
			}
			support = {

			}
		}
		random_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Mountain Lions" division_template = "Mountain Lions" start_experience_factor = 0.65 start_equipment_factor = 1 start_manpower_factor = 1
				owner = RAJ
				allow_spawning_on_enemy_provs = no
				count = 1
			}
			prioritize = {
				988 445
			}
		}
		if = {
			limit = {
				OR = {
					has_idea = volunteer_only disarmed_nation
				}
			}
			add_ideas = limited_conscription
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_leader_rank_1.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_leader_rank_1.png &#8206;(96 × 20 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Trigger Reference
Construct: is_ai
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_ai

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if country is AI controlled.
```
### Entity: Character
Component: ENG_henry_wilson
Source: game
File: common/characters/ENG.txt

Code:
ENG_henry_wilson = {
	name = ENG_henry_wilson
	portraits = {
		army = {
			large = GFX_portrait_ENG_henry_wilson
			small = GFX_portrait_ENG_henry_wilson_small
		}
	}
	corps_commander = {
		traits = {
			old_guard politically_connected
		}
		skill = 4
		attack_skill = 2
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_state_dockyards
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_coastal, is_controlled_by, has_tech, random_owned_state
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_state_dockyards
	icon = GFX_focus_generic_shipbuilding
	prerequisite = {
		focus = ARG_navy_reform
	}
	x = 12
	y = 1
	cost = 10
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		has_tech = construction1
	}
	completion_reward = {
		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_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = arg_state_dockyards
		} {
			limit = {
				NOT = {
					has_country_flag = arg_state_dockyards
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = arg_state_dockyards
		} {
			limit = {
				NOT = {
					has_country_flag = arg_state_dockyards
				} {
					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 = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: EAI_PC_start_project
Constructs: limit, has_country_flag, set_temp_variable, check_variable, is_in_array, add_to_array, set_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_start_project = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_start_project > THIS=[this.getname] PREV=[prev.getname] type=[?_project_building_type] id=[?_project_province_id] priority=[?_project_priority] num=[?_project_queue_num]
	}
	PREV = {
		if = {
			limit = {
				has_country_flag = EAI_priority_construction_logging
			}
			set_temp_variable = {
				v0 = i
			} {
				v1 = _project_building_type
			} {
				v2 = _project_province_id
			} {
				v3 = _project_priority
			} {
				v4 = _project_queue_num
			} {
				v5 = _project_target_level
			} {
				v6 = _project_type_id
			} {
				v7 = _project_cancel_unbuildable
			}
			log = [GetYear] [GetMonth] | AI | [THIS.GetName] | ATTEMPTING: TP=[?v1] | PRV=[?v2] | PRIO=[?v3] | NUM=[?v4] | TAR=[?v5] | TID=[?v6] | CAN=[?v7]
		}
	} {
		if = {
			limit = {
				has_country_flag = EAI_priority_construction_logging
			}
			if = {
				limit = {
					NOT = {
						check_variable = {
							owner = 0
						}
					}
				}
				log = EAI_PC_start_project ERROR = not executed in state scope, THIS=[prev.getname] PREV=[this.getname]
			} {
				limit = {
					is_in_array = {
						global.EAI_PC_BUILDING_PROVINCIAL = _project_building_type
					}
					check_variable = {
						_project_province_id = 0
					}
				}
				log = EAI_PC_start_project ERROR: no province id provided for provincial project type
			} {
				limit = {
					check_variable = {
						_project_building_type = 0
					}
				}
				log = EAI_PC_start_project ERROR: no project type provided
			}
		} {
			limit = {
				PREV = {
					EAI_PC_location_controlled_by_PREV = yes
				}
			}
			if = {
				limit = {
					check_variable = {
						_project_queue_num = 0
					}
				}
				set_temp_variable = {
					_project_queue_num = 1
				}
			} {
				limit = {
					has_country_flag = EAI_priority_construction_logging
				}
				log = _project_queue_num=[?_project_queue_num] _project_queue_max=[?_project_queue_max]
			} {
				limit = {
					check_variable = {
						_project_target_level = > 0
					}
				}
				PREV = {
					EAI_PC_get_total_building_level = yes
				}
				set_temp_variable = {
					final_building_level = building_level_
				} {
					queued_amount = queued_amount_
				}
				if = {
					limit = {
						has_country_flag = EAI_priority_construction_logging
					}
					log = _project_target_level=[?_project
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_expand_the_faction
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, create_faction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_expand_the_faction
	icon = GFX_focus_generic_asia_liberation
	prerequisite = {
		focus = CHI_shifting_the_balance
	}
	x = -1
	y = 1
	relative_position_id = CHI_shifting_the_balance
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				is_in_faction = no
			}
			create_faction = CHI_pacific_entente_faction
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = CHI_expand_the_faction_tt
	}
}
### Entity: Modifier Reference
Construct: naval_torpedo_damage_reduction_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_torpedo_damage_reduction_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: Idea
Component: SWI_waffenfabrik
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_waffenfabrik = {
	picture = waffenfabrik_bern
	allowed = {
		original_tag = SWI
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 1092
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1092-North Bihar.txt

Code:
state = {
	id = 1092
	name = STATE_1092
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			12338 1
		}
		add_core_of = RAJ
		add_to_array = {
			state_victory_points = 12338
		}
	}
	provinces = {
		1541 1656 4459 7334 7475 7565 10361 10878 12338
	}
	manpower = 24538371
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_global_islamic_revolution
Constructs: prerequisite, add_ideas, owns_state, has_war_with, completion_reward, is_subject, is_ally_with, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_global_islamic_revolution
	icon = GFX_goal_PAL_declare_jihad
	x = 2
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 8
	prerequisite = {
		focus = AFG_return_of_the_king
	}
	mutually_exclusive = {
		focus = AFG_peace_through_islam
	}
	available = {
		is_subject = no
		any_other_country = {
			any_owned_state = {
				OR = {
					state = 445 444 442
				}
			}
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			AND = {
				owns_state = 445 444 442
			}
			any_country = {
				owns_state = 445 444 442
				OR = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	relative_position_id = AFG_tulaia_mutaharrika
	completion_reward = {
		unlock_decision_category_tooltip = AFG_inflitrate_pakistan_category
		activate_mission = AFG_declare_war
		set_country_flag = AFG_india_war_flag
		add_ideas = AFG_global_islamic_revolution_idea
		custom_effect_tooltip = r56_newline AFG_will_lead_to_war_PAK
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_end_of_the_imperialist_era
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_end_of_the_imperialist_era
	icon = GFX_SOV_the_end_of_the_imperialist_era_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_onslaught_on_colonialism SOV_carry_revolution_east
	}
	x = 1
	y = 1
	relative_position_id = SOV_the_onslaught_on_colonialism
	cost = 10
	available = {
		surrender_progress = < 0.05
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_end_of_the_imperialist_era_decision_tt
	}
}
### Entity: Idea
Component: CHI_shanghai_arsenal_designer
Constructs: has_completed_focus, limit, has_dlc, is_literally_china_not_prc, removal_cost, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_shanghai_arsenal_designer = {
	picture = generic_tank_manufacturer_1
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^7
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^7
				}
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_provisional_government
Constructs: prerequisite, has_war_with, completion_reward, random_hours
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_provisional_government
	icon = GFX_goal_ISR_tel_aviv
	relative_position_id = ISR_win
	x = -9
	y = 1
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 1016
		OR = {
			NOT = {
				has_war_with = PAL
			} {
				country_exists = PAL
			}
		}
		NOT = {
			has_war_with = JOR EGY SYR IRQ LEB
		}
	}
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
			controls_state = 1016
		}
	}
	prerequisite = {
		focus = ISR_win ISR_ad_halom
	}
	completion_reward = {
		country_event = {
			id = israel.3
			days = 1
			random_hours = 12
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reestablish_moscow_sun_yat_sen_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reestablish_moscow_sun_yat_sen_university
	icon = GFX_focus_PRC_reestablish_moscow_sun_yat_sen_university
	prerequisite = {
		focus = PRC_soviet_technological_cooperation
	}
	x = 0
	y = 2
	relative_position_id = PRC_soviet_technological_cooperation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Order of Battle
Component: 3a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 3a Brigada Legionario
	location = 6901
	division_template = Brigada Legionario
}
### Entity: Event
Component: lar_spain.90
Constructs: has_completed_focus, limit, remove_ideas, fire_only_once, add_political_power, has_global_flag, has_dlc, retire_country_leader
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.90
	title = lar_spain.90.t
	desc = lar_spain.90.desc
	picture = GFX_report_event_generic_parliament
	trigger = {
		tag = SPR
		date = > 1936.4.20
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	fire_only_once = yes
	option = {
		name = lar_spain.90.a
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_completed_focus = SPR_the_popular_front
				}
				remove_ideas = SPR_government_power_struggle
				add_political_power = 10
			}
			retire_country_leader = yes
			add_country_leader_role = {
				character = SPR_manuel_azana
				country_leader = {
					ideology = conservatism
					traits = {
						figurehead_president
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
		else = {
			retire_country_leader = yes
			add_country_leader_role = {
				character = SPR_manuel_azana
				country_leader = {
					ideology = conservatism
					traits = {

					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_reset_operation
Constructs: limit, has_country_flag, clr_country_flag, clear_variable, clear_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_reset_operation = {
	if = {
		limit = {
			has_country_flag = EAI_invasion_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_reset_operation
	}
	EAI_MILITARY_clear_this_strategy = yes
	clr_country_flag = EAI_MILITARY_INVASION_min_duration EAI_MILITARY_INVASION_planning_phase EAI_MILITARY_INVASION_execution_phase EAI_MILITARY_INVASION_rapid_phase
	clear_variable = EAI_MILITARY_INVASION_leader EAI_MILITARY_INVASION_operation_id EAI_MILITARY_INVASION_target_control_pct EAI_MILITARY_INVASION_failed_progress_weeks EAI_MILITARY_INVASION_prev_our_control_pct
	clear_array = EAI_MILITARY_INVASION_allied_countries EAI_MILITARY_INVASION_target_countries EAI_MILITARY_INVASION_states EAI_MILITARY_INVASION_staging_areas EAI_MILITARY_INVASION_sea_regions EAI_MILITARY_INVASION_air_regions EAI_MILITARY_INVASION_objectives
}
### Entity: Scope Reference
Construct: Object
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
### Localization Scope Object
The formatter requires the following Localization Scope Objets to be defined:
* `Country` - The country that the idea is associated with.
### Entity: National Focus
Tree: cze_focus
Component: CZE_a_modern_navy
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, complete_tooltip, add_mastery
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_a_modern_navy
	icon = {
		GFX_focus_PER_the_peoples_navy = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_SMB_blue_water_fleet = yes
	}
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_build_off_old_ganz_danubius_designs CZE_modernize_trieste_designs CZE_revive_kraljevica_designs CZE_raider_lineage
	}
	x = 0
	y = 3
	relative_position_id = CZE_skoda_naval_yards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		add_mastery = {
			amount = 25
			folder = naval
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_experience_gain_navy_factor = 0.05
			tooltip = experience_gain_navy_factor_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				any_controlled_state = {
					NOT = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = CZE_build_1_dockyards_when_we_have_coast_tt
		}
		add_tech_bonus = {
			name = CZE_a_modern_navy
			bonus = 0.75
			uses = 1
			category = naval_equipment
		}
		add_ideas = CZE_a_modern_navy_idea
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_48
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_48 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 48
	}
}