Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_bulgarian_administration_of_the_balkans
Constructs: prerequisite, limit, completion_reward, has_state_flag, is_fully_controlled_by, has_full_control_of_state, is_core_of, set_state_flag
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_bulgarian_administration_of_the_balkans
	prerequisite = {
		focus = BUL_peaceful_development BUL_nationalist_propaganda
	}
	icon = GFX_focus_BUL_bulgarian_administration_of_the_balkans
	relative_position_id = BUL_join_the_tripartite_pact
	x = -4
	y = 2
	cost = 20
	available = {
		any_controlled_state = {
			has_state_flag = BUL_historical_bulgarian_claim_flag
			is_fully_controlled_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = BUL_bulgarian_administration_of_the_balkans_decisions_tt BUL_bulgarian_administration_of_the_balkans_cores_tt BUL_historical_states_tt
		if = {
			limit = {
				has_full_control_of_state = 106
				106 = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
			106 = {
				set_state_flag = BUL_bulgarian_reintegration_campaign_flag
			}
			add_state_core = 106
		} {
			limit = {
				has_full_control_of_state = 803
				803 = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
			803 = {
				set_state_flag = BUL_bulgarian_reintegration_campaign_flag
			}
			add_state_core = 803
		} {
			limit = {
				has_full_control_of_state = 77
				77 = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
			77 = {
				set_state_flag = BUL_bulgarian_reintegration_campaign_flag
			}
			add_state_core = 77
		} {
			limit = {
				has_full_control_of_state = 971
				971 = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
			971 = {
				set_state_flag = BUL_bulgarian_reintegration_campaign_flag
			}
			add_state_core = 971
		}
		hidden_effect = {
			news_event = {
				id = bftb_news.5
				hours = 8
				random_hours = 4
			}
		}
		add_ai_strategy = {
			type = garrison
			value = 75
		}
	}
}
### Entity: Character
Component: unifier_of_the_balkans
Source: game
File: common/country_leader/r56_traits.txt

Code:
unifier_of_the_balkans = {
	random = no
	non_core_manpower = 0.1
	political_power_factor = 0.15
	army_org_factor = 0.05
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_iar_80
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, has_tech, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_iar_80
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = ROM_air_superiority
	}
	x = -1
	y = 1
	relative_position_id = ROM_air_superiority
	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
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			if = {
				limit = {
					has_tech = fighter2
				}
				add_tech_bonus = {
					name = ROM_iar_80
					bonus = 1.0
					ahead_reduction = 2
					uses = 1
					category = light_fighter
				}
				else = {
					add_tech_bonus = {
						name = ROM_iar_80
						bonus = 1.0
						ahead_reduction = 2
						uses = 1
						technology = fighter2
					}
				}
			}
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					NOT = {
						has_tech = improved_small_airframe
					}
				}
				add_tech_bonus = {
					name = ROM_iar_80
					bonus = 1.0
					ahead_reduction = 2
					uses = 1
					technology = improved_small_airframe
				}
				create_equipment_variant = {
					name = IAR 80
					type = small_plane_airframe_2
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = light_mg_2x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = GFX_ROM_fighter2_medium
				}
			}
			else = {
				create_equipment_variant = {
					name = IAR 80
					type = small_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = light_mg_4x
						fixed_auxiliary_weapon_slot_1 = light_mg_2x
						engine_type_slot = engine_2_1x
						special_type_slot_1 = empty
					}
					icon = GFX_ROM_fighter2_medium
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_one_revolution_to_end_them_all
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_one_revolution_to_end_them_all
	prerequisite = {
		focus = POR_restore_valiance_to_the_nation
	}
	mutually_exclusive = {
		focus = POR_radicalize_salazars_allies
	}
	icon = GFX_goal_spr_recruitment_drive
	cost = 5
	ai_will_do = {
		base = 0
	}
	x = 1
	y = 1
	relative_position_id = POR_restore_valiance_to_the_nation
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.06
		}
		custom_effect_tooltip = CHL_skip_one_line_tt POR_one_revolution_to_end_them_all_tt
		swap_ideas = {
			add_idea = POR_the_battle_for_the_nation
			remove_idea = POR_disgruntled_republicans_fas
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: new_ger.105
Constructs: is_triggered_only, set_faction_manifest
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.105
	title = new_ger.105.t
	desc = new_ger.105.d
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = new_ger.105.a
	} {
		name = new_ger.105.b
		set_faction_manifest = faction_manifest_spread_of_communism
	}
}
### Entity: Character
Component: BEL_lambert_chardome
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_lambert_chardome = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_lambert_chardome
		portraits = {
			army = {
				large = GFX_portrait_BEL_lambert_chardome
				small = GFX_portrait_BEL_lambert_chardome_small
			}
		}
		corps_commander = {
			visible = {
				OR = {
					has_completed_focus = BEL_the_belgian_legion BEL_royal_commander_in_chief
				}
			}
			traits = {
				career_officer ranger commando war_hero
			}
			skill = 3
			attack_skill = 2
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 2
		}
		advisor = {
			slot = high_command
			idea_token = BEL_lambert_chardome
			ledger = army
			allowed = {
				original_tag = BEL
			}
			available = {
				NOT = {
					has_government = fascism neutrality
				}
			}
			traits = {
				army_commando_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Country History
Country: WLA
Component: WLA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/WLA - Welsh Argentina.txt

Code:
# Politics & Parties for WLA
set_politics = {
	ruling_party = neutrality
	last_election = 1932.10.30
	election_frequency = 72
	elections_allowed = no
}
set_popularities = {
	democratic = 20
	communism = 10
	fascism = 0
	neutrality = 70
}
### Entity: Idea
Component: den_german_economic_collaboration
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_german_economic_collaboration = {
	removal_cost = -1
	picture = soviet_german_friendship
	available = {
		has_government = fascism
		GER = {
			has_government = fascism
		}
	}
	modifier = {
		consumer_goods_factor = -0.24
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: State History
Component: 813
Constructs: add_core_of
Source: game
File: history/states/813-Rakvere.txt

Code:
state = {
	id = 813
	name = STATE_813
	history = {
		owner = EST
		victory_points = {
			4640 1
		} {
			11127 1
		}
		buildings = {
			infrastructure = 3
			4640 = {
				naval_base = 1
			}
		}
		add_core_of = EST
	}
	provinces = {
		4640 6099 9079 11057 11127 11443 13127
	}
	manpower = 150560
	buildings_max_level_factor = 1.0
	state_category = rural
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_small_arms
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_small_arms
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = YUG_army_modernization
	}
	x = -1
	y = 1
	relative_position_id = YUG_army_modernization
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_small_arms
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_i_shall_return
Constructs: prerequisite, limit, completion_reward, is_subject, is_in_faction, is_faction_leader, save_event_target_as, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_i_shall_return
	icon = GFX_focus_PHI_i_shall_return
	prerequisite = {
		focus = PHI_subject_surrender
	}
	relative_position_id = PHI_subject_surrender
	x = -3
	y = 1
	cost = 5
	available = {
		OR = {
			is_subject = yes
			AND = {
				is_in_faction = no
				is_faction_leader = no
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				save_event_target_as = temp_host
				ROOT = {
					become_exiled_in = {
						target = PREV
						legitimacy = 35
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else_if = {
			limit = {
				is_in_faction = yes
				is_faction_leader = no
			}
			faction_leader = {
				save_event_target_as = temp_host
				ROOT = {
					become_exiled_in = {
						target = PREV
						legitimacy = 20
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = PHI_philippine_resistance_movement_dynamic_modifier_tt generic_skip_one_line_tt PHI_request_equipment_tt PHI_share_military_experience_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_resistance_legitimacy_gain_factor = 0.5
			tooltip = legitimacy_gain_factor_tt
		} {
			PHI_resistance_exile_manpower_factor = 0.1
			tooltip = exile_manpower_factor_tt
		}
		hidden_effect = {
			unlock_decision_tooltip = PHI_request_equipment PHI_share_military_experience
		}
		add_manpower = 10000
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Component: RAJ_agrarian_society_dynamic
Constructs: conscription_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
RAJ_agrarian_society_dynamic = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_agrarian_society
	conscription_factor = RAJ_agrarian_society_value
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_infrastructure_effort
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_infrastructure_effort
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = SAF_heavy_engineering SAF_expand_the_mining_industry
	}
	x = 0
	y = 2
	relative_position_id = SAF_south_african_railways
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SAF_infrastructure_effort_Inf
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SAF_infrastructure_effort_Inf2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SAF_infrastructure_effort_Inf3
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SAF_infrastructure_effort_Inf4
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = SAF_infrastructure_effort_Inf
			random_neighbor_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag = SAF_infrastructure_effort_Inf2
			} {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag = SAF_infrastructure_effort_Inf3
			} {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				set_state_flag
# ... (truncated)
### Entity: Idea
Component: idea_PAR_increased_humaita_spending
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_increased_humaita_spending = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = gre_agricultural_communes
	modifier = {
		political_power_factor = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Military Industrial Organization
Component: GRE_royal_hellenic_naval_shipyard_bftb_organization
Constructs: has_dlc, has_idea, has_country_leader, check_variable
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_royal_hellenic_naval_shipyard_bftb_organization = {
	name = GRE_royal_hellenic_naval_shipyard_organization
	include = generic_battle_line_ship_organization
	icon = GFX_idea_gre_royal_hellenic_naval_shipyard
	allowed = {
		tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = GRE_nation_is_monarchy_tt
			owner = {
				OR = {
					has_idea = GRE_george_ii GRE_george_ii_restrained
					has_country_leader = {
						character = GRE_king_george_ii
						ruling_only = yes
					}
					custom_trigger_tooltip = {
						tooltip = GRE_monarchists_friendly_or_loyal
						check_variable = {
							var = GRE_monarchist_loyalty
							value = 1
							compare = greater_than_or_equals
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_preempt_the_inevitable
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_guaranteed_by, has_non_aggression_pact_with, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_preempt_the_inevitable
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = CHI_avoid_another_crisis
	}
	x = -1
	y = 1
	relative_position_id = CHI_avoid_another_crisis
	cost = 10
	available = {
		is_subject = no
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_guaranteed_by = ROOT
				has_non_aggression_pact_with = ROOT
			}
			OR = {
				is_subject_of = ROOT
				AND = {
					is_subject = no
					OR = {
						NOT = {
							is_in_faction_with = ROOT
						}
						AND = {
							is_faction_leader = no
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = JAP
		}
	}
}
### Entity: Idea
Component: idea_GUYA_old_powers_FRA
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_FRA = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		max_dig_in_factor = 0.3
		dig_in_speed_factor = 0.25
	}
}
### Entity: Idea
Component: ITA_cantiere_navale_di_ancona
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantiere_navale_di_ancona = {
	picture = ITA_cantera_navale_di_ancona
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
	}
	available = {
		controls_State = 157
		ITA_is_southern_designer = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_develop_new_fighters
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_dlc, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_develop_new_fighters
	icon = GFX_focus_jap_zero
	prerequisite = {
		focus = JAP_establish_showa_aircraft_idnsutry
	}
	relative_position_id = JAP_establish_showa_aircraft_idnsutry
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_mitsubishi_organization = {
				add_mio_funds_gain_factor = 0.05
				add_mio_research_bonus = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			set_technology = {
				cv_fighter2 = 1
			}
		}
		add_tech_bonus = {
			name = JAP_develop_new_fighters
			bonus = 1
			ahead_reduction = 1
			category = light_air
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		ELSE = {
			create_equipment_variant = {
				name = A6M Zero-Sen
				type = cv_small_plane_airframe_2
				design_team = mio:JAP_mitsubishi_organization
				allow_without_tech = no
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
					engine_type_slot = engine_3_1x
					special_type_slot_1 = drop_tanks
					special_type_slot_2 = fuel_tanks_small
				}
				icon = GFX_JAP_cv_fighter2_medium
			} {
				name = Ki-43 Hayabusa
				type = small_plane_airframe_2
				design_team = mio:JAP_kawanishi_aircraft_company_organization
				allow_without_tech = no
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = bomb_locks
					engine_type_slot = engine_3_1x
					special_type_slot_1 = drop_tanks
					special_type_slot_2 = fuel_tanks_small
				}
				icon = GFX_JAP_fighter2_medium
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Screen_Ship_Research_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Screen_Ship_Research_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG JAP ITA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG JAP ITA
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_volkschule
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_volkschule
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = AUS_great_austrian_economic_push AUS_bring_phonix_insurance_from_the_ashes
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_great_austrian_economic_push
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_conscript_management_focus
Constructs: prerequisite, add_ideas, completion_reward, has_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_conscript_management_focus
	text = RUT_conscript_management_focus
	icon = GFX_goal_manpower
	prerequisite = {
		focus = UKR_organize_the_army
	}
	relative_position_id = UKR_organize_the_army
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		NOT = {
			OR = {
				has_idea = disarmed_nation volunteer_only
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
		add_ideas = RUT_idea_conscript_management
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: EAI_JAP_conserve_fuel
Constructs: has_war
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_conserve_fuel = {
	allowed = {
		tag = JAP
	}
	enable = {
		fuel_ratio = < 0.5
		has_war = no
	}
	abort = {
		NOT = {
			AND = {
				fuel_ratio = < 0.75
				has_war = no
			}
		}
	}
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_TRAINING
		value = 200000
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_strengthen_government_support
Constructs: prerequisite, completion_reward, set_country_flag, add_timed_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_strengthen_government_support
	icon = GFX_goal_generic_demand_territory
	available = {

	}
	prerequisite = {
		focus = FRA_strengthen_the_little_entente FRA_buy_time
	}
	x = 5
	y = 1
	relative_position_id = FRA_strengthen_the_little_entente
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_country_flag = FRA_strengthen_government_support_focus_flag
		add_timed_idea = {
			idea = FRA_strengthen_government_support_focus
			days = 365
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_agricultural_renewal
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_agricultural_renewal
	icon = GFX_goal_agrarian_reform
	x = -4
	y = 1
	relative_position_id = TRK_reinvigorating_the_economy
	cost = 10
	prerequisite = {
		focus = TRK_reinvigorating_the_economy
	}
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = BHU_agriculatural_reform
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Broaden_our_Logistic_Network
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, is_ally_with
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Broaden_our_Logistic_Network
	icon = GFX_focus_SOV_the_road_of_life
	cost = 6
	prerequisite = {
		focus = RAJ_connect_to_central_asia_r56
	}
	ai_will_do = {
		base = 2
	}
	x = 0
	y = 1
	relative_position_id = RAJ_connect_to_central_asia_r56
	available = {
		is_ally_with = SOV
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		add_ideas = RAJ_Bolstered_Logistics_Network
	}
}