Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_militarize_the_saadabat_pact
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_subject, every_other_country
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_militarize_the_saadabat_pact
	icon = GFX_focus_TUR_treaty_of_saadabad
	cost = 5
	prerequisite = {
		focus = TUR_regional_leadership
	}
	relative_position_id = TUR_regional_leadership
	x = 1
	y = 1
	available = {
		has_country_flag = TUR_saadabad_pact_member
		is_subject = no
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = TUR_solidify_the_saadabad_pact_tt
		every_other_country = {
			limit = {
				has_country_flag = TUR_saadabad_pact_member
				is_in_faction = no
				is_subject = no
				NOT = {
					has_government = communism
				} {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = turkey.126
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_navy_of_the_two_banks
Constructs: prerequisite, limit, completion_reward, has_navy_size, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_navy_of_the_two_banks
	icon = GFX_goal_EGY_navy_of_the_two_banks
	relative_position_id = EGY_the_suez_alternative
	x = -1
	y = 1
	cost = 10
	available = {
		has_navy_size = {
			size = > 29
		}
		any_owned_state = {
			is_coastal = yes
		}
	}
	prerequisite = {
		focus = EGY_naval_attrition
	} {
		focus = EGY_the_suez_alternative
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				447
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_coastal = yes
			}
			prioritize = {
				907
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: resource_imported
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### resource_imported
* description: number of resources imported by country, resource type is defined in target resource_imported@steel
### Entity: National Focus
Tree: hon_focus
Component: HON_power_research
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_power_research
	icon = GFX_focus_research
	prerequisite = {
		focus = HON_build_milfact3 HON_better_research
	}
	x = 36
	y = 7
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			AND = {
				amount_research_slots = < 5
			}
		}
	}
	available = {
		num_of_factories = > 45
		amount_research_slots = < 6
	}
	bypass = {
		amount_research_slots = > 5
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: ICE_the_navy_king
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_the_navy_king = {
	random = no
	naval_doctrine_cost_factor = -0.1
	experience_gain_navy_factor = 0.2
}
### Entity: Idea
Component: AFG_afghan_new_deal
Constructs: has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_afghan_new_deal = {
	picture = new_deal
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.05
		local_resources_factor = 0.05
	}
}
### Entity: Character
Component: FIN_humble_appeaser_tanner
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
FIN_humble_appeaser_tanner = {
	random = no
	sprite = 13
	war_support_factor = -0.05
	stability_factor = 0.1
	custom_modifier_tooltip = FIN_humble_appeaser_tanner_tt
}
### Entity: Character
Component: MEX_agustin_olachea
Source: game
File: common/characters/MEX.txt

Code:
MEX_agustin_olachea = {
	name = MEX_agustin_olachea
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MEX_agustin_olachea
		ledger = air
		allowed = {
			original_tag = MEX
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Country History
Country: RKM
Component: RKM_characters
Constructs: recruit_character
Source: game
File: history/countries/RKM - Reichskommisariat Moskowien.txt

Code:
# Leaders & Characters for RKM
recruit_character = RKM_siegfried_kasche
### Entity: Idea
Component: AUS_new_austrian_state
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_new_austrian_state = {
	picture = generic_fascism_rising
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.001
		political_power_factor = 0.05
		fascism_drift = 0.05
		drift_defence_factor = 0.1
		justify_war_goal_time = -0.25
	}
}
### Entity: Idea
Component: MEX_idea_growing_support_for_the_monarchy
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_idea_growing_support_for_the_monarchy = {
	picture = SPA_carlism
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
		stability_weekly = -0.001
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_naval_danger_score
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_naval_danger_score = {
	set_temp_variable = {
		naval_danger_score_factor = 0
	}
	for_each_scope_loop = {
		array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
		add_to_temp_variable = {
			naval_danger_score_factor = num_ships
		}
	}
	divide_temp_variable = {
		naval_danger_score_factor = ROOT.num_ships
	}
	clamp_temp_variable = {
		var = naval_danger_score_factor
		min = 0.0
		max = 1.0
	}
	add_to_temp_array = {
		modifier_score_factors = naval_danger_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_naval_danger_score_WEIGHT
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - naval_danger_score_factor [?naval_danger_score_factor] - weight [?EAI_PC_AIRBASE_get_naval_danger_score_WEIGHT]
	}
}
### Entity: National Focus
Component: wuw_HUN_demand_croatian_reintigration
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_demand_croatian_reintigration
	icon = GFX_focus_YUG_devolved_croatia
	prerequisite = {
		focus = wuw_HUN_reaffirm_territorial_claims
	} {
		focus = wuw_HUN_wherever_the_cross_points
	}
	x = 3
	y = 4
	relative_position_id = wuw_HUN_wherever_the_cross_points
	will_lead_to_war_with = YUG CRO
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = fascism
		is_subject = no
		is_in_faction = yes
		any_other_country = {
			OR = {
				owns_state = 109 103
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 109 103
				}
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt HUN_demands_tt
		every_other_country = {
			limit = {
				AND = {
					OR = {
						controls_state = 109 103
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			country_event = {
				id = WW_hungary.104
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: AST_R56_militarise_the_workers_defence_corps_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_militarise_the_workers_defence_corps_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		conscription_factor = 0.1
	}
}
### Entity: Event
Component: SEA_PRC_political_events.32
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.32
	title = SEA_PRC_political_events.32.t
	desc = SEA_PRC_political_events.32.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.32.a
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_signal_companies
Constructs: prerequisite, completion_reward, has_tech, complete_tooltip, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_signal_companies
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = KOR_establish_a_armor_corp KOR_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = KOR_establish_a_armor_corp
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	bypass = {

	}
	complete_tooltip = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: SOV_pick_great_purge_airforce_type_effect
Constructs: has_country_flag, random_list, has_air_ledger, has_character_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_pick_great_purge_airforce_type_effect = {
	random_list = {
		50 = {
			modifier = {
				factor = 0
				has_country_flag = SOV_mig_design_bureau_dissolved_flag SOV_ilyushin_design_bureau_dissolved_flag SOV_tupolev_design_bureau_dissolved_flag SOV_yakovlev_design_bureau_dissolved_flag
			}
			SOV_trigger_great_purge_design_bureau_dissolved_effect = yes
		} {
			modifier = {
				factor = 0
				has_country_flag = SOV_purged_airforce_chiefs_flag
				NOT = {
					any_character = {
						has_air_ledger = yes
						has_character_flag = SOV_potential_target_flag
					}
				}
			} {
				factor = 2
				OR = {
					NOT = {
						has_country_flag = SOV_purged_airforce_chiefs_flag
					}
					any_character = {
						has_air_ledger = yes
						has_character_flag = SOV_potential_target_flag
					}
				}
			}
			SOV_trigger_great_purge_airforce_chiefs_effect = yes
		}
	}
}
### Entity: Event
Component: rt56.rom_ger_divide_czech.7
Constructs: is_triggered_only, ai_chance, has_war, has_government, is_in_faction_with, has_idea, set_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_ger_divide_czech.7
	title = rt56.rom_ger_divide_czech.7.t
	desc = rt56.rom_ger_divide_czech.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_ger_divide_czech.7.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				GER = {
					NOT = {
						has_government = ROOT
					}
				}
			} {
				factor = 4
				is_in_faction_with = ROM
			} {
				factor = 2
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 2
				has_war = no
			} {
				factor = 4
				strength_ratio = {
					tag = GER
					ratio = > 0.5
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_ger_divide_czech.8
				days = 4
			}
		}
	} {
		name = rt56.rom_ger_divide_czech.7.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				GER = {
					has_government = ROOT
				}
			} {
				factor = 4
				is_in_faction_with = GER
			} {
				factor = 2
				has_idea = FRA_disjointed_government
			} {
				factor = 2
				has_war = yes
			} {
				factor = 4
				strength_ratio = {
					tag = GER
					ratio = < 0.5
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_ger_divide_czech.9
				days = 2
			}
		}
		FRA = {
			set_country_flag = ROM_cze_backed_down
		}
	}
}
### Entity: Character
Component: ARM_gevorg_VI
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/ARM.txt

Code:
ARM_gevorg_VI = {
	name = ARM_gevorg_VI
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_SOV_metropolitan_anastasy.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_gevorg_VI
		allowed = {
			original_tag = ARM
		}
		available = {
			has_country_flag = ARM_catholicos_khoren_has_died
			OR = {
				has_completed_focus = ARM_reopen_etchmiadzin_seminary ARM_ensure_church_support
			}
		}
		traits = {
			driver_of_the_faithful
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: KMT_corrupted_regime_2
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_corrupted_regime_2 = {
	name = KMT_corrupted_regime
	removal_cost = -1
	picture = ARG_political_corruption_modifier
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_gain = -0.315
		industrial_capacity_factory = -0.135
		stability_factor = -0.18
		drift_defence_factor = -0.225
		industry_free_repair_factor = -0.225
		production_factory_efficiency_gain_factor = -0.45
		fuel_gain_factor = -0.45
		economy_cost_factor = 0.45
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_international_brigades
Constructs: division_template, prerequisite, add_ideas, completion_reward, is_locked, create_unit, allow_spawning_on_enemy_provs
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_international_brigades
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = ICE_embrace_the_workers_revolution
	} {
		focus = ICE_international_relations
	}
	x = -2
	y = 1
	relative_position_id = ICE_embrace_the_workers_revolution
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = {
			ICE_international_brigades
		}
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Icelandic Expeditionary Force
				disband = yes
			}
			division_template = {
				name = Icelandic Expeditionary Force
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
			}
		}
		100 = {
			create_unit = {
				division = name = "Icelandic Expeditionary Force" division_template = "Icelandic Expeditionary Force" start_experience_factor = 1 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				allow_spawning_on_enemy_provs = no
				count = 1
			}
		}
	}
}
### Entity: Decision
Component: PHI_integration_category
Constructs: has_completed_focus, limit, fire_only_once, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/PHI.txt

Code:
PHI_integration_category = {
	PHI_integrate_conquests = {
		icon = GFX_decision_infiltrate_state
		cost = 15
		fire_only_once = yes
		days_remove = 30
		target_root_trigger = {
			OR = {
				has_completed_focus = PHI_reunite_madagascar PHI_take_pacific_islands PHI_malayo_polynesia
			}
		}
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
			}
			OR = {
				AND = {
					has_completed_focus = PHI_reunite_madagascar
					FROM = {
						OR = {
							state = 708 543 706 707
						}
					}
				} {
					has_completed_focus = PHI_take_pacific_islands
					FROM = {
						OR = {
							state = 629 630 631 632 633 638 639 641 642 643 646 647 648 684 725 727 737 1070 634 734
						}
					}
				} {
					has_completed_focus = PHI_malayo_polynesia
					FROM = {
						OR = {
							state = 1070 634 734 1024 334 333 673 336 672 335 667 1023 1021 979 668 669 738 721
						}
					}
				}
			}
		}
		state_target = any_controlled_state
		on_map_mode = map_and_decisions_view
		remove_effect = {
			FROM = {
				add_core_of = ROOT
				if = {
					limit = {
						OR = {
							state = 334 333 1024
						}
						NOT = {
							1022 = {
								is_core_of = ROOT
							}
						}
					}
					add_core_of = 1022
				}
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.11
Constructs: is_triggered_only, ai_chance, limit, owns_state, has_country_flag, is_subject_of, is_in_faction_with, has_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.11
	title = wuw_GER_reichskommissariats.11.t
	desc = wuw_GER_reichskommissariats.11.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.11.a
		ai_chance = {
			base = 50
		}
		trigger = {
			FIN = {
				exists = yes
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
					AND = {
						has_idea = FIN_the_lone_wolf
						NOT = {
							has_country_flag = FIN_already_attempted_an_armistice
						}
					}
				} {
					owns_state = 722 147 146 929
				}
			}
		}
		custom_effect_tooltip = GER_karelia_fin_effect_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						GER_is_soviet_greater_finland_state = yes
						GER_is_additional_soviet_greater_finland_state = yes
					} {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						} {
							is_subject_of = ROOT
							controls_state = PREV
						}
						is_controlled_by = ROOT FIN
					}
				}
				transfer_state_to = FIN
			}
		}
	} {
		name = wuw_GER_reichskommissariats.11.b
		trigger = {
			RKM = {
				exists = yes
			}
		}
		ai_chance = {
			base = 50
		}
		custom_effect_tooltip = GER_karelia_rkm_effect_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						GER_is_soviet_greater_finland_state = yes
						GER_is_additional_soviet_greater_finland_state = yes
					} {
						is_owned_by = ROOT
						any_country = {
							is_subject_of = ROOT
							owns_state = PREV
						}
					}
				}
				transfer_state_to = RKM
			} {
				limit = {
					OR = {
						GER_is_soviet_greater_finland_state = yes
						GER_is_additional_soviet_greater_finland_state = yes
					} {
						is_controlled_by = ROOT
						any_country = {
							is_subject_of = ROOT
							controls_state = PREV
						}
					}
					NOT = {
						OR = {
							is_owned_by = ROOT
							any_country = {
								is_subject_of = ROOT
								owns_state = PREV
							}
						}
					}
				}
				add_contested_owner = RKM
				set_state_controller_to = RKM
				add_claim_by = RKM
			}
		}
	}
}
### Entity: Event
Component: men.15
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_popularity, unlock_national_focus, retire_character
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.15
	title = men.15.t
	desc = men.15.d
	picture = GFX_report_event_generic_destroyed_vehicles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.15.a
		add_war_support = 0.03
		MEN = {
			effect_tooltip = {
				add_stability = -0.1
				add_popularity = {
					ideology = neutrality
					popularity = -0.05
				} {
					ideology = democratic
					popularity = -0.1
				}
				effect_tooltip = {
					unlock_national_focus = MEN_strengthen_ties_with_japan
				} {
					deactivate_advisor = MEN_nima_odsor
				}
				custom_effect_tooltip = r56_newline
				retire_character = MEN_nima_odsor
			}
		}
	}
}
### Entity: Idea
Component: SWI_special_conscription_2
Constructs: has_completed_focus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_special_conscription_2 = {
	allowed = {
		original_tag = SWI
		NOT = {
			has_completed_focus = SWI_end_con
		}
	}
	allowed_civil_war = {
		tag = SWI
	}
	picture = chi_army_corruption
	modifier = {

	}
}
### Entity: AI Strategy
Component: ITA_romania_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_romania_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_potential_allies_in_the_balkans
		country_exists = ROM
	}
	abort = {
		NOT = {
			country_exists = ROM
		}
	}
	ai_strategy = {
		type = befriend
		id = ROM
		value = 200
	} {
		type = alliance
		id = ROM
		value = 200
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_invest_in_white_collar
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_invest_in_white_collar
	icon = GFX_goal_generic_double_research
	relative_position_id = ISR_strengthen_progressives
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = ISR_strengthen_progressives
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_foreign_experts
			add_idea = ISR_white_collar_boom
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_tata_steel_dlc
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_tata_steel_dlc
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = RAJ_bombay_baroda_and_central_india_railway
	}
	x = 0
	y = 1
	relative_position_id = RAJ_bombay_baroda_and_central_india_railway
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 429
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		429 = {
			add_resource = {
				type = steel
				amount = 24
			}
		}
	}
}
### Entity: Idea
Component: UZB_ncs
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: bftb_greece.57
Constructs: is_triggered_only, add_war_support, add_stability, create_wargoal, annex_everything
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.57
	title = bftb_greece.57.t
	desc = bftb_greece.57.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.57.a
		create_wargoal = {
			type = annex_everything
			target = CYP
		}
	} {
		name = bftb_greece.57.b
		add_stability = 0.05
		add_war_support = -0.05
	}
}