Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: mpl_focus
Component: MPL_two_people_union
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_country_flag, is_major, completion_reward, check_variable
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_two_people_union
	icon = GFX_goal_MPL_flag
	relative_position_id = MPL_develop_arab_communities
	x = 1
	y = 1
	dynamic = yes
	prerequisite = {
		focus = MPL_develop_arab_communities MPL_jewish_recruit
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = MPL_total_independence_60
				check_variable = {
					var = MPL_total_independence
					value = 180
					compare = greater_than_or_equals
				}
			}
			is_subject = no
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = MPL_levantine_union
			}
			if = {
				limit = {
					has_completed_focus = MPL_development_nablus
				}
				set_variable = {
					MPL_arab_support = 30
				}
			} {
				limit = {
					has_completed_focus = MPL_development_haifa
				}
				set_variable = {
					MPL_jewish_support = 35
				}
			} {
				limit = {
					has_country_flag = MPL_got_civs
				}
				add_offsite_building = {
					type = industrial_complex
					level = -2
				}
			} {
				limit = {
					has_country_flag = MPL_accepted_dominion
				}
				overlord = {
					set_autonomy = {
						target = MPL
						autonomy_state = autonomy_dominion
						end_civil_wars = no
					}
				}
			} {
				limit = {
					OR = {
						has_idea = MPL_arab_revolt_1 MPL_arab_revolt_2 MPL_arab_revolt_3 MPL_arab_revolt_4
					}
				}
				hidden_effect = {
					remove_ideas = {
						MPL_arab_revolt_1 MPL_arab_revolt_2 MPL_arab_revolt_3 MPL_arab_revolt_4
					}
				}
				custom_effect_tooltip = MPL_removes_strike
			} {
				limit = {
					check_variable = {
						MPL_political_independence = < 90
					}
					is_subject = yes
				}
				custom_effect_tooltip = MPL_if_under_90_political
				add_timed_idea = {
					idea = MPL_strained_administration
					days = 365
				}
			} {
				limit = {
					check_variable = {
						MPL_economic_independence = < 90
					}
					is_subject = yes
				}
				custom_effect_tooltip = MPL_if_under_90_economy
				add_timed_idea = {
					idea = MPL_strained_economy
					days = 365
				}
			} {
				limit = {
					check_variable = {
						
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_combined_arms
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_to_variable, has_dlc, set_mio_name_key, add_mio_size
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_combined_arms
	icon = GFX_focus_generic_tank_air_support
	prerequisite = {
		focus = JAP_improved_radio_communications
	} {
		focus = JAP_strenghten_the_supply_lines JAP_pivot_towards_defensive_measures
	}
	relative_position_id = JAP_improved_radio_communications
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_air_superiority_bonus_in_combat = 0.1
			tooltip = air_superiority_bonus_in_combat_tt
		} {
			JAP_army_coordination_bonus = 0.05
			tooltip = coordination_bonus_tt
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:JAP_tokyo_automobile_industries_organization = {
				set_mio_name_key = JAP_isuzu_motors
				add_mio_size = 2
				add_mio_funds_gain_factor = 0.05
			}
			hidden_effect = {
				mio:JAP_tokyo_automobile_industries_organization = {
					set_mio_icon = GFX_idea_JAP_isuzu_mot_2
				}
			}
		}
	}
}
### Entity: Idea
Component: extreme_winter
Source: game
File: common/ideas/coldwar.txt

Code:
extreme_winter = {
	picture = POL_disjointed_industry
	modifier = {
		factory_energy_consumption = 0.25
		consumer_goods_factor = 0.4
	}
}
### Entity: Special Project
Component: sp_air_jet_engine
Constructs: limit, fire_only_once, has_dlc, has_tech, breakthrough_cost, resource_cost, add_design_template_bonus, cost_factor
Source: game
File: common/special_projects/projects/air_projects.txt

Code:
sp_air_jet_engine = {
	specialization = specialization_air
	icon = GFX_sp_air_jet_engine
	project_tags = {
		sp_tag_aircraft sp_tag_jet
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				has_tech = engines_2
				OR = {
					has_tech = improved_small_airframe improved_medium_airframe
				}
			}
			else = {
				OR = {
					has_tech = fighter2 tactical_bomber2
				}
			}
		}
	}
	breakthrough_cost = {
		specialization_air = 3
	}
	resource_cost = {
		resources = {
			chromium = 12
			aluminium = 4
			steel = 2
		}
	}
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_centrifugal_jet_tech
				}
			} {
				limit = {
					has_dlc = By Blood Alone
				}
				add_design_template_bonus = {
					name = air_equipment
					uses = 1
					cost_factor = 0.75
					equipment = small_plane_airframe medium_plane_airframe large_plane_airframe
				} {
					name = air_equipment
					uses = 1
					cost_factor = 0.5
					equipment = small_plane_airframe medium_plane_airframe large_plane_airframe
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_fighter_equipment_1
				} {
					localization_key = SP_UNLOCK_TECH
					TECH = jet_tac_bomber_equipment_1
				}
				add_equipment_bonus = {
					name = sp_air_jet_engine
					bonus = {
						medium_plane_airframe = {
							air_agility = 0.05
							maximum_speed = 0.05
							instant = yes
						}
					}
				} {
					name = sp_air_jet_engine
					bonus = {
						small_plane_airframe = {
							air_agility = 0.05
							maximum_speed = 0.05
							instant = yes
						}
					}
				}
			}
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = By Blood Alone
			}
			 = jet_engine_1x jet_engine_2x jet_engine_3x jet_engine_4x jet_engine_6x
		} {
			limit = {
				has_dlc = No Step Back
			}
			 = tank_gas_turbine_engine
		}
	}
	generic_prototype_rewards = {
		sp_air_political_interference_generic_reward sp_air_generic_aerodynamics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_rew
# ... (truncated)
### Entity: Decision
Component: nationalism_on_the_rise
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/POL_other_ideologies_political_decisions.txt

Code:
nationalism_on_the_rise = {
	expand_civil_nationalist_support = {
		icon = generic_civil_support
		visible = {
			OR = {
				has_country_flag = preparation_for_nationalist_civil_war open_up_political_discourse_nationalist
			} {
				has_idea_with_trait = nationalist_agitator
				has_completed_focus = POL_The_Endecja_Movement
			}
			has_government = neutrality
			NOT = {
				has_government = democratic
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 25
		days_remove = 60
		modifier = {
			democratic_drift = 0.15
			stability_weekly = -0.015
			political_power_gain = -0.3
		}
		ai_will_do = {
			factor = 1
		}
	}
	army_support_for_nationalist_civil_war = {
		icon = generic_army_support
		visible = {
			has_country_flag = preparation_for_nationalist_civil_war
			OR = {
				has_idea_with_trait = nationalist_agitator
				has_completed_focus = POL_The_Endecja_Movement
			}
			has_government = neutrality
			NOT = {
				has_government = democratic
			}
		}
		cancel_trigger = {
			hidden_trigger = {
				has_civil_war = yes
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 30
		modifier = {
			command_power_gain = -0.02
		}
		remove_effect = {
			if = {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = less_than
					}
				}
				set_variable = {
					var = army_support_var
					value = 0.1
				}
			} {
				limit = {
					check_variable = {
						var = army_support_var
						value = 0.1
						compare = greater_than_or_equals
					}
				}
				add_to_variable = {
					var = army_support_var
					value = 0.1
				}
			}
			set_country_flag = military_support_for_nationalist_civil_war
		}
		complete_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
	ensure_general_loyalty_for_nationalist_civil_war = {
		icon = generic_army_support
		available = {
			has_country_flag = military_support_for_nationalist_civil_war
			command_power = > 2
		}
		visible = {
			has_country_flag = preparation_for_nationalist_civil_war
			OR = {
				has_idea_with_trait = nationalist_agitator
				has_completed_focus = POL_The_Endecja_Movement
			}
			has_government = neutrality
			any_army_leader = {
				is_field_marshal = no
				NOT = {
					has_trait = hidden_sympathies
				}
			}
			NOT = {
				has_government = democratic
			}
		}
		fire_only_once = yes
		cost = 50
		
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/mine_sweeper
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/mine_sweeper = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/mine_sweeper_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
					}
				}
				OR = {
					AND = {
						has_country_flag = EAI_enemy_mines_on_our_coasts
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/mine_sweeper = FROM: [?EAI_FOCUS/NAVY/mine_sweeper] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/mine_sweeper = global.EAI_OFF
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/mine_sweeper = FROM: [?EAI_FOCUS/NAVY/mine_sweeper] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_sweeper = global.EAI_OFF
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_the_liechtenstein_resistance
Constructs: prerequisite, add_ideas, completion_reward, has_capitulated, add_legitimacy, add_manpower
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_the_liechtenstein_resistance
	icon = GFX_goal_LIE_liechtenstein_resistance
	prerequisite = {
		focus = LIE_the_liechtensteiner_volunteer_force
	}
	x = 1
	y = 1
	relative_position_id = LIE_the_liechtensteiner_volunteer_force
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_capitulated = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_legitimacy = 25
		add_manpower = 2500
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = EGY_the_egyptian_resistance
	}
}
### Entity: Unit Template
Component: RAJ_CL_HISTORICAL
Source: game
File: common/units/names_ships/RAJ_ship_names.txt

Code:
RAJ_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		RAJ
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HMIS 
	fallback_name = Light Cruiser %s
	unique = {
		Delhi Bombay Mysore Karachi Rangoon Hyderabad Lucknow Ahmadabad Patna Mandalay Dacca Calcutta
	}
}
### Entity: Idea
Component: idea_SIA_japan_repaying_debts
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_japan_repaying_debts = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_foreign_capital
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
		production_speed_buildings_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_further_reinforce_the_ports
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_further_reinforce_the_ports
	available = {
		threat = > 0.15
		has_full_control_of_state = 7 36
	}
	prerequisite = {
		focus = HOL_protect_against_britain
	}
	icon = GFX_focus_generic_coastal_fort
	x = 0
	y = 1
	relative_position_id = HOL_protect_against_britain
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		7 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 3314
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 3314
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 9498
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 9498
				instant_build = yes
			}
		}
		36 = {
			add_building_construction = {
				type = coastal_bunker
				level = 1
				province = 6336
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 6336
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_improve_machine_tools
Constructs: prerequisite, completion_reward, has_idea, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_improve_machine_tools
	icon = GFX_goal_generic_production
	x = 3
	y = 1
	cost = 10.0
	relative_position_id = MON_transfer_the_funds_of_mongolbank
	prerequisite = {
		focus = MON_transfer_the_funds_of_mongolbank
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: CRO_ARM_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Oklopna Divizija
	ordered = {
		1 = {
			%d. Oklopna Divizija
		}
		2 = {
			%d. Oklopna Divizija
		}
		3 = {
			%d. Oklopna Divizija
		}
		4 = {
			%d. Oklopna Divizija
		}
		5 = {
			%d. Oklopna Divizija
		}
		6 = {
			%d. Oklopna Divizija
		}
		7 = {
			%d. Oklopna Divizija
		}
		8 = {
			%d. Oklopna Divizija
		}
		9 = {
			%d. Oklopna Divizija
		}
		10 = {
			%d. Oklopna Divizija
		}
	}
}
### Entity: Idea
Component: CZE_skoda_tanks_focus_optimization_7_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_tanks_focus_optimization_7_idea = {
	name = CZE_skoda_tanks_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		armor = 0.14
	}
	equipment_bonus = {
		light_tank_chassis = {
			armor_value = 0.14
			maximum_speed = 0.14
			instant = yes
		}
		medium_tank_chassis = {
			armor_value = 0.14
			reliability = 0.14
			instant = yes
		}
		heavy_tank_chassis = {
			armor_value = 0.14
			breakthrough = 0.14
			instant = yes
		}
		super_heavy_tank_chassis = {
			armor_value = 0.14
			build_cost_ic = -0.14
			instant = yes yes
		}
		train_equipment = {
			build_cost_ic = 0.12
			instant = yes
		}
	}
	modifier = {
		tank_manufacturer_cost_factor = -0.14
		production_speed_arms_factory_factor = 0.14
		production_speed_industrial_complex_factor = -0.14
		production_factory_efficiency_gain_factor = 0.14
		equipment_conversion_speed = -0.14
		truck_attrition_factor = 0.14
		factory_energy_consumption = 0.14
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_reestablish_the_gold_standard
Constructs: has_completed_focus, limit, add_ideas, has_government, completion_reward, has_dlc, has_game_rule, allow_branch
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_reestablish_the_gold_standard
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 18
	y = 0
	offset = {
		x = -12
		y = 0
		trigger = {
			OR = {
				NOT = {
					has_dlc = Man the Guns
				}
				AND = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
					has_completed_focus = USA_reestablish_the_gold_standard
				}
			}
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_neutrality_act
		}
	} {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard USA_neutrality_act
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_reestablish_the_gold_standard USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = USA_continue_the_new_deal
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = USA_continue_the_new_deal
			}
		}
	}
	available = {
		has_government = democratic
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = USA_franklin_delano_roosevelt
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		add_ideas = USA_gold_standard
		USA_congress_small_opposition = yes
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Unit Template
Component: ICE_CAV_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Dragondivisjon
	ordered = {
		1 = {
			%d. Dragondivisjon
		}
		2 = {
			%d. Dragondivisjon
		}
		3 = {
			%d. Dragondivisjon
		}
		4 = {
			%d. Dragondivisjon
		}
		5 = {
			%d. Dragondivisjon
		}
		6 = {
			%d. Dragondivisjon
		}
		7 = {
			%d. Dragondivisjon
		}
		8 = {
			%d. Dragondivisjon
		}
		9 = {
			%d. Dragondivisjon
		}
		10 = {
			%d. Dragondivisjon
		}
	}
}
### Entity: Event
Component: KMT_event.42
Constructs: is_triggered_only, add_war_support, create_wargoal, annex_everything, give_resource_rights
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.42
	title = KMT_event.42.t
	desc = KMT_event.42.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = KMT_event.42.a
		add_war_support = 0.05
		FROM = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		} {
			country_event = CHI_warlords.19
		}
	} {
		name = KMT_event.42.b
		FROM = {
			country_event = CHI_warlords.20
		}
		671 = {
			owner = {
				give_resource_rights = {
					receiver = CHI
					state = 671
				}
			}
		}
		286 = {
			owner = {
				give_resource_rights = {
					receiver = CHI
					state = 286
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_naval_research_institute
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_naval_research_institute
	available = {
		num_of_naval_factories = > 15
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_fuzileiros
	}
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = POR_fuzileiros
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_research_slot = 1
	}
}
### Entity: Idea
Component: EAI_DD_9/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Event
Component: AAT_norway_rikstanken.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_rikstanken.12
	title = AAT_norway_rikstanken.12.t
	desc = AAT_norway_rikstanken.12.desc
	picture = GFX_report_event_journalists_speech
	trigger = {
		hidden_trigger = {

		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_rikstanken.12.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_increase_urban_investments
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_increase_urban_investments
	icon = GFX_focus_generic_industry_3
	relative_position_id = ISR_economic_liberalisation
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_economic_liberalisation
	}
	cost = 5
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				454
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: CHT
Component: CHT_misc
Constructs: set_convoys
Source: game
File: history/countries/CHT - Chatham Islands.txt

Code:
# Misc for CHT
capital = 1087
set_convoys = 5