Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_american_air_industry_expansion
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_tech, has_capitulated
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_american_air_industry_expansion
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = GEN_invite_american_investors
	}
	x = 0
	y = 2
	relative_position_id = GEN_invite_american_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		any_other_country = {
			original_tag = USA
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			OR = {
				has_government = ROOT
				AND = {
					NOT = {
						has_government = communism
					}
					ROOT = {
						has_government = neutrality
					}
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_bangalore_torpedo
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_the_bangalore_torpedo
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = RAJ_lessons_of_the_great_war
	}
	x = -1
	y = 1
	relative_position_id = RAJ_lessons_of_the_great_war
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_the_bangalore_torpedo
			bonus = 1.0
			uses = 2
			category = engineers_tech
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_second_general_meeting
Constructs: prerequisite, limit, has_country_flag, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_second_general_meeting
	icon = GFX_goal_PAL_the_united_palestinian_army
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_legacy_of_quasi_state
	} {
		focus = PAL_destroying_the_zionist_movement
	}
	cost = 10
	select_effect = {
		country_event = palestine.23
	}
	relative_position_id = PAL_legacy_of_quasi_state
	completion_reward = {
		custom_effect_tooltip = PAL_second_general_meeting_tt
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = PAL_qadir_chosen
				}
				country_event = palestine.26
			}
		}
		if = {
			limit = {
				has_country_flag = PAL_golani_shutsdown_both
			}
			country_event = palestine.28
		}
	}
}
### Entity: Event
Component: belgium.9
Constructs: is_triggered_only
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.9
	title = belgium.9.t
	desc = belgium.9.d
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = belgium.9.a
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.13
Constructs: is_triggered_only, ai_chance, limit, add_political_power, has_idea, is_character, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.13
	title = NSB_soviet_paranoia_system_events.13.t
	desc = NSB_soviet_paranoia_system_events.13.desc
	picture = GFX_report_event_soviet_purge_trial
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.13.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_idea = SOV_genrikh_yagoda
			}
			hidden_effect = {
				SOV_genrikh_yagoda = {
					SOV_purge_character_effect = yes
				}
			}
			custom_effect_tooltip = SOV_characters_will_be_purged_tt
			character_list_tooltip = {
				limit = {
					is_character = SOV_genrikh_yagoda
				}
			}
			activate_advisor = SOV_nikolay_yezhov
		} {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		else_if = {
			limit = {
				has_idea = SOV_nikolay_yezhov
			}
			hidden_effect = {
				SOV_nikolay_yezhov = {
					SOV_purge_character_effect = yes
				}
			}
			custom_effect_tooltip = SOV_characters_will_be_purged_tt
			character_list_tooltip = {
				limit = {
					is_character = SOV_nikolay_yezhov
				}
			}
			activate_advisor = SOV_lavrenty_beriya
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_high_decrease_effect = yes
	} {
		name = NSB_soviet_paranoia_system_events.13.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = SOV
		}
		requested_factories = 4
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:SOV_mig_design_bureau_organization
	} {
		equipment = {
			type = strat_bomber_equipment_1
			creator = SOV
		}
		requested_factories = 2
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:SOV_tupolev_design_bureau_organization
	}
}
### Entity: Character
Component: LIE_franz_i
Source: game
File: common/characters/LIE.txt

Code:
LIE_franz_i = {
	name = Franz I
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_franz_i.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			charismatic_monarch
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: india.403
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, is_in_faction_with, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.403
	title = india.403.t
	desc = india.403.desc
	picture = GFX_report_event_india_protests2
	is_triggered_only = yes
	option = {
		name = india.403.a
		add_political_power = -50
		trigger = {
			NOT = {
				has_government = communism
				is_in_faction_with = RAJ
			}
		}
		set_country_flag = reconquer_enable
	} {
		ai_chance = {
			base = 1
		}
		name = india.403.b
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_great_recovery
Constructs: every_owned_state, prerequisite, limit, remove_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_great_recovery
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = RAJ_imperial_industry_initiative
	} {
		focus = RAJ_rural_development_plan
	}
	x = 1
	y = 1
	relative_position_id = RAJ_imperial_industry_initiative
	cost = 10
	available = {
		industrial_complex = > 39
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = RAJ_imperial_industry_initiative
			add_idea = RAJ_the_great_recovery
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = idea_RAJ_great_depression_1
			}
			remove_ideas = idea_RAJ_great_depression_1
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = idea_RAJ_great_depression_2
				days = 1095
			}
		}
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				arms_factory = > 0
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				industrial_complex = > 0
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CZE_letov
Constructs: has_completed_focus, limit, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_letov = {
	picture = CZE_letov
	allowed = {
		OR = {
			original_tag = CZE SLO RKH
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			NOT = {
				has_completed_focus = CZE_invest_in_the_smaller_air_plants
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C05
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C05 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^5 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C05
		value = 15000
	} {
		type = invade
		id = C05
		value = 200
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/TOA_shared_military_branch_scripted_loc.txt

Code:
defined_text = {
	name = SMB_coastal_fleet_key
	text = {
		localization_key = SMB_coastal_fleet_default
	}
}
### Entity: Idea
Component: CHI_internal_opposition20
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition20 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.04
		army_org_factor = -0.04
		max_dig_in_factor = -0.04
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.16
		attack_bonus_against = -0.08
	}
}
### Entity: Order of Battle
Component: Escuadrón de Catalunya
Source: game
File: history/units/CAT_ARAGON_1936_naval_mtg.txt

Code:
fleet = {
	name = Escuadrón de Catalunya
	naval_base = 9764
	task_force = {
		name = Escuadrón de Catalunya
		location = 9764
		ship = {
			name = ARC Alifonso I
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = CAT
					version_name = España Class
				}
			}
		} {
			name = ARC Catalunya
			definition = battleship
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = CAT
					version_name = España Class
				}
			}
		} {
			name = ARC Libertad
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = CAT
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARC Sicília
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = CAT
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARC Barcelona
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = CAT
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARC Gironne
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAT
					version_name = Alsedo Class
				}
			}
		} {
			name = ARC Tarragona
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAT
					version_name = Alsedo Class
				}
			}
		} {
			name = ARC Lleida
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = CAT
					version_name = Alsedo Class
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Naval_Effort
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, limit, has_country_flag, completion_reward, has_focus_tree, is_coastal
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Naval_Effort
	icon = GFX_focus_generic_shipbuilding
	x = 27
	y = 0
	offset = {
		x = 7
		y = 0
		trigger = {
			has_focus_tree = albania_focus
		}
	} {
		x = 15
		y = 0
		trigger = {
			tag = SAU
		}
	} {
		x = 36
		y = 0
		trigger = {
			has_focus_tree = ukraine_focus
		}
	} {
		x = 36
		y = 0
		trigger = {
			has_focus_tree = r56_india
		}
	} {
		x = -6
		y = 3
		trigger = {
			has_focus_tree = israel_focus
		}
	} {
		x = 1
		y = 0
		trigger = {
			has_focus_tree = r56_turkestan_focus
		}
	} {
		x = 9
		y = 0
		trigger = {
			tag = WLS
		}
	} {
		x = 6
		y = 0
		trigger = {
			tag = MEN
		}
	} {
		x = 1
		y = 0
		trigger = {
			OR = {
				tag = ARM COS
				has_focus_tree = west_africa_focus
			}
		}
	} {
		x = 8
		y = 0
		trigger = {
			OR = {
				tag = CYP
				has_focus_tree = cyprus_tree
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		if = {
			limit = {
				tag = ISR
			}
			has_completed_focus = ISR_win
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_b
# ... (truncated)
### Entity: Achievement
Component: sun_tzu_reborn
Constructs: is_literally_china, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_field_marshal
Source: game
File: common/achievements.txt

Code:
sun_tzu_reborn = {
	id = 57
	possible = {
		is_literally_china = yes
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		any_army_leader = {
			is_field_marshal = yes
			skill = > 8
		}
	}
}
### Entity: Character
Component: GEO_george_bagration
Source: game
File: common/characters/GEO.txt

Code:
GEO_george_bagration = {
	name = GEO_george_bagration
	portraits = {
		civilian = {
			large = GFX_portrait_GEO_george_bagration_mukhrani
			small = GFX_portrait_GEO_george_bagration_mukhrani_civilian_small
		}
		army = {
			small = GFX_portrait_GEO_george_bagration_mukhrani_military_small
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1957.1.1
		id = -1
		traits = {
			the_sacred_king
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_ger_tech
Constructs: prerequisite, limit, add_ideas, completion_reward, is_in_faction_with, add_research_slot, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_ger_tech
	icon = GFX_focus_research
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = SWI_join_germany
	}
	available = {
		is_in_faction_with = GER
	}
	available_if_capitulated = yes
	x = 19
	y = 5
	completion_reward = {
		if = {
			limit = {
				amount_research_slots = < 5
			}
			custom_effect_tooltip = ICE_no_six
			add_research_slot = 1
		}
		else = {
			add_tech_bonus = {
				name = jet_rocket_bonus
				bonus = 0.5
				uses = 2
				category = rocketry jet_technology
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.5
			}
			add_ideas = r56_generic_rocket_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: COUNTRY
Constructs: COUNTRY, set_political_party, recruit_character, division_template, create_country_leader, every_owned_state, add_equipment_to_stockpile, set_stability
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## Effects for scope COUNTRY

* [activate_advisor](#activate_advisor)
* [activate_decision](#activate_decision)
* [activate_mission](#activate_mission)
* [activate_mission_tooltip](#activate_mission_tooltip)
* [activate_shine_on_focus](#activate_shine_on_focus)
* [activate_targeted_decision](#activate_targeted_decision)
* [add_ace](#add_ace)
* [add_advisor_role](#add_advisor_role)
* [add_ai_strategy](#add_ai_strategy)
* [add_autonomy_ratio](#add_autonomy_ratio)
* [add_autonomy_score](#add_autonomy_score)
* [add_breakthrough_points](#add_breakthrough_points)
* [add_breakthrough_progress](#add_breakthrough_progress)
* [add_cic](#add_cic)
* [add_civil_war_target](#add_civil_war_target)
* [add_collaboration](#add_collaboration)
* [add_command_power](#add_command_power)
* [add_contested_owner](#add_contested_owner)
* [add_corps_commander_role](#add_corps_commander_role)
* [add_country_leader_role](#add_country_leader_role)
* [add_country_leader_trait](#add_country_leader_trait)
* [add_daily_mastery](#add_daily_mastery)
* [add_days_mission_timeout](#add_days_mission_timeout)
* [add_days_remove](#add_days_remove)
* [add_decryption](#add_decryption)
* [add_design_template_bonus](#add_design_template_bonus)
* [add_doctrine_cost_reduction](#add_doctrine_cost_reduction)
* [add_dynamic_modifier](#add_dynamic_modifier)
* [add_equipment_bonus](#add_equipment_bonus)
* [add_equipment_production](#add_equipment_production)
* [add_equipment_subsidy](#add_equipment_subsidy)
* [add_equipment_to_stockpile](#add_equipment_to_stockpile)
* [add_faction_goal](#add_faction_goal)
* [add_faction_goal_slot](#add_faction_goal_slot)
* [add_faction_influence_ratio](#add_faction_influence_ratio)
* [add_faction_influence_score](#add_faction_influence_score)
* [add_faction_initiative](#add_faction_initiative)
* [add_faction_power_projection](#add_faction_power_projection)
* [add_field_marshal_role](#add_field_marshal_role)
* [add_fuel](#add_fuel)
* [add_ideas](#add_ideas)
* [add_intel](#add_intel)
* [add_legitimacy](#add_legitimacy)
* [add_manpower](#add_manpower)
* [add_mastery](#add_mastery)
* [add_mastery_bonus](#add_mastery_bonus)
* [add_mines](#add_mines)
* [add_mio_policy_cooldown](#add_mio_policy_cooldown)
* [add_mio_policy_cost](#add_mio_policy_cost)
* [add_named_threat](#add_named_threat)
* [add_naval_commander_role](#add_naval_commander_role)
* [add_nuclear_bombs](#add_nuclear_bombs
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PC_build_radar_STRATEGIES
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_build_radar_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_build_radar_STRATEGIES = 0
	}
	if = {
		limit = {
			OR = {
				AND = {
					threat = > 0.5
					any_of_scopes = {
						array = controlled_states
						EAI_radar_location_2 = yes
						EAI_PC_can_build_project = yes
						NOT = {
							EAI_PC_has_same_type_project_here = yes
						}
					}
				}
			}
		}
		set_temp_variable = {
			EAI_PC_build_radar_STRATEGIES = 1
		}
	}
}
### Entity: Idea
Component: SPR_policia_armada
Constructs: encryption_factor
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_policia_armada = {
	name = SPR_policia_armada
	picture = generic_secret_police
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		resistance_damage_to_garrison = -0.2
		political_power_factor = 0.1
		encryption_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_approach_mitsubishi
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, has_idea, cancel_if_invalid, has_dlc, add_mio_funds_gain_factor
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_approach_mitsubishi
	icon = GFX_focus_JAP_approach_mitsubishi
	overlay = GFX_focus_fast_overlay_generic_clock
	enable_automatic_bypass = no
	prerequisite = {
		focus = JAP_continue_takahashi_korekiyos_policies JAP_increase_armament_spending
	}
	relative_position_id = JAP_continue_takahashi_korekiyos_policies
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_zaibatsu_faction_is_not_subdued = yes
	}
	bypass = {
		has_idea = JAP_zaibatsu_faction_tier_1
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_mitsubishi_organization = {
				add_mio_funds_gain_factor = 0.15
			}
			mio:JAP_mitsubishi_heavy_industries_organization = {
				add_mio_funds_gain_factor = 0.15
			}
			mio:JAP_mitsubishi_kobe_shipyard_organization = {
				add_mio_funds_gain_factor = 0.15
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		JAP_small_zaibatsu_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt JAP_reduce_zaibatsu_focus_cost_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_category = small_island tiny_island
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_approach_mitsubishi
			bonus = 0.5
			uses = 1
			category = naval_equipment
		}
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
		show_ideas_tooltip = mitsubishi_civilian JAP_koyata_iwasaki
	}
}