Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: CHI_chinese_womens_national_war_relief_society
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_womens_national_war_relief_society = {
	picture = generic_women_in_the_army
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		weekly_casualties_war_support = 0.0025
	}
}
### Entity: Idea
Component: EAI_DD_20/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Event
Component: naw_norway.16
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_political_power, is_in_tech_sharing_group, add_to_tech_sharing_group, every_other_country
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.16
	title = naw_norway.16.t
	desc = naw_norway.16.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.16.b
		ai_chance = {
			base = 90
		}
		add_political_power = -10
		if = {
			limit = {
				FROM = {
					NOT = {
						is_in_tech_sharing_group = NOR_german_research
					}
				}
			}
			FROM = {
				add_to_tech_sharing_group = NOR_german_research
			}
			every_other_country = {
				limit = {
					is_subject_of = FROM
					NOT = {
						is_in_tech_sharing_group = NOR_german_research
					}
				}
				add_to_tech_sharing_group = NOR_german_research
			}
		} {
			limit = {
				original_tag = GER
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				}
			}
			add_to_tech_sharing_group = NOR_german_research
		}
		every_other_country = {
			limit = {
				is_subject_of = ROOT
				NOT = {
					has_war_with = FROM
				} {
					is_in_tech_sharing_group = NOR_german_research
				}
			}
			add_to_tech_sharing_group = NOR_german_research
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.17
			}
		}
	} {
		name = naw_norway.16.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 80
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.18
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_add_hand_of_god_sh_tank_template_and_production
Constructs: create_equipment_variant, add_equipment_production
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_hand_of_god_sh_tank_template_and_production = {
	create_equipment_variant = {
		name = The Hand of God
		type = super_heavy_tank_artillery_chassis_1
		parent_version = 0
		modules = {
			turret_type_slot = tank_super_heavy_three_man_tank_turret
			main_armament_slot = tank_rocket_launcher_2
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = armor_skirts
			special_type_slot_2 = secondary_turret_small_cannon
			special_type_slot_3 = secondary_turret_small_cannon
			special_type_slot_4 = extra_ammo_storage
		}
		upgrades = {
			tank_nsb_engine_upgrade = 10
			tank_nsb_armor_upgrade = 6
		}
		icon = GFX_ITA_super_heavy_tank_medium
	}
	add_equipment_production = {
		equipment = {
			type = super_heavy_tank_artillery_chassis_1
			creator = ITA
			version_name = The Hand of God
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 50
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_solve_the_jafurah_dispute
Constructs: prerequisite, limit, every_country, owns_state, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_solve_the_jafurah_dispute
	icon = GFX_focus_chi_british_cooperation
	cost = 5.0
	x = -2
	y = 1
	prerequisite = {
		focus = SAU_the_unifier
	}
	mutually_exclusive = {
		focus = SAU_reject_the_riyadh_line
	}
	ai_will_do = {
		factor = 35
	}
	available = {
		any_other_country = {
			owns_state = 858
			controls_state = 858
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				owns_state = 858
				controls_state = 858
			}
			country_event = {
				id = arabia.20
				hours = 18
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			transfer_state = 858
			add_opinion_modifier = {
				target = ENG
				modifier = sau_solved_border_dispute
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SAU_the_unifier
}
### Entity: Modifier Reference
Construct: power_balance_weekly
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## power_balance_weekly

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: swe_focus
Component: SWE_archapeligo_harrasment
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, every_navy_leader, random_select_amount, has_trait
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_archapeligo_harrasment
	icon = GFX_focus_generic_torpedo_production
	x = -4
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_retool_dockyards
	}
	relative_position_id = SWE_retool_dockyards
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		every_navy_leader = {
			random_select_amount = 3
			limit = {
				NOT = {
					has_trait = old_guard_navy
				}
			}
			add_trait = {
				character = THIS
				slot = navy_leader
				trait = green_water_expert
			} {
				character = THIS
				slot = navy_leader
				trait = inshore_fighter
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = smoke_generator
				}
				has_dlc = Man the Guns
			}
			set_technology = {
				smoke_generator = 1
				popup = no
			}
		}
		else = {
			navy_experience = 50
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.3
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_prepare_the_nations_defences
Constructs: prerequisite, has_war, limit, add_ideas, add_war_support, completion_reward, has_full_control_of_state, has_war_support
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_prepare_the_nations_defences
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = LIT_revive_the_trade_sector
	}
	x = 1
	y = 1
	relative_position_id = LIT_revive_the_trade_sector
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_full_control_of_state = 189 188 11
		OR = {
			threat = > 0.24
			has_war = yes
			AND = {
				has_war = no
				has_war_support = > 0.15
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				OR = {
					has_idea = civilian_economy low_economic_mobilisation
				}
			}
			add_ideas = partial_economic_mobilisation
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		11 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 6296
				instant_build = yes
			}
		}
		188 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 3288
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			}
		}
		189 = {
			add_building_construction = {
				type = coastal_bunker
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: liechtenstein.13
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.13
	picture = GFX_report_event_SWI_soldier_gathering
	title = liechtenstein.13.t
	desc = liechtenstein.13.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.13.a
		army_experience = 5
	}
}
### Entity: Modifier Reference
Construct: own_harmed_time_factor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### own_harmed_time_factor
* description: The time factor applied to the status "harmed". Takes int accountthe country it is operating for and the country it is operating against.
### Entity: National Focus
Tree: aus_focus
Component: AUS_seek_papal_support
Constructs: prerequisite, add_stability, completion_reward, add_political_power, has_country_leader, add_popularity
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seek_papal_support
	icon = GFX_focus_generic_pope
	prerequisite = {
		focus = AUS_regulate_austrian_finance_sector
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_regulate_austrian_finance_sector
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = AUS_kurt_schuschnigg
			} {
				ruling_only = yes
				character = AUS_ernst_rudiger_starhemberg
			} {
				ruling_only = yes
				character = AUS_vinzenz_schumy
			} {
				ruling_only = yes
				character = HUN_otto_von_habsburg
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.1
		add_political_power = 50
		custom_effect_tooltip = AUS_seek_papal_support_tt
		hidden_effect = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
	}
}
### Entity: Event
Component: bftb_news.10
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.10
	title = bftb_news.10.t
	desc = bftb_news.10.desc
	picture = GFX_news_event_bulgarian_ff_troops
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.10.a
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.10.b
		trigger = {
			NOT = {
				tag = BUL
			}
			is_in_faction_with = BUL
			BUL_is_balkan_nation = yes
		}
	} {
		name = bftb_news.10.c
		trigger = {
			NOT = {
				tag = BUL
			} {
				has_war_with = BUL
			}
			OR = {
				BUL_is_balkan_nation = no
				NOT = {
					is_in_faction_with = BUL
				}
			}
		}
	} {
		name = bftb_news.10.d
		trigger = {
			has_war_with = BUL
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_women_in_the_workforce
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_women_in_the_workforce = {
	EAI_LAW_wants_women_in_the_workforce = yes
	EAI_LAW_available_women_in_the_workforce = yes
}
### Entity: Scripted Effect
Component: EGY_lower_sudanese_serparatists
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_lower_sudanese_serparatists = {
	if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
			}
		}
		custom_effect_tooltip = EGY_lower_sudanese_separatism_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
				add_dynamic_modifier = {
					modifier = EGY_mild_sudanese_separatism
				}
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = EGY_fierce_sudanese_separatism
				}
			}
		}
		custom_effect_tooltip = EGY_lower_sudanese_separatism_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = EGY_fierce_sudanese_separatism
				}
				add_dynamic_modifier = {
					modifier = EGY_moderate_sudanese_separatism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_destroy_nazi
Constructs: prerequisite, add_ideas, has_government, completion_reward, create_wargoal
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_destroy_nazi
	icon = GFX_focus_attack_germany
	relative_position_id = ISR_am_yisrael_hai
	x = 0
	y = 1
	available = {
		GER = {
			has_government = fascism
		}
	}
	will_lead_to_war_with = GER
	prerequisite = {
		focus = ISR_am_yisrael_hai
	}
	cost = 10
	completion_reward = {
		create_wargoal = {
			target = GER
			type = topple_government
		}
		add_ideas = ISR_destroy_nazi
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: strikes_event.4
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.4
	title = strikes_event.4.t
	desc = strikes_event.4.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	option = {
		name = strikes_event.4.a
		remove_ideas = {
			strikes_1 strikes_2 strikes_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = strikes_resolved
			days = 90
		}
	}
}
### Entity: AI Strategy
Component: SOV_protect_turkmen_dictator_policy
Constructs: has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/TOY.txt

Code:
SOV_protect_turkmen_dictator_policy = {
	allowed = {
		tag = SOV
	}
	enable = {
		tag = SOV
	}
	abort = {
		SOV = {
			has_war_with = TMS
		}
	}
	ai_strategy = {
		type = support
		id = TMS
		value = 100
	} {
		type = protect
		id = TMS
		value = 200
	} {
		type = send_volunteers_desire
		id = TMS
		value = 100
	}
}
### Entity: Character
Component: JAM_nccr
Source: game
File: common/characters/JAM.txt

Code:
JAM_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = JAM_nccr
		allowed = {
			original_tag = JAM
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Modifier Reference
Component: CZE_sudetenland_german_state_modifier
Constructs: mobilization_speed, remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_sudetenland_german_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CZE_sudetenland_separatism
	local_manpower = -0.25
	mobilization_speed = -0.25
	state_production_speed_buildings_factor = -0.25
	army_core_defence_factor = -0.1
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: Decision
Component: PAL_military_civilian_category
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once, add_political_power, complete_effect
Source: game
File: common/decisions/PAL.txt

Code:
PAL_military_civilian_category = {
	PAL_criticize_secular_high_command = {
		allowed = {
			original_tag = PAL
		}
		icon = generic_book
		visible = {
			has_completed_focus = PAL_islamists
		}
		cost = 15
		fire_only_once = yes
		days_remove = 7
		available = {
			custom_trigger_tooltip = {
				tooltip = PAL_already_doing_tt
				NOT = {
					has_country_flag = PAL_already_doing
				}
			}
		}
		complete_effect = {
			set_country_flag = PAL_already_doing
		}
		remove_effect = {
			clr_country_flag = PAL_already_doing
			add_stability = 0.05
			custom_effect_tooltip = PAL_criticize_secular_high_command_tt
			add_to_variable = {
				PAL_civilian = 5
			}
			clamp_variable = {
				var = PAL_civilian
				min = 0
				max = 100
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1000
				check_variable = {
					PAL_civilian = < 60
				}
			}
		}
	}
	PAL_conduct_antisecularist_operation = {
		allowed = {
			original_tag = PAL
		}
		icon = generic_military
		visible = {
			has_completed_focus = PAL_cooperate_with_muslim_brotherhood
		}
		custom_cost_text = PAL_decision_cost_5armyxp
		custom_cost_trigger = {
			has_army_experience = > 4.99
		}
		fire_only_once = no
		days_remove = 8
		days_re_enable = 15
		available = {
			custom_trigger_tooltip = {
				tooltip = PAL_already_doing_tt
				NOT = {
					has_country_flag = PAL_already_doing
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -5
			}
			set_country_flag = PAL_already_doing
		}
		remove_effect = {
			clr_country_flag = PAL_already_doing
			add_political_power = 25
			custom_effect_tooltip = PAL_conduct_antifawzist_operation_tt
			add_to_variable = {
				PAL_civilian = 10
			}
			clamp_variable = {
				var = PAL_civilian
				min = 0
				max = 100
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				add = 1000
				check_variable = {
					PAL_military = < 80
				}
			}
		}
	}
	PAL_promote_traditionalist_way_of_life = {
		allowed = {
			original_tag = PAL
		}
		icon = eng_propaganda_campaigns
		visible = {
			has_completed_focus = PAL_islamists
		}
		cost = 15
		fire_only_once = no
		days_remove = 7
		available = {
			custom_trigger_tooltip = {
				tooltip = PAL_already_doing_tt
				NOT = {
					has_country_flag = PAL_already_doing
				}
			}
		}
		complete_effect = {
			set_country_flag = PAL_already_doing
			add_popularity = {
				ideology = fascism
				popula
# ... (truncated)
### Entity: Idea
Component: EAI_DD_19/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Game Rule
Component: allow_revoke_guarantees
Constructs: allow_revoke_guarantees
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_revoke_guarantees = {
	name = RULE_ALLOW_REVOKE_GUARANTEES
	group = RULE_GROUP_GENERAL_FOREIGN_POLICY
	icon = GFX_revoke_guarantees
	default = {
		name = ALLOWED
		text = RULE_OPTION_ALLOWED
		desc = RULE_ALLOW_REVOKE_GUARANTEES_ALLOWED_DESC
	}
	option = {
		name = BLOCKED
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_REVOKE_GUARANTEES_BLOCKED_DESC
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_200
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_200 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 200
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 200
	}
}
### Entity: Event
Component: argentina.36
Constructs: is_triggered_only
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.36
	title = argentina.36.t
	desc = argentina.36.d
	is_triggered_only = yes
	option = {
		name = argentina.36.a
	}
}
### Entity: Idea
Component: AST_whyalla_steelworks_ic
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_whyalla_steelworks_ic = {
	picture = generic_industrial_concern_1
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {
		NOT = {
			has_completed_focus = AST_broken_hill_propietary_company
		}
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		AST_steelworks_and_shipyard
	}
	modifier = {

	}
}
### Entity: Idea
Component: KMT_nanjing_decade
Constructs: has_completed_focus, research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_idea, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_nanjing_decade = {
	name = KMT_nanjing_decade
	removal_cost = -1
	picture = generic_mild_economic_recovery
	allowed = {
		always = no
	}
	available = {
		AND = {
			controls_state = 1114
			OR = {
				has_idea = civilian_economy low_economic_mobilisation
				AND = {
					has_idea = partial_economic_mobilisation
					has_completed_focus = KMT_finalize_war_preparations
				}
			}
			surrender_progress = < 0.1
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		stability_factor = 0.05
		neutrality_drift = 0.01
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_8
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_8
	icon = GFX_focus_generic_cruiser2
	ai_will_do = {
		factor = 2
	}
	x = 30
	y = 3
	prerequisite = {
		focus = MAL_RND_5
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 0.75
			uses = 2
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_re-convene_the_parliament
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_re-convene_the_parliament
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = ETH_rebuilding_the_country
	}
	mutually_exclusive = {
		focus = ETH_empower_the_ras
	}
	x = 1
	y = 1
	relative_position_id = ETH_rebuilding_the_country
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 100
		add_stability = 0.15
		add_popularity = {
			popularity = 0.1
			ideology = democratic
		}
	}
}
### Entity: Idea
Component: INS_nakajima
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_nakajima = {
	picture = idea_nakajima
	allowed = {
		original_tag = INS
	}
	visible = {
		OR = {
			has_completed_focus = INS_invite_foreign_investors INS_the_agreement
		}
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_saedinenieto_pravi_silata
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_saedinenieto_pravi_silata
	prerequisite = {
		focus = BUL_consolidate_the_regime
	}
	mutually_exclusive = {
		focus = BUL_concessions_to_lukov
	}
	relative_position_id = BUL_consolidate_the_regime
	icon = GFX_focus_bul_royal_tsardom
	x = -2
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 60
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_16
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_16 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 16
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 16
	}
}
### Entity: Idea
Component: BRA_ef_central_do_brasil_idea
Constructs: has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_ef_central_do_brasil_idea = {
	name = BRA_ef_central_do_brasil_idea
	picture = BRA_estrada_de_ferro_do_brasil
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {

	}
	visible = {

	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		train_tech = 0.1
	}
	traits = {
		railway_company
	}
}