Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: MAN
Component: MAN_characters
Constructs: recruit_character
Source: game
File: history/countries/MAN - Manchukou.txt

Code:
# Leaders & Characters for MAN
recruit_character = MAN_aisin_gioro_puyi MAN_zhang_haipeng MAN_zhang_jinghui MAN_aisin_gioro_xiqia MAN_yoshiko_kawashima MAN_zhao_shangzhi MAN_deng_linge MAN_yin_zuoqian MAN_xian_yuan MAN_urzhin_garmaev MAN_yu_zishan MAN_ma_zhanshan MAN_jonjurjab MAN_pujie MAN_songgotu_zhanshan MAN_zhang_yanqing MAN_zhang_shiyi MAN_sun_qichang MAN_li_shaogeng MAN_chu_kudo MAN_yuan_jinkai MAN_xie_jieshi MAN_ding_chao MAN_li_zhaolin MAN_kanjurjab MAN_ding_jianxiu MAN_kawashima_naniwa
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_clear_all_targets
Constructs: limit, every_country, has_country_flag, check_variable, clear_array
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_clear_all_targets = {
	if = {
		limit = {
			check_variable = {
				EAI_lend_lease_targets^num = > 0
			}
		}
		every_country = {
			limit = {
				has_country_flag = EAI_lend_lease_from_@PREV
			}
			EAI_LEND_LEASE_cancel_target = yes
		}
		clear_array = EAI_lend_lease_targets
	}
}
### Entity: Order of Battle
Component: air_wing_130
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	130 = {
		fighter_equipment_1 = {
			owner = ENG
			amount = 72
		}
		fighter_equipment_2 = {
			owner = ENG
			amount = 72
		}
		tac_bomber_equipment_1 = {
			owner = ENG
			amount = 96
		}
	}
}
### Entity: Event
Component: india.302
Constructs: is_triggered_only, limit, has_government, every_country, has_war_with, fire_only_once, add_to_variable, has_opinion
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.302
	title = india.302.t
	desc = india.302.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_Government_Formation
	is_triggered_only = yes
	option = {
		name = india.302.a
		439 = {
			add_to_variable = {
				ifb_state = 2
			}
			custom_effect_tooltip = raj_ifb_2
		}
		1090 = {
			add_to_variable = {
				ifb_state = 2
			}
			custom_effect_tooltip = raj_ifb_2
		}
		440 = {
			add_to_variable = {
				ifb_state = 2
			}
			custom_effect_tooltip = raj_ifb_2
		}
		429 = {
			add_to_variable = {
				ifb_state = 2
			}
			custom_effect_tooltip = raj_ifb_2
		}
		raj_calculate_election = yes
	} {
		name = india.302.b
		every_country = {
			limit = {
				has_government = communism
				NOT = {
					has_war_with = SOV
				}
				has_opinion = {
					target = RAJ
					value = < 50
				}
			}
			send_embargo = RAJ
			custom_effect_tooltip = embargo_relation_tt
		}
		439 = {
			add_to_variable = {
				ifb_state = 1
			}
			custom_effect_tooltip = raj_ifb_1
		}
		1090 = {
			add_to_variable = {
				ifb_state = 1
			}
			custom_effect_tooltip = raj_ifb_1
		}
		440 = {
			add_to_variable = {
				ifb_state = 1
			}
			custom_effect_tooltip = raj_ifb_1
		}
		429 = {
			add_to_variable = {
				ifb_state = 1
			}
			custom_effect_tooltip = raj_ifb_1
		}
		raj_calculate_election = yes
	}
}
### Entity: Effect Reference
Construct: deactivate_shine_on_focus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## deactivate_shine_on_focus

* Supported Scopes: COUNTRY
* Supported Targets: any

Deactivate the shine effect on the focus with the given id. The current focus cannot have it's shine effect removed.

Note that tooltips are only shown in debug mode.
### Entity: National Focus
Tree: gua_focus
Component: GUA_leave_the_league_of_nations
Constructs: prerequisite, limit, has_government, add_war_support, add_opinion_modifier, completion_reward, has_global_flag, add_popularity
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_leave_the_league_of_nations
	icon = GFX_goal_italy_leave_the_league_of_nations
	prerequisite = {
		focus = GUA_the_central_american_detente
	}
	x = -1
	y = 1
	relative_position_id = GUA_the_central_american_detente
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_global_flag = league_of_nations_gone
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.05
		ITA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		every_other_country = {
			limit = {
				OR = {
					tag = USA ENG FRA
				}
				has_government = democratic
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = GUA_fascist_leanings
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_approach_romania
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, is_in_faction, is_subject, has_capitulated
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_approach_romania
	icon = GFX_focus_ROM_UKR_alliance
	prerequisite = {
		focus = RUT_a_free_rusyn_state
	}
	relative_position_id = RUT_a_free_rusyn_state
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_in_faction = no
		is_subject = no
		ROM = {
			OR = {
				has_government = democratic neutrality
			}
			has_capitulated = no
		}
	}
	x = -2
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ROM = {
			add_opinion_modifier = {
				target = RUT
				modifier = RUT_ROM_diplomacy_focus
			}
		}
		add_opinion_modifier = {
			target = ROM
			modifier = RUT_ROM_diplomacy_focus
		}
	}
}
### Entity: Character
Component: RAJ_ram_singh_thakur
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_ram_singh_thakur = {
	name = RAJ_ram_singh_thakur
	portraits = {
		army = {
			small = GFX_idea_RAJ_ram_singh_thakur
		}
	}
	advisor = {
		slot = high_command
		idea_token = RAJ_ram_singh_thakur
		ledger = army
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: r56.news_event.1121
Constructs: fire_only_once, has_global_flag, set_global_flag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1121
	title = r56.news_event.1121.t
	desc = r56.news_event.1121.desc
	picture = GFX_report_event_r56_papua_eruption
	fire_only_once = yes
	trigger = {
		date = > 1937.5.27 < 1937.5.29
		NOT = {
			has_global_flag = rabaul_eruption_1937_took_place
		}
	}
	immediate = {
		set_global_flag = rabaul_eruption_1937_took_place
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = r56.news_event.1121.a
		trigger = {
			OR = {
				tag = AST NZL VAN SOL PNG WPG MLK FIJ TML TUV KIR NRU FSM HAW GUM PLU PHI INS TON SAM TAH RAP MRS NIU CHT
			}
		}
	} {
		name = r56.news_event.1121.b
		trigger = {
			NOT = {
				OR = {
					tag = AST NZL VAN SOL PNG WPG MLK FIJ TML TUV KIR NRU FSM HAW GUM PLU PHI INS TON SAM TAH RAP
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_women_in_the_workforce
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, has_idea, has_war_support, has_stability
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_women_in_the_workforce = {
	NOT = {
		has_country_flag = EAI_women_in_the_workforce_taken
	}
	has_war = yes yes
	if = {
		limit = {
			NOT = {
				original_tag = GER JAP
			}
		}
		has_idea = tot_economic_mobilisation
		if = {
			limit = {
				original_tag = PRC
			}
			NOT = {
				has_completed_focus = PRC_holding_half_the_sky PRC_promote_womens_suffrage
			}
		}
	} {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	}
	else_if = {
		limit = {
			original_tag = GER
		}
		OR = {
			has_idea = tot_economic_mobilisation totaler_krieg_economy
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	} {
		limit = {
			original_tag = JAP
		}
		OR = {
			has_idea = tot_economic_mobilisation national_defense_state
		}
		NOT = {
			has_completed_focus = JAP_democratic_women_in_the_workforce
		}
	}
	OR = {
		AND = {
			has_government = democratic
			has_war_support = > 0.79
		} {
			has_government = communism
			has_war_support = > 0.79
		} {
			has_government = fascism
			OR = {
				has_war_support = > 0.89
				surrender_progress = > 0
			}
		} {
			has_government = neutrality
			has_war_support = > 0.84
			has_stability = > 0.7
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_support_the_world_revolution
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_support_the_world_revolution
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CAN_canada_united CAN_join_comintern
	}
	x = 1
	y = 4
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CAN_communist_ideals_2
			add_idea = CAN_communist_ideals_3
		}
	}
}
### Entity: Scripted Effect
Component: ETH_haile_selassie_returns
Constructs: limit, add_war_support, has_country_leader, remove_country_leader_trait, gain_xp, is_in_faction_with, set_portraits
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_haile_selassie_returns = {
	IF = {
		limit = {
			ETH = {
				has_country_leader = {
					ruling_only = yes
					character = ETH_haile_selassie
				}
			}
		}
		custom_effect_tooltip = ETH_haile_selassie_returns_tt
		add_war_support = 0.1
		ETH = {
			remove_country_leader_trait = imperator_absentis
		}
		ETH_haile_selassie = {
			gain_xp = 500
		}
		IF = {
			limit = {
				is_in_faction_with = ENG
			}
			set_portraits = {
				character = ETH_haile_selassie
				army = {
					large = GFX_portrait_ETH_haile_selassie_field_marshal_uk
				}
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Rail_Investments
Constructs: prerequisite, completion_reward, add_tech_bonus, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Rail_Investments
	icon = GFX_cold_railway
	cost = 5
	prerequisite = {
		focus = DEN_Align_the_Unions DEN_Agrarian_Reform
	} {
		focus = DEN_Crackdown_on_Political_Violence
	}
	ai_will_do = {
		factor = 1
	}
	x = -2
	y = 4
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_Conservative_Majority
	completion_reward = {
		add_tech_bonus = {
			name = DEN_Rail_Investments
			bonus = 1
			uses = 1
			category = train_tech
		}
		build_railway = {
			level = 2
			build_only_on_allied = yes
			start_province = 6287
			target_province = 399
		}
	}
}
### Entity: Idea
Component: ARG_agrarian_reforms_idea
Constructs: industrial_capacity_factory, communism_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_agrarian_reforms_idea = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.1
		industrial_capacity_factory = 0.1
		communism_drift = 0.01
	}
}
### Entity: State History
Component: 367
Constructs: add_core_of
Source: game
File: history/states/367-Alabama.txt

Code:
state = {
	id = 367
	name = STATE_367
	manpower = 2646247
	resources = {
		coal = 8
	}
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			7480 = {
				naval_base = 3
			}
		}
		add_core_of = USA
		victory_points = {
			7480 1
		} {
			12735 1
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
			}
		}
	}
	provinces = {
		492 860 1587 4594 4622 4756 5059 7422 7480 7640 10192 10520 11509 11942 12735 12803
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: TAN_alternate_plan_right_communist
Constructs: has_government, has_country_flag, has_game_rule, has_focus_tree
Source: game
File: common/ai_strategy_plans/TAN_alternate_strategy_plan.txt

Code:
TAN_alternate_plan_right_communist = {
	name = TAN: Tuvan Right Wing Communist Plan
	desc = A counter coup against Toka's regime will result in a new government more akin to the early Tuvan People's Republic in that Buddhism is tolerated and collectivization is approached in a moderatist fashion.
	allowed = {
		original_tag = TAN
	}
	enable = {
		OR = {
			has_country_flag = TAN_AI_RIGHT_COMMUNIST
			has_game_rule = {
				rule = TAN_ai_behavior
				option = RIGHT_COMMUNIST
			}
		}
		has_focus_tree = tuva_focus
	}
	abort = {
		OR = {
			has_government = fascism neutrality democratic
		}
	}
	ai_national_focuses = {
		TAN_call_for_army_readiness TAN_army_reform TAN_cavalry_tradition TAN_State_Matter TAN_Industrial_Start TAN_increase_sedentarization TAN_winter_training TAN_Collectivist_Ethos TAN_Military_Buildup TAN_gold_mining GEN_Aviation_Effort TAN_establish_the_ministry_of_war TAN_gather_the_party_opposition TAN_restore_our_ways TAN_Invite_Soviets TAN_army_modernization TAN_equipment_effort TAN_the_basis_of_the_economy
	}
	ai_strategy = {
		type = diplo_action_desire
		id = SOV
		target = improve_relation
		value = 200
	}
	research = {
		motorized_equipment = 2
	}
	focus_factors = {
		TAN_Conquer = 0
		TAN_uphold_the_cavalry_primacy = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Technology
Component: suicide_charge
Constructs: enable_equipment_modules, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		fixed_explosive_charge
	}
	research_cost = 1.5
	start_year = 1944
	allow = {
		always = no
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: State History
Component: 326
Constructs: add_core_of
Source: game
File: history/states/326-HongKong.txt

Code:
state = {
	id = 326
	name = STATE_326
	manpower = 1143516
	state_category = large_town
	history = {
		owner = ENG
		add_core_of = CHI PRC
		victory_points = {
			10062 3
		}
		buildings = {
			infrastructure = 3
			air_base = 1
			10062 = {
				naval_base = 6
				coastal_bunker = 1
			}
		}
	}
	provinces = {
		10062
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: fla_focus
Component: FLA_reinforce_antwerp_brussels
Constructs: has_completed_focus, prerequisite, owns_state, completion_reward, allow_branch, add_building_construction
Source: game
File: common/national_focus/flanders.txt

Code:
focus = {
	id = FLA_reinforce_antwerp_brussels
	icon = GFX_goal_generic_construct_military
	x = 35
	y = 3
	prerequisite = {
		focus = GEN_improve_state_infrastructure
	}
	available = {
		controls_state = 6
		owns_state = 6
	}
	cost = 5
	allow_branch = {
		original_tag = FLA
	}
	bypass = {
		BEL = {
			has_completed_focus = BEL_reinforce_antwerp_brussels
		}
	}
	completion_reward = {
		custom_effect_tooltip = KW_line_tooltip
		6 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 516
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 6598
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: NZL_TRIBES
Source: game
File: common/units/names_ships/NZL_ship_names.txt

Code:
NZL_TRIBES = {
	name = NAME_THEME_TRIBES
	for_countries = {
		NZL
	}
	type = ship
	prefix = HMNZS 
	unique = {
		Maori Aopouri Ngapuhi Ngarauru Ngatipouri Ngaitahu Ngatiwhatua Ngatitai Ngatipaoa Ngatierangi Ngatiwhaka-aue Ngatiraukawa Ngatimaniapoto Ngatiawa Ngatituwharetoa Ngatitama Ngatiruanui Ngatihau Ngatiapa Ngatitoa Ngatikahungunu Ngahitao Rarawa Rangitane Taranaki Te Urewera Te Whakatohea Whanauapanui Waikato Uriohau
	}
}
### Entity: Scripted Effect
Component: TUR_kemalist_loyalty_and_power_update_effect
Constructs: limit, check_variable, set_variable, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_kemalist_loyalty_and_power_update_effect = {
	custom_effect_tooltip = TUR_kemalist_loyalty_and_power_update_effect_tt
	hidden_effect = {
		TUR_kemalist_refresh_effect = yes
		if = {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 3
					compare = greater_than
				}
			}
			set_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 3
			}
		} {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 1
					compare = less_than
				}
			}
			set_variable = {
				var = TUR_kemalist_officers_loyalty
				value = 1
			}
		} {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 1
					compare = equals
				} {
					var = TUR_kemalist_power_variable
					value = 2
					compare = less_than_or_equals
				}
				NOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_disloyal
				}
			}
			swap_ideas = {
				remove_idea = var:current_officer_spirit
				add_idea = TUR_kemalist_army_officers_minimal_power_disloyal
			}
		}
		else_if = {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 2
					compare = equals
				} {
					var = TUR_kemalist_power_variable
					value = 2
					compare = less_than_or_equals
				}
				NOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_neutral
				}
			}
			swap_ideas = {
				remove_idea = var:current_officer_spirit
				add_idea = TUR_kemalist_army_officers_minimal_power_neutral
			}
		} {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 3
					compare = equals
				} {
					var = TUR_kemalist_power_variable
					value = 2
					compare = less_than_or_equals
				}
				NOT = {
					has_idea = TUR_kemalist_army_officers_minimal_power_loyal
				}
			}
			swap_ideas = {
				remove_idea = var:current_officer_spirit
				add_idea = TUR_kemalist_army_officers_minimal_power_loyal
			}
		} {
			limit = {
				check_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 1
					compare = equals
				}
				OR = {
					check_variable = {
						var = TUR_kemalist_power_variable
						value = 3
						compare = equals
					} {
						var = TUR_kemalist_power_variable
						value = 4
						compare = equals
					}
				}
				NOT = {
					has_idea = TUR_kemalist_army_officers_decreased_power_disloyal
				}
			}
			swap_ideas = {
		
# ... (truncated)
### Entity: Idea
Component: SIA_rama_viii_reconciliation_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_rama_viii_reconciliation_r56 = {
	name = SIA_rama_viii_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = SIA_rama_viii
	traits = {
		SIA_absent_monarch_reconciliation_r56
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_decrease_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.2
	}
}
### Entity: Idea
Component: ENG_for_the_good_of_the_revolution_idea
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_for_the_good_of_the_revolution_idea = {
	name = ENG_for_the_good_of_the_revolution
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = eng_for_the_good_of_the_revolution
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: EGY_stewart_symes
Constructs: has_completed_focus, is_subject_of, has_country_leader
Source: game
File: common/characters/EGY.txt

Code:
EGY_stewart_symes = {
	name = Stewart Symes
	portraits = {
		civilian = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Stewart_Symes.dds
			small = GFX_idea_EGY_stewart_symes
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EGY_stewart_symes
		allowed = {
			original_tag = EGY
		}
		available = {
			is_subject_of = ENG
			NOT = {
				has_country_leader = {
					character = EGY_stewart_symes
					ruling_only = yes
				}
			}
		}
		traits = {
			imperial_land_owner
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	field_marshal = {
		traits = {
			politically_connected infantry_officer caring_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 6991
		visible = {
			has_completed_focus = EGY_storm_abdeen_palace
			has_country_leader = {
				character = EGY_stewart_symes
				ruling_only = yes
			}
		}
	}
}
### Entity: Character
Component: RWA_ai2
Source: game
File: common/characters/RWA.txt

Code:
RWA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = RWA_ai2
		ledger = army
		allowed = {
			original_tag = RWA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_cruisers
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_tech_bonus, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_cruisers
	icon = GFX_goal_generic_navy_cruiser
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
		}
	}
	prerequisite = {
		focus = INSHOL_domestic_ship_production
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_domestic_ship_production
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = ca_tech
				name = INSHOL_cruisers
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = ca_tech
				name = INSHOL_cruisers
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = ca_tech
				name = INSHOL_cruisers
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = ca_tech
				name = INSHOL_cruisers
			}
		}
	}
}
### Entity: Focus Titlebar Style
Component: MA_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = MA_focus_style
	unavailable = GFX_focus_unavailable_joint_MA
	completed = GFX_focus_completed_joint_MA
	available = GFX_focus_can_start_joint_MA
	current = GFX_focus_current_joint_MA
}