Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_academy
Constructs: prerequisite, limit, completion_reward, random_character, is_character, has_character_flag, set_character_flag, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = AFG_new_army
	}
	x = 0
	y = 1
	relative_position_id = AFG_new_army
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		hidden_effect = {
			random_character = {
				limit = {
					OR = {
						is_character = AFG_generic_army_1 AFG_generic_army_2 AFG_generic_army_3 AFG_generic_army_4
					}
					NOT = {
						has_character_flag = AFG_random_general_selected
					}
				}
				set_character_flag = AFG_random_general_selected
			} {
				limit = {
					OR = {
						is_character = AFG_generic_army_1 AFG_generic_army_2 AFG_generic_army_3 AFG_generic_army_4
					}
					NOT = {
						has_character_flag = AFG_random_general_selected
					}
				}
				set_character_flag = AFG_random_general_selected
			}
		}
		custom_effect_tooltip = AFG_expand_academy_tt AFG_nufus_intro_tt
		add_to_variable = {
			AFG_max_planning_factor = 0.1
			tooltip = max_planning_factor_tt
		} {
			AFG_training_time_factor = -0.1
			tooltip = training_time_factor_tt
		}
	}
}
### Entity: Character
Component: PUE_ncm
Source: game
File: common/characters/PUE.txt

Code:
PUE_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = PUE_ncm
		allowed = {
			original_tag = PUE
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Idea
Component: HOL_expand_the_colonial_army
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_expand_the_colonial_army = {
	picture = hol_expand_the_colonial_army
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		training_time_factor = -0.1
		non_core_manpower = 0.02
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_political_reorganisation_of_the_army
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_political_reorganisation_of_the_army
	icon = GFX_focus_generic_little_entente
	cost = 10
	prerequisite = {
		focus = VIN_the_permanent_siege
	} {
		focus = VIN_begin_the_five_years_plan
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VIN_the_permanent_siege
			add_idea = VIN_political_reorganisation_of_the_army
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = 3
	y = 4
}
### Entity: Event
Component: sweden_nap.31
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_nap.31
	title = sweden_nap.31.t
	desc = sweden_nap.31.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = excellent
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
			}
			add_ai_strategy = {
				type = befriend
				id = FROM
				value = 50
			}
		}
	}
}
### Entity: Event
Component: AAT_norway.10
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.10
	title = AAT_norway.10.t
	desc = AAT_norway.10.desc
	picture = GFX_report_event_NOR_storting
	is_triggered_only = yes
	option = {
		name = AAT_norway.10.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_stability = -0.2
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	}
}
### Entity: Event
Component: lar_align_belgium.2
Constructs: is_triggered_only, ai_chance, limit, has_subject
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_align_belgium.2
	title = lar_align_belgium.2.t
	desc = lar_align_belgium.2.desc
	Picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_align_belgium.2.a
		ai_chance = {
			factor = 100
		}
		IF = {
			limit = {
				FROM = {
					has_subject = COG
				}
			}
			puppet = COG
		}
		puppet = FROM
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_fatherland_front
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_fatherland_front
	prerequisite = {
		focus = BUL_united_front_against_fascism
	}
	icon = GFX_focus_BUL_the_fatherland_front
	relative_position_id = BUL_united_front_against_fascism
	x = 0
	y = 1
	cost = 10
	available = {
		OR = {
			has_country_flag = BUL_bs_destroyed_flag BUL_bs_integrated_flag
		} {
			custom_trigger_tooltip = {
				tooltip = BUL_the_fatherland_front_bzns_support_requirement_tt
				check_variable = {
					BUL_bzns_loyalty = 50
					compare = greater_than
				}
			}
			has_country_flag = BUL_bzns_destroyed_flag BUL_bzns_integrated_flag
		} {
			custom_trigger_tooltip = {
				tooltip = BUL_the_fatherland_front_zveno_support_requirement_tt
				check_variable = {
					BUL_zveno_loyalty = 50
					compare = greater_than
				}
			}
			has_country_flag = BUL_zveno_destroyed_flag BUL_zveno_integrated_flag
		} {
			NOT = {
				has_government = communism
			}
			AND = {
				NOT = {
					has_war_with = SOV
				}
				any_country = {
					has_war_with = ROOT
					is_major = yes
					NOT = {
						has_government = communism
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = BUL_fatherland_front_party_long
			name = BUL_fatherland_front_party
		}
		set_temp_variable = {
			BUL_communist_support_from_faction_loyalties = 0.05
		}
		if = {
			limit = {
				has_country_flag = BUL_bzns_integrated_flag
			}
			add_to_temp_variable = {
				BUL_communist_support_from_faction_loyalties = 0.1
			}
		} {
			limit = {
				has_country_flag = BUL_zveno_integrated_flag
			}
			add_to_temp_variable = {
				BUL_communist_support_from_faction_loyalties = 0.1
			}
		} {
			limit = {
				has_government = communism
			}
			add_ideas = BUL_fatherland_front_positive
		}
		else_if = {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				}
			}
			add_to_temp_variable = {
				BUL_communist_support_from_faction_loyalties = 0.05
			}
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				}
			}
			add_to_temp_variable = {
				BUL_communist_support_from_faction_loyalties = 0.05
			}
		}
		add_popularity = {
			ideology = communism
			popularity = BUL_communist_support_from_faction_loyalties
		}
		custom_effect_tooltip = BUL_the_fatherland_front_commu
# ... (truncated)
### Entity: National Focus
Tree: swi_focus
Component: SWI_spab_counter_intelligence_agency
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, has_dlc, swap_ideas, remove_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_spab_counter_intelligence_agency
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = SWI_federal_police
	}
	mutually_exclusive = {
		focus = SWI_panoramaheim_branch
	}
	x = 1
	y = 4
	relative_position_id = SWI_federal_police
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = SWI_federal_police_idea
				add_idea = SWI_federal_police_idea_2
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SWI_federal_police_idea_no_lar
				add_idea = SWI_federal_police_idea_no_lar_2
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Country History
Country: AZR
Component: AZR_technology
Constructs: set_technology
Source: game
File: history/countries/AZR - Azerbaijan.txt

Code:
# Starting Technologies for AZR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: ger_focus
Component: GER_african_allies
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, every_other_country, is_in_faction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_african_allies
	icon = GFX_focus_generic_africa_liberation
	prerequisite = {
		focus = GER_expand_african_reach
	}
	x = -1
	y = 1
	relative_position_id = GER_expand_african_reach
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_african_allies_faction_tt generic_skip_one_line_tt GER_african_allies_tt
		every_other_country = {
			limit = {
				exists = yes
				is_subject = no
				is_in_faction = no
				OR = {
					has_government = neutrality democratic
				}
				capital_scope = {
					is_on_continent = africa
				}
			}
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Decision
Component: form_scandinavia_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_scandinavia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_scandinavia
	allowed = {
		OR = {
			has_dlc = Waking the Tiger Arms Against Tyranny
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_anti_tank_template_upgrade_prio
Constructs: set_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_anti_tank_template_upgrade_prio = {
	OR = {
		AND = {
			set_temp_variable = {
				_check_xp = 200
			}
			EAI_XP_has_army_check_xp = yes
			check_variable = {
				EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_casualties_war_support
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_casualties_war_support

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check value of casualties malus to war support 0-1: Example has_casualties_war_support < 0.1
```
### Entity: Character
Component: SPR_toribio_martinez_cabrera
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_toribio_martinez_cabrera = {
	name = SPR_toribio_martinez_cabrera
	portraits = {
		army = {
			small = GFX_idea_SPR_toribio_martinez_cabrera
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_toribio_martinez_cabrera
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_masters_of_our_own_fate SPR_communists_in_the_government
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_artillery_2
		}
		cost = 100
	}
}
### Entity: Modifier Reference
Construct: autonomy_manpower_share_from_subjects
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## autonomy_manpower_share_from_subjects

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Event
Component: hon.62
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.62
	title = hon.62.t
	desc = hon.62.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.62.a
		CUB = {
			transfer_state = 694
		}
	}
}
### Entity: Idea
Component: ETH_italian_settlers_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_italian_settlers_idea = {
	picture = ETH_italian_settlers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = -0.15
		defense_bonus_against = -0.15
	}
	modifier = {
		production_speed_buildings_factor = 0.15
		monthly_population = 0.05
	}
}
### Entity: State History
Component: 230
Constructs: add_core_of
Source: game
File: history/states/230-Armenia.txt

Code:
state = {
	id = 230
	name = STATE_230
	history = {
		owner = SOV
		victory_points = {
			12320 3
		} {
			12441 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 2
		}
		add_core_of = SOV ARM
		1939.1.1 = {
			buildings = {
				industrial_complex = 3
			}
		}
	}
	provinces = {
		3564 4660 6642 6997 11708 12320 12380 12441 12450 13123
	}
	manpower = 1250082
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: air_escort_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_escort_efficiency

* Number with 0 decimal places
* **Categories**: air
### Entity: Idea
Component: PAL_hajj_leadership
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_hajj_leadership = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		recon_factor = 0.1
		dig_in_speed_factor = 0.1
	}
}
### Entity: Character
Component: ITA_mario_roatta
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/ITA.txt

Code:
ITA_mario_roatta = {
	name = ITA_mario_roatta
	portraits = {
		civilian = {
			small = GFX_idea_ita_mario_roatta_political_advisor
		}
		army = {
			small = GFX_idea_mario_roatta
			large = GFX_portrait_ITA_mario_roatta
		}
	}
	advisor = {
		slot = high_command
		idea_token = mario_roatta
		ledger = army
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			ITA_government_is_really_fascist = yes
		}
		traits = {
			army_regrouping_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	} {
		slot = political_advisor
		idea_token = mario_roatta_political_advisor
		allowed = {
			original_tag = ITA
			has_dlc = La Resistance
		}
		available = {
			has_intelligence_agency = yes
			ITA_government_is_really_fascist = yes
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
					ITA_is_monarchist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			ITA_government_is_really_fascist = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_carrier_groups
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, is_special_project_completed, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_carrier_groups
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = GER_torpedobomber
	} {
		focus = GER_construct_aircraft_carriers
	}
	x = 1
	y = 1
	relative_position_id = GER_torpedobomber
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = GER_tragergruppen_ns
		if = {
			limit = {
				has_dlc = Gotterdammerung
				NOT = {
					is_special_project_completed = sp:sp_naval_modern_carrier
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_add_or_modify_wunderwaffen = yes
			add_to_variable = {
				GER_wunderwaffen_sp_naval_modern_carrier_speed_factor = GER_wunderwaffe_research_speed_bonus
				tooltip = sp_naval_modern_carrier_speed_factor_tt
			}
		}
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_wuw
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_wuw = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		experience_gain_army_factor = -0.15
		experience_gain_air_factor = -0.25
	}
}
### Entity: Event
Component: lithuania.12
Constructs: is_triggered_only, add_stability
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.12
	title = lithuania.12.t
	desc = lithuania.12.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.12.a
		add_stability = 0.1
		hidden_effect = {
			country_event = {
				id = lithuania.14
				days = 2
			}
		}
	}
}
### Entity: Event
Component: wtt_infiltration.283
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.283
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Modifier Reference
Construct: local_intel_to_enemies
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_intel_to_enemies

* Number with 0 decimal places
* **Categories**: state, defensive
### Entity: National Focus
Tree: ast_focus
Component: AST_resist_western_intruders
Constructs: has_completed_focus, prerequisite, completion_reward, has_dynamic_modifier, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_resist_western_intruders
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = AST_naurus_return_to_german_hands AST_the_winner_takes_it_all
	}
	relative_position_id = AST_naurus_return_to_german_hands
	x = 3
	y = 1
	cost = 5
	available = {
		has_dynamic_modifier = AST_royal_australian_navy_spirit
		has_completed_focus = AST_big_business_pact
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_navy_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_royal_australian_navy_spirit_navy_max_range_factor = 0.2
			tooltip = navy_max_range_factor_tt
		} {
			AST_royal_australian_navy_spirit_invasion_preparation = -0.2
			tooltip = AST_invasion_preparation_tt
		} {
			AST_royal_australian_navy_spirit_naval_invasion_penalty = -0.2
			tooltip = AST_naval_invasion_penalty_tt
		}
		unlock_decision_tooltip = AST_naval_expansion
	}
	search_filters = {

	}
}
### Entity: Idea
Component: BOS_aco2
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = BOS
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Portugal.html

Doc:
This article is considered accurate for the current version of the game.

Portugal

Capital provinceLisbon

Government typeDictatorship

FactionNeutral

Portugal was a minor power in South-Western Europe with domains in Africa, Asia and Oceania. It played some role in the Nationalists victory at the Spanish Civil War by giving supplies and military access to Franco's forces.
Although neutral during World War II they traded and dealt with both sides, specially negotiating tungsten with Nazi Germany in exchange for military equipment. Eventually they aligned much more prominently with the Allies, protecting allied shipment in the Atlantic and even giving American and British forces basing rights in the Azores. The United Kingdom also found Portuguese neutrality decisive for the balance of power in the Iberian Peninsula and by extension North Africa.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Character
Component: MPL_zionist_sympathizer
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_zionist_sympathizer = {
	random = no
	political_power_factor = -0.05
	monthly_population = 0.25
}
### Entity: Scripted Effect
Component: CZE_bop_medium_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_medium_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -0.15
	}
}
### Entity: Idea
Component: killigil_endustrileri
Constructs: has_country_flag, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
killigil_endustrileri = {
	picture = tur_killigil_endustrileri
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = TUR_sponsored_killigil_armaments_flag
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_pluna
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, add_breakthrough_progress, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_pluna
	available = {

	}
	prerequisite = {
		focus = URG_rapid_industrialization
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_generic_aircraft_production
	x = 2
	y = 1
	cost = 5
	relative_position_id = URG_rapid_industrialization
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		air_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_equipment_to_stockpile = {
			type = transport_plane_equipment_1
			amount = 40
			producer = URG
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_reintroduce_monastic_tax
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_country_leader_trait
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_reintroduce_monastic_tax
	icon = GFX_goal_TIB_monastic_tax
	prerequisite = {
		focus = TIB_reinforce_the_kashag TIB_utilize_the_dob_dobs
	}
	relative_position_id = TIB_reinforce_the_kashag
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_country_leader_trait = corrupt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}