Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: WW_hungary.56
Constructs: is_triggered_only, limit, add_political_power, every_state, is_controlled_by, is_core_of, set_cosmetic_tag, set_country_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.56
	title = WW_hungary.56.t
	desc = WW_hungary.56.desc
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = WW_hungary.56.a
		every_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				} {
					OR = {
						state = 73 664 71 70
					}
				}
				is_core_of = FROM
			}
			transfer_state_to = FROM
		}
		custom_effect_tooltip = HUN_bohemia_and_silesia_tt
		FROM = {
			hidden_effect = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = CZE_kingdom_of_bohemia_and_silesia
			}
		} {
			add_political_power = 75
			promote_character = CZE_albrecht_franz
		}
		puppet = FROM
		hidden_effect = {
			set_country_flag = HUN_created_bohemian_monarchy
		} {
			HUN = {
				set_country_flag = CZE_annexed_peacefully
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_mineral_prospecting
Constructs: limit, completion_reward, is_owned_and_controlled_by, random_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_mineral_prospecting
	icon = GFX_focus_generic_steel
	mutually_exclusive = {
		focus = ICE_expand_the_fishing_industry
	}
	x = 2
	y = 0
	relative_position_id = ICE_expand_the_fishing_industry
	cost = 10
	available = {
		100 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				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
			}
		}
		100 = {
			add_resource = {
				type = steel
				amount = 10
			} {
				type = aluminium
				amount = 6
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_designer_la_societe_construction
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_designer_la_societe_construction = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_increase_defense_budget
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_state, add_extra_state_shared_building_slots, add_building_construction, has_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_increase_defense_budget
	icon = GFX_goal_generic_military_sphere
	x = -1
	y = 1
	relative_position_id = SWI_swiss_guiding_principles
	prerequisite = {
		focus = SWI_swiss_guiding_principles
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = SWI_war_bonds
			}
			swap_ideas = {
				remove_idea = SWI_war_bonds
				add_idea = SWI_rearmaming_idea
			}
		}
		else = {
			add_ideas = {
				SWI_increased_defense_budget
			}
		}
	}
}
### Entity: Order of Battle
Component: 12 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 12 Kokkyou Keibitai
	location = 10521
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Modifier Reference
Construct: army_breakthrough_against_major_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_breakthrough_against_major_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: chi_focus
Component: CHI_VTOL_experiments
Constructs: prerequisite, limit, completion_reward, allow_branch, has_dlc, cancel_if_invalid, complete_tooltip, add_breakthrough_progress
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_VTOL_experiments
	icon = GFX_focus_CHI_vtol_experiments
	prerequisite = {
		focus = CHI_camco_primacy CHI_SINAW_primacy
	} {
		focus = CHI_coordinate_with_the_army
	}
	x = 0
	y = 5
	relative_position_id = CHI_reorganise_the_central_armys_academy_aviation_corps
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		IF = {
			limit = {
				has_doctrine = air_cavalry
			}
			add_daily_mastery = {
				amount = 1
				days = 90
				name = CHI_VTOL_experiments
				track = combat_support
			}
		} {
			limit = {
				NOT = {
					is_special_project_completed = sp:sp_air_helicopter
				}
			}
			custom_effect_tooltip = CHI_modify_ROCAF_tt
			add_to_variable = {
				CHI_ROCAF_sp_air_helicopter_speed_factor = 0.15
				tooltip = sp_air_helicopter_speed_factor_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = CHI_chu_chia_jen
		} generic_skip_one_line_tt
	}
}
### Entity: Unit Leader
Component: brilliant_strategist
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
brilliant_strategist = {
	type = land
	trait_type = personality_trait
	attack_skill = 1
	planning_skill = 1
	attack_skill_factor = 1
	planning_skill_factor = 1
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		}
	}
}
### Entity: Event
Component: BALTIC_entente_events.6
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_entente_events.6
	title = BALTIC_entente_events.6.t
	desc = BALTIC_entente_events.6.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = BALTIC_entente_events.6.a
		ai_chance = {
			base = 10
		}
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = BALTIC_entente_events.6.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = BALTIC_entente_events.601
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_air_support
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_air_support
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = USA_air_war_plans_division
	}
	mutually_exclusive = {
		focus = USA_strategic_bombing
	}
	x = -1
	y = 1
	relative_position_id = USA_air_war_plans_division
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		add_ideas = air_support_focus
	}
}
### Entity: Decision
Component: BUL_bulgarian_administration_of_the_balkans
Constructs: has_completed_focus, add_equipment_to_stockpile, has_government, has_state_flag, is_historical_focus_on, has_country_leader, is_fully_controlled_by, is_core_of
Source: game
File: common/decisions/BUL.txt

Code:
BUL_bulgarian_administration_of_the_balkans = {
	BUL_bulgarian_reintegration_campaign = {
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				FROM = {
					has_state_flag = BUL_historical_bulgarian_claim_flag
				}
			} {
				factor = 100
				is_historical_focus_on = yes
			} {
				add = 0.1
				OR = {
					has_government = fascism
					has_country_leader = {
						character = BUL_ferdinand_i
						ruling_only = yes
					}
				}
			}
		}
		on_map_mode = map_and_decisions_view
		state_target = yes
		target_array = controlled_states
		target_trigger = {
			FROM = {
				BUL_is_balkan_state = yes
				is_fully_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
				any_neighbor_state = {
					is_core_of = ROOT
				}
			}
		}
		available = {
			FROM = {
				compliance = > 30
			}
			has_equipment = {
				infantry_equipment = > 499
			}
			has_manpower = > 999
			command_power = > 14
		}
		visible = {
			has_completed_focus = BUL_bulgarian_administration_of_the_balkans
			FROM = {
				is_fully_controlled_by = ROOT
				NOT = {
					is_core_of = ROOT
				}
				any_neighbor_state = {
					is_core_of = ROOT
				}
			}
		}
		cost = 35
		days_remove = 70
		complete_effect = {
			FROM = {
				set_state_flag = BUL_bulgarian_reintegration_campaign_flag
			}
			add_manpower = -1000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
			}
			add_command_power = -15
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_15
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_15 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 15
	}
}
### Entity: Faction
Component: joining_rule_americas_only
Constructs: is_on_continent
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_americas_only = {
	type = joining_rules
	visible = {
		capital_scope = {
			OR = {
				is_on_continent = north_america south_america
			}
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	ai_will_do = {
		base = 0
	}
	trigger = {
		capital_scope = {
			OR = {
				is_on_continent = north_america south_america
			}
		}
	}
	modifier = {
		enemy_justify_war_goal_time = 0.1
	}
}
### Entity: Idea
Component: Instalaza_SA
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
Instalaza_SA = {
	allowed = {
		original_tag = SPR
	}
	available = {
		has_completed_focus = SPR_create_instalaza
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_producer_offense_2
	}
	modifier = {

	}
}
### Entity: Military Industrial Organization
Component: CZE_letov_organization
Constructs: has_completed_focus, has_country_flag, add_trait, has_dlc, set_country_flag, equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_letov_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_CZE_letov
	allowed = {
		OR = {
			tag = CZE SLO RKH
		}
	}
	add_trait = {
		token = CZE_mio_trait_walter_co
		name = CZE_mio_trait_walter_co_name
		icon = GFX_generic_mio_department_icon_plane_general_engine
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_joint_stock_schemes
				NOT = {
					has_country_flag = CZE_mio_trait_walter_co_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_walter_co_taken_flag
			}
		}
		equipment_bonus = {
			maximum_speed = 0.05
			air_agility = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Country History
Country: IMO
Component: IMO_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/IMO - Omani Imamate.txt

Code:
# Misc for IMO
capital = 1015
IF = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Country History
Country: WLA
Component: WLA_technology
Constructs: set_technology
Source: game
File: history/countries/WLA - Welsh Argentina.txt

Code:
# Starting Technologies for WLA
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	basic_train = 1
}
### Entity: Trigger Reference
Construct: all_neighbor_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_neighbor_country

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

```
check if all neighbor countries meet the trigger. tooltip=key can be defined to override title
```
### Entity: Scripted Effect
Component: ISR_set_arrays_knesset
Constructs: clear_array, add_to_array
Source: game
File: common/scripted_effects/ISR_scripted_effects.txt

Code:
ISR_set_arrays_knesset = {
	clear_array = ISR_knesset_array_x ISR_knesset_array_y
	add_to_array = {
		ISR_knesset_array_x = 0
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 14
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 28
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 41
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 55
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 69
	} {
		ISR_knesset_array_y = 120
	} {
		ISR_knesset_array_x = 2
	} {
		ISR_knesset_array_y = 106
	} {
		ISR_knesset_array_x = 16
	} {
		ISR_knesset_array_y = 106
	} {
		ISR_knesset_array_x = 30
	} {
		ISR_knesset_array_y = 106
	} {
		ISR_knesset_array_x = 44
	} {
		ISR_knesset_array_y = 107
	} {
		ISR_knesset_array_x = 6
	} {
		ISR_knesset_array_y = 92
	} {
		ISR_knesset_array_x = 58
	} {
		ISR_knesset_array_y = 107
	} {
		ISR_knesset_array_x = 20
	} {
		ISR_knesset_array_y = 92
	} {
		ISR_knesset_array_x = 35
	} {
		ISR_knesset_array_y = 92
	} {
		ISR_knesset_array_x = 73
	} {
		ISR_knesset_array_y = 108
	} {
		ISR_knesset_array_x = 11
	} {
		ISR_knesset_array_y = 79
	} {
		ISR_knesset_array_x = 49
	} {
		ISR_knesset_array_y = 94
	} {
		ISR_knesset_array_x = 26
	} {
		ISR_knesset_array_y = 79
	} {
		ISR_knesset_array_x = 64
	} {
		ISR_knesset_array_y = 95
	} {
		ISR_knesset_array_x = 17
	} {
		ISR_knesset_array_y = 66
	} {
		ISR_knesset_array_x = 41
	} {
		ISR_knesset_array_y = 80
	} {
		ISR_knesset_array_x = 56
	} {
		ISR_knesset_array_y = 82
	} {
		ISR_knesset_array_x = 33
	} {
		ISR_knesset_array_y = 67
	} {
		ISR_knesset_array_x = 80
	} {
		ISR_knesset_array_y = 96
	} {
		ISR_knesset_array_x = 25
	} {
		ISR_knesset_array_y = 54
	} {
		ISR_knesset_array_x = 49
	} {
		ISR_knesset_array_y = 68
	} {
		ISR_knesset_array_x = 72
	} {
		ISR_knesset_array_y = 84
	} {
		ISR_knesset_array_x = 42
	} {
		ISR_knesset_array_y = 55
	} {
		ISR_knesset_array_x = 64
	} {
		ISR_knesset_array_y = 72
	} {
		ISR_knesset_array_x = 35
	} {
		ISR_knesset_array_y = 43
	} {
		ISR_knesset_array_x = 59
	} {
		ISR_knesset_array_y = 57
	} {
		ISR_knesset_array_x = 52
	} {
		ISR_knesset_array_y = 45
	} {
		ISR_knesset_array_x = 89
	} {
		ISR_knesset_array_y = 87
	} {
		ISR_knesset_array_x = 45
	} {
		ISR_knesset_array_y = 33
	} {
		ISR_knesset_array_x = 81
	} {
		ISR_knesset_array_y = 75
	} {
		ISR_knesset_array_x = 74
	} {
		ISR_knesset_array
# ... (truncated)
### Entity: Character
Component: ENG_arthur_harris
Source: game
File: common/characters/ENG.txt

Code:
ENG_arthur_harris = {
	name = ENG_arthur_harris
	portraits = {
		army = {
			small = GFX_idea_arthur_harris
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = arthur_harris
		ledger = air
		allowed = {
			original_tag = ENG
		}
		traits = {
			victory_through_airpower
		}
		ai_will_do = {
			base = 0.25
		}
	}
}
### Entity: Event
Component: r56.kill_hitler.7
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.7
	title = r56.kill_hitler.7.t
	desc = r56.kill_hitler.7.desc
	picture = GFX_news_event_GER_hitler_couch
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.7.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.7.b
		trigger = {
			tag = GER
		}
	}
}
### Entity: Scripted Trigger
Component: controls_or_subject_of
Constructs: is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
controls_or_subject_of = {
	custom_trigger_tooltip = {
		tooltip = controls_or_subject_of_tt
		controller = {
			OR = {
				tag = ROOT
				is_subject_of = ROOT
			}
		}
	}
}
### Entity: Idea
Component: BAH_aa2
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = BAH
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: militia_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/r56_techs.txt

Code:
technology = {
	research_cost = 1
	enable_subunits = {
		militia
	}
}
### Entity: Idea
Component: PHI_mosquito_fleet_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/philippines.txt

Code:
PHI_mosquito_fleet_ns = {
	allowed = {
		original_tag = PHI
	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.15
			lg_attack = -0.05
			torpedo_attack = 0.1
			naval_speed = 0.025
			max_strength = -0.25
		}
	}
}
### Entity: Modifier Reference
Component: RAJ_indian_gentlemen_officers_goe
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
RAJ_indian_gentlemen_officers_goe = {
	enable = {
		always = yes
	}
	icon = GFX_idea_raj_indian_gentlemen_officers
	org_loss_when_moving = RAJ_south_east_asia_command_dm_org_loss_when_moving
	army_org_regain = RAJ_south_east_asia_command_dm_army_org_regain
	experience_gain_army_factor = RAJ_south_east_asia_command_dm_experience_gain_army_factor
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_operational_pause
Constructs: has_war_with, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_operational_pause = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		has_country_flag = EAI_MILITARY_operational_pause_timer
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 700
		execution_type = careful
		execute_order = no
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_production_effort_2
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_production_effort_2
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = CRO_production_effort
	}
	relative_position_id = CRO_production_effort
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 1
		add_building_construction = {
			type = arms_factory
			level = 1
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_intermediate_war_preparation
Constructs: prerequisite, completion_reward, add_to_variable, add_offsite_building
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_intermediate_war_preparation
	icon = GFX_focus_SIA_intermediate_war_preparation
	x = 2
	y = 0
	relative_position_id = SIA_plan_for_a_short_war
	prerequisite = {
		focus = SIA_the_army_of_siam
	}
	mutually_exclusive = {
		focus = SIA_plan_for_a_short_war SIA_prepare_for_a_long_war
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_the_army_of_siam_tt
		add_to_variable = {
			SIA_army_of_siam_industrial_capacity_factory = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			SIA_army_of_siam_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			SIA_army_of_siam_production_speed_arms_factory_factor = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		}
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
	}
}