Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: CUB_domingo_r_del_toro
Source: game
File: common/characters/CUB.txt

Code:
CUB_domingo_r_del_toro = {
	advisor = {
		slot = air_chief
		idea_token = CUB_domingo_r_del_toro
		allowed = {
			original_tag = CUB
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Domingo R. del Toro
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Idea
Component: LUX_atelier_de_petange
Constructs: research_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_atelier_de_petange = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_tag = LUX
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		converted_train_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_arm_the_companies
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_arm_the_companies
	icon = GFX_goal_generic_into_fire
	relative_position_id = VEN_cult_of_creole
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_cult_of_creole
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_oil_protection_squadrons
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = VEN_rafael_simon_lopez
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_faction_tech_sharing
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, is_in_faction, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_faction_tech_sharing
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = CZE_invite_yugoslavia CZE_invite_romania
	}
	x = -1
	y = 2
	relative_position_id = CZE_an_entente_of_our_own
	cost = 10
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 1.5
			has_completed_focus = CZE_invite_romania
		} {
			factor = 1.5
			has_completed_focus = CZE_invite_yugoslavia
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		is_in_faction = yes
		is_faction_leader = yes
	}
	bypass = {
		is_in_faction = yes
		is_faction_leader = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = little_entente_research_group
		every_country = {
			limit = {
				is_in_faction_with = CZE
			}
			add_to_tech_sharing_group = little_entente_research_group
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_semi_isolation
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_political_power, is_in_faction, is_subject
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_semi_isolation
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = KOR_apply_democratic_program
	}
	mutually_exclusive = {
		focus = KOR_search_allies KOR_keep_ties_with_the_KMT
	}
	relative_position_id = KOR_apply_democratic_program
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		is_in_faction = yes
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		add_political_power = 200
		add_stability = 0.05
		add_ideas = POL_Neutral_Foreign_Policy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_treet
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_treet
	icon = GFX_goal_generic_construct_naval_dockyard
	cost = 10
	prerequisite = {
		focus = IRE_finna_fail IRE_fine_gael
	}
	x = -4
	y = 1
	relative_position_id = IRE_fine_gael
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		135 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		134 = {
			add_extra_state_shared_building_slots = 1 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Name List
Component: ANU
Source: game
File: common/names/00_names.txt

Code:
ANU = {
	male = {
		names = {
			Apasam-kamuy Atuy Bikki Chikap Cikap-kamuy Hakumakle Harukor Hitasho Isonash Kamuima Kamuy Kandakoro-Kamuy Kim-un-kamuy Kinalabukk Kina-sut-kamuy Koa-kanno Kotan-kar-kamuy Kuuchinklo Kuuklekle Mosirkara-kamuy Narasu Nusa-kor-kamuy Pauchi-kamuy Poiyaunpe Repun-kamuy Shinda Shiramba-kamuy Turushino Turushno
		}
	}
	female = {
		names = {
			Abenanka Hakumakle Hasinaw-uk-kamuy Imekanu Kakula Kenas-unarpe Kimyo Muisashimats Niutanimats Peramonkoro Resunotek Tanelankemats Tokapcup-kamuy Waka-ush-kamuy Yushkep-kamuy
		}
	}
	surnames = {
		Petei Bete Akibe Chinna Chiri Hei Niyuki Shitaku Kaizawa Boshidomari Naesawa Inube Ikabe Atsubetsu Arikushi Ikashi Ikashiki Isori Itakari Itaku Iboshi Urokogawa Kawanano Kotanba Konobu Sakaori Sashima Saruma Sanbara Shiiku Shike Shikocha Shiranushi Suebe Sorachi Chiriki Tsukimoto Tsubosawa Teguwa Temuro Togani Tomina Torikishi Naehata Namako Nukishio Hauta Hashibami Hatozawa Barado Fuchine Benkai Hōnen Hodoki Horomura Mamiya Miteki Miharu Mue Monbetsu Ratsu Rikube Anchikar Kamui Morueran Naiporo Nitai Nupurpet Petkotan Rusut Satporopet Shikot Toya Upash
	}
}
### Entity: Order of Battle
Component: Luchün Hsin-Pien Ti 36 Shih
Constructs: division_template
Source: game
File: history/units/KHM_1936.txt

Code:
division = {
	name = Luchün Hsin-Pien Ti 36 Shih
	location = 4973
	division_template = Luchün Shih
	start_experience_factor = 0.3
	start_equipment_factor = 0.6
}
### Entity: Event
Component: denmark_occupation_event.112
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.112
	title = denmark_occupation_event.112.t
	desc = denmark_occupation_event.112.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.112.a
		complete_national_focus = DEN_sanction_sabotages
		DEN_bop_occupation_low_decrease_effect = yes
	}
}
### Entity: Event
Component: prc.83
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.83
	title = prc.83.t
	desc = prc.83.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.83.a
		effect_tooltip = {
			PRC = {
				puppet = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_reeducate_the_bourgeoisie
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_reeducate_the_bourgeoisie
	prerequisite = {
		focus = SCO_one_union_for_all_workers
	}
	icon = GFX_goal_FRA_pcf_sfio_coalition
	x = 1
	y = 2
	relative_position_id = SCO_one_union_for_all_workers
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = indoctrination_focus
	}
}
### Entity: Event
Component: PER_ssb_events.10
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_ssb_events.10
	title = PER_ssb_events.10.t
	desc = PER_ssb_events.10.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = PER_ssb_events.10.a
		custom_effect_tooltip = SSB_oil_tt
	}
}
### Entity: State History
Component: 332
Constructs: add_core_of
Source: game
File: history/states/332-Labrador.txt

Code:
state = {
	id = 332
	name = STATE_332
	state_category = wasteland
	history = {
		owner = ENG
		buildings = {
			infrastructure = 1
			12503 = {
				naval_base = 1
			}
		}
		add_core_of = CAN
	}
	provinces = {
		1426 1785 4720 4787 12503 13165 13180
	}
	manpower = 22179
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: INS_adipati_soejono
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_adipati_soejono = {
	name = INS_adipati_soejono
	portraits = {
		army = {
			small = GFX_portrait_INS_adipati_soejono_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 75
		idea_token = INS_adipati_soejono
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_is_volksaad_active_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				INS_is_volksaad_active_AVAILABLE = yes
			}
		}
		traits = {
			TAOG_indonesian_minister
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				OR = {
					HOL = {
						has_completed_focus = HOL_taog_guarantee_colonial_loyalty
					}
					has_completed_focus = INSHOL_begin_negotiations_soetardjo INS_governor_general_tjarda
				}
				add = 0.2
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_the_old_japanese_model
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_the_old_japanese_model
	icon = GFX_goal_generic_blue_navy
	prerequisite = {
		focus = KOR_national_admiralty
	}
	relative_position_id = KOR_national_admiralty
	mutually_exclusive = {
		focus = KOR_the_blocade_doctrine KOR_carrier_strikes
	}
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = new_fleet_in_being
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_fleet_in_being
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: local_building_slots_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_building_slots_factor

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: Unit Template
Component: SAX_MAR_01
Source: game
File: common/units/names_divisions/SAX_names_divisions.txt

Code:
SAX_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		SAX
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_revolutionary_zeal
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_revolutionary_zeal
	icon = GFX_goal_generic_war_with_comintern
	x = 3
	y = 1
	prerequisite = {
		focus = FRA_destroy_the_counter_revolution
	}
	relative_position_id = FRA_destroy_the_counter_revolution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = FRA_revolutionary_zeal
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_mythologize_the_father_of_the_nation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_mythologize_the_father_of_the_nation
	icon = GFX_focus_focus_fra_revolution_utmost
	x = -3
	y = 1
	relative_position_id = PAR_liga_nacional_independiente
	prerequisite = {
		focus = PAR_liga_nacional_independiente PAR_align_with_the_guion_rojo
	}
	ai_will_do = {
		factor = 30
	}
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_GUAY_father_of_the_nation_par
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_32
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_32 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 32
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 32
	}
}
### Entity: Wiki Documentation
Construct: Losing_manpower
Source: wiki
File: wiki/Manpower.html

Doc:
Losing manpower[edit]
Manpower can be lost as casualties of war as well as to attrition.
Divisions that lack full manpower will be reinforced from the manpower storage.

Hearts of Iron IV - Dev Diary 13 - Conscription & Training

Retrieved from "http://www.hoi4wiki.com/index.php?title=Manpower&oldid=2691"
### Entity: National Focus
Tree: per_focus
Component: PER_islamic_revolution
Constructs: prerequisite, remove_ideas, has_government, completion_reward, has_global_flag, allow_branch, set_politics, retire_country_leader
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_islamic_revolution
	icon = GFX_focus_TUR_turanist_ambition
	prerequisite = {
		focus = PER_ally_bazaari
	}
	x = -3
	y = 3
	relative_position_id = PER_free_elections
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
		neutrality = > 0.2
		NOT = {
			has_global_flag = PER_civil_war_happened
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = PER_islamic_council
			name = PER_islamic_council_long
		}
		retire_country_leader = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		PER_abol_ghasem_kashani = {
			promote_leader = yes
			add_country_leader_role = {
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						supreme_leader
					}
				}
			}
		}
		hidden_effect = {
			retire_country_leader = yes yes
		}
		remove_ideas = PER_constitutional_shah
		set_cosmetic_tag = PER_islamic_republic
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_join_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_join_allies
	icon = GFX_allies
	x = 3
	y = 4
	relative_position_id = CHL_consolidate_the_government
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			ENG = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = democratic
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	prerequisite = {
		focus = CHL_expand_private_sector
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 100
			ROOT = {
				exists = yes
				has_government = democratic
			}
			GER = {
				exists = yes
				has_government = fascism
				surrender_progress = > 0.7
				has_war_with = USA ENG
			}
			USA = {
				exists = yes
				has_government = democratic
				surrender_progress = < 0.02
				is_in_faction_with = ENG
			}
			ENG = {
				exists = yes
				has_government = democratic
				surrender_progress = < 0.02
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = chile.5
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_state-funded_projects
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_state-funded_projects
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = SIB_ethnic_collaboration
	}
	text = HOA_state-funded_projects
	x = -2
	y = 1
	relative_position_id = SIB_ethnic_collaboration
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = HOA_state_funded_projects_idea
		}
	}
	completion_reward = {
		add_ideas = HOA_state_funded_projects_idea
	}
}
### Entity: Idea
Component: CAN_wartime_prices_and_trade_board
Constructs: removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_wartime_prices_and_trade_board = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		min_export = -0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_hanh_phuc
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_hanh_phuc
	icon = GFX_goal_generic_consumer_goods
	cost = 10
	prerequisite = {
		focus = VIN_vietnams_tridemism
	}
	completion_reward = {
		add_ideas = VIN_hanh_phuc
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 26
	y = 2
}
### Entity: Idea
Component: JAP_red_brigades
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_red_brigades = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communist_army
	modifier = {
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_landing_exercices
Constructs: prerequisite, limit, completion_reward, is_subject_of, has_capitulated, has_navy_size, has_army_manpower, has_dlc
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_landing_exercices
	text = ENG_landing_exercices
	icon = GFX_goal_generic_amphibious_assault
	cost = 10
	prerequisite = {
		focus = EGY_welcome_british_exiles
	}
	relative_position_id = EGY_welcome_british_exiles
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject_of = ENG
		ENG = {
			has_capitulated = yes
		}
		has_navy_size = {
			size = > 5
		}
		has_army_manpower = {
			size = > 49999
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_tech_bonus = {
				name = uk_amphibious_focus
				bonus = 1.0
				uses = 1
				category = marine_tech
			}
		}
		else = {
			add_tech_bonus = {
				name = uk_amphibious_focus
				bonus = 1.0
				uses = 1
				category = marine_tech r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = uk_amphibious_focus
			bonus = 1.0
			uses = 1
			category = tp_tech
		} {
			name = JAP_expand_the_snlf
			bonus = 1
			uses = 1
			category = amphibious_armor_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: SIN
Component: SIN_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/SIN - Sindh.txt

Code:
# Misc for SIN
capital = 443
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_secure_the_brazilian_border
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_secure_the_brazilian_border
	icon = GFX_goal_generic_territory_or_war
	relative_position_id = CHL_an_imperial_capital
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_an_imperial_capital
	} {
		focus = CHL_taking_back_patagonia
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			PAR = {
				exists = yes
			}
			BOL = {
				exists = yes
			}
			URG = {
				exists = yes
			}
		}
	}
	bypass = {
		AND = {
			PAR = {
				exists = no
			}
			BOL = {
				exists = no
			}
			URG = {
				exists = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = PAR BOL URG
	completion_reward = {
		IF = {
			limit = {
				PAR = {
					exists = yes
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = PAR
			}
		} {
			limit = {
				BOL = {
					exists = yes
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = BOL
			}
		} {
			limit = {
				URG = {
					exists = yes
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = URG
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_modernize_the_electrical_infrastructure
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_modernize_the_electrical_infrastructure
	icon = GFX_goal_power_plant
	prerequisite = {
		focus = BRA_R56_modernize_the_sorocabana
	}
	relative_position_id = BRA_R56_modernize_the_sorocabana
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = bra_eficiencia_5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: small_tank_producer_offense_1
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_tank_producer_offense_1 = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			breakthrough = 0.1
			maximum_speed = 0.1
		}
		light_tank_artillery_chassis = {
			breakthrough = 0.1
			maximum_speed = 0.1
		}
		light_tank_destroyer_chassis = {
			breakthrough = 0.1
			maximum_speed = 0.1
		}
		light_tank_aa_chassis = {
			breakthrough = 0.1
			maximum_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}