Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SAF
Source: game
File: common/units/names/00_names.txt

Code:
SAF = {
	submarine = {
		prefix = HMSAS
		generic = {
			Submarine
		}
		unique = {
			Spear Umkhonto Assegaai Adventurous Astrant
		}
	}
	destroyer = {
		prefix = HMSAS
		generic = {
			Destroyer
		}
		unique = {
			Jan van Riebeeck Simon van der Stel Teviot Good Hope Natal Transvaal Swale VRyśtaat President Pretorius President Kruger President Steyn
		}
	}
	light_cruiser = {
		prefix = HMSAS
		generic = {
			Light Cruiser
		}
		unique = {
			Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
		}
	}
	heavy_cruiser = {
		prefix = HMSAS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
		}
	}
	battle_cruiser = {
		prefix = HMSAS
		generic = {
			Battlecruiser
		}
		unique = {
			South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
		}
	}
	battleship = {
		prefix = HMSAS
		generic = {
			Battleship
		}
		unique = {
			South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria
		}
	}
	carrier = {
		prefix = HMSAS
		generic = {
			Carrier
		}
		unique = {
			South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria Lion Cheetah Leopard Serval Caracal Genet Jackal Mongoose Hyena Wild Dog
		}
	}
	air_wing_names_template = AIR_WING_NAME_SAF_FALLBACK
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Squadron SAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Squadron SAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Squadron SAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
}
### Entity: Idea
Component: INS_caltex
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_caltex = {
	allowed = {
		original_tag = INS
	}
	available = {
		controls_state = 335
		has_completed_focus = INS_invite_foreign_investors
	}
	visible = {
		NOT = {
			has_war_with = USA
		}
	}
	research_bonus = {
		industry = 0.15
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_cooperation_with_landlords
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_cooperation_with_landlords
	icon = GFX_goal_generic_aristocratic_cooperation
	cost = 10
	prerequisite = {
		focus = VIN_reform_the_royal_administration
	}
	completion_reward = {
		add_ideas = VIN_cooperation_with_landlords
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 34
	y = 2
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/GOE_RAJ_scripted_loc.txt

Code:
defined_text = {
	name = GetFamineTimeframe
	text = {
		trigger = {
			has_country_flag = reveal_true_famine_timeframe
		}
		localization_key = RAJ_famine_scripted_timeframe_reveal_desc
	} {
		trigger = {
			NOT = {
				has_country_flag = reveal_true_famine_timeframe
			}
		}
		localization_key = RAJ_famine_scripted_timeframe_non_reveal_desc
	}
}
### Entity: Idea
Component: CHL_the_grand_chilean_armada
Constructs: screening_efficiency, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_grand_chilean_armada = {
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_dockyard_factor = 0.2
		spotting_chance = 0.15
		screening_efficiency = 0.1
		repair_speed_factor = 0.15
	}
	picture = generic_sea_focused_navy
	removal_cost = -1
}
### Entity: AI Strategy
Component: r56_warlord_plan
Source: game
File: common/ai_strategy_plans/r56_warlord_plan.txt

Code:
r56_warlord_plan = {
	name = Warlord Plan for Road to 56
	desc = Maintains Balance and Historicity
	allowed = {
		OR = {
			original_tag = SIK KHM SHX XSM SIC XIC GDC HBC SND YUN GXC
		}
	}
	enable = {
		always = yes
	}
	abort = {

	}
	ai_national_focuses = {
		SIK_cooperate_with_the_ussr SIK_military_cooperation SIK_a_soviet_airforce SIK_march_into_khotan SIK_office_of_sinkiang_border_commissioner SIK_six_great_policies SIK_establish_the_xinjiangneft SIK_a_united_sinkiang_clique SIK_utilize_asperovs_contacts SIK_cooperate_with_the_nkvd SIK_three_year_plan_for_reconstruction SIK_invest_in_the_dushanzi_oil_fields SIK_a_new_nationality_policy GXC_the_japanese_visit GXC_question_chiangs_authority GXC_rumors_of_deposition GXC_the_scorched_earth_speech GXC_denounce_chiang GXC_formation_of_the_nraja GXC_declare_opposition SIC_the_sichuan_clique XSM_the_military_governor KHM_call_for_aid KHM_push_them_back KHM_the_sinkiang_ma_clique XIC_towards_peace_across_china_r56 XIC_discussions_in_luochuan XIC_send_a_representative_to_sheng_shicai XIC_non_agression_pact_with_the_cpc XIC_the_fushi_conference XIC_anti_japanese_national_salvation_agreement XIC_form_the_anti_japanese_comrades_association XIC_withdraw_forces_from_yanan XIC_invite_chiang_for_troop_inspections CHI_maintain_the_status_quo SIC_the_governor_of_sichuan CHI_review_the_army CHI_centralise_authority_around_the_warlord XIC_force_an_end_to_the_fighting_r56 XIC_return_to_nanjing_r56 XSM_a_hui_army SIC_develop_chongqing XSM_sway_the_people CHI_allow_civillian_pillaging XSM_sweep_out_communists SIC_sichuan_still_stands CHI_sea_develop_capital_r56 SIC_the_domain_of_liu_wenhui XSM_send_ma_lin_on_hajj CHI_sea_further_industrial_investment_r56 CHI_sea_develop_capital_arsenal_r56 XSM_solidifying_control CHI_siphon_local_trade CHI_denounce_the_japanese_empire CHI_an_oath_of_loyalty CHI_contacts_in_the_roc CHI_mass_drug_export CHI_sea_small_arms_production_r56 CHI_sea_expand_public_education_r56 KHM_strike_the_governor CHI_sea_long_term_economic_planning_r56 SIC_develop_xikang CHI_sea_industrial_research_projects_r56 SIC_the_armies_of_yang_sen SIC_anti_communism SIC_drive_out_the_japanese SIC_armor_efforts CHI_sea_heavy_weapons_development_r56 CHI_sea_fund_research_projects_r56 CHI_sea_rely_on_our_infantry_r56
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor
# ... (truncated)
### Entity: Event
Component: cityfall.37
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.37
	title = cityfall.37.t
	desc = cityfall.37.d
	picture = GFX_news_event_fall_of_moscow
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_moscow_bhu
	}
	option = {
		name = cityfall.37.a
		trigger = {
			NOT = {
				TAG = SOV BHU
			}
		}
	} {
		name = cityfall.37.b
		trigger = {
			TAG = BHU
		}
	} {
		name = cityfall.37.c
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_m_special_unit
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_m_special_unit
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = AST_introduce_unconventional_warfare
	}
	x = 2
	y = 6
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_m_special_unit
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			technology = tech_recon tech_recon2 tech_recon3 tech_recon4
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sino_american_joint_commission_on_rural_reconstruction
Constructs: prerequisite, completion_reward, add_to_variable, add_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_sino_american_joint_commission_on_rural_reconstruction
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = CHI_rural_reconstruction_movement_sea
	}
	mutually_exclusive = {
		focus = CHI_a_matter_of_will
	}
	x = -1
	y = 1
	relative_position_id = CHI_rural_reconstruction_movement_sea
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_neglected_countryside_tt generic_skip_one_line_tt
		add_to_variable = {
			CHI_neglected_countryside_communism_drift = -0.02
			tooltip = communism_drift_tt
		} {
			CHI_neglected_countryside_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
		add_dynamic_modifier = {
			modifier = CHI_american_reconstruction_support
		}
	}
}
### Entity: Idea
Component: GAM_stc
Source: game
File: common/ideas/gambia.txt

Code:
GAM_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = GAM
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: SIA_phraya_wichcitcholathai
Source: game
File: common/characters/SIA.txt

Code:
SIA_phraya_wichcitcholathai = {
	advisor = {
		slot = navy_chief
		idea_token = SIA_phraya_wichcitcholathai
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Phraya Wichcitcholathai
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_german_mediation
Constructs: prerequisite, has_government, completion_reward, has_legitimacy, has_opinion
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_german_mediation
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = ETH_befriend_goring ETH_steel_lions
	}
	mutually_exclusive = {
		focus = ETH_sabotage_italo-german_relations
	}
	x = 0
	y = 1
	relative_position_id = ETH_befriend_goring
	cost = 10
	ai_will_do = {
		base = 3
	}
	available = {
		has_legitimacy = > 85
		GER = {
			has_opinion = {
				target = ROOT
				value = > 79
			}
		}
		custom_trigger_tooltip = {
			tooltip = ETH_ger_and_ita_have_same_dieology_tt
			GER = {
				has_government = ITA
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		GER = {
			country_event = {
				id = BBA_ethiopia_exile_events.40
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: king_of_kings_3b
Constructs: stability_factor, mobilization_speed, conscription_factor, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_kings_3b = {
	random = no
	drift_defence_factor = 0.1
	political_power_factor = 0.1
	mobilization_speed = 0.05
	stability_factor = 0.05
	conscription_factor = 0.05
	compliance_gain = 0.1
	enemy_justify_war_goal_time = 0.25
}
### Entity: Scripted Effect
Component: ENG_request_trade_union_support_cost_level_up
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_request_trade_union_support_cost_level_up = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					ENG_trade_unions_support_shared = > 0
				}
			} {
				check_variable = {
					ENG_trade_unions_support_shared = < 0
				}
			}
		}
		set_variable = {
			var = ENG_trade_unions_support_shared
			value = 0
		}
	}
	add_to_variable = {
		var = ENG_trade_unions_support_shared
		value = 10
	} {
		var = ENG_trade_unions_support_50_cost
		value = ENG_trade_unions_support_shared
	} {
		var = ENG_trade_unions_support_75_cost
		value = ENG_trade_unions_support_shared
	}
	set_variable = {
		var = ENG_trade_unions_support_50_cost
		value = 50
	} {
		var = ENG_trade_unions_support_75_cost
		value = 75
	}
	custom_effect_tooltip = ENG_request_trade_union_support_cost_level_up_tt
}
### Entity: National Focus
Tree: cos_focus
Component: COS_collectivization
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_collectivization
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = COS_start_the_purges
	} {
		focus = COS_crack_down_on_monopolies
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 5
	relative_position_id = COS_ally_the_pvp
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_political_power = 100
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_coast_defense
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_coast_defense = {
	objective_type = coast_defense
	available_for = {
		GER
	}
	min_priority = 5
	max_priority = 10
}
### Entity: AI Strategy
Component: naval_mine_layer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
naval_mine_layer = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_mine_layer
	}
	priority = {
		factor = 3
		modifier = {
			factor = 5
			has_war = yes
		} {
			is_major = no
			factor = 5
		}
	}
	mine_layer_light = {
		priority = {
			factor = 10
			modifier = {
				factor = 10
				num_of_naval_factories = < 25
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light_1
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = {
					any_of = {
						ship_sonar ship_radar
					}
				}
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_anti_air ship_light_battery ship_fire_control_system light_ship_engine ship_torpedo ship_radar ship_sonar ship_depth_charge
		}
	}
	mine_layer_cruiser = {
		priority = {
			factor = 10
			modifier = {
				factor = 10
				num_of_naval_factories = > 24
			}
		}
		role_icon_index = 4
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_2
			modules = {
				rear_1_custom_slot = ship_mine_layer_1
				mid_2_custom_slot = ship_mine_layer_1
				fixed_ship_engine_slot = < cruiser_ship_engine_3
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_secondaries_slot = empty
				fixed_ship_armor_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_layer_1
		}
		allowed_modules = {
			ship_mine_layer_1 ship_light_battery ship_anti_air ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: AI Strategy
Component: SOV_convoy_raiding
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_convoy_raiding = {
	objective_type = convoy_raiding
	available_for = {
		SOV
	}
	min_priority = 3
	max_priority = 7
}
### Entity: Order of Battle
Component: Harisu Ma'an
Constructs: division_template, is_name_ordered
Source: game
File: history/units/JOR_1936.txt

Code:
division = {
	name = Harisu Ma'an
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 11976
	division_template = Al Hurass Al-Malakiyya
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Character
Component: PNG_communist_guy
Constructs: has_government
Source: game
File: common/characters/PNG.txt

Code:
PNG_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PNG_communist_guy
		allowed = {
			original_tag = PNG
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: GER_robert_knauss
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_robert_knauss = {
	name = GER_robert_knauss
	portraits = {
		army = {
			small = GFX_portrait_GER_robert_knauss_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GER_robert_knauss
		ledger = air
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_uralbomber_program
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Leader
Component: cuts_corners
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
cuts_corners = {
	type = navy
	trait_type = personality_trait
	modifier = {
		naval_damage_factor = 0.2
		naval_defense_factor = -0.1
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Name List
Component: PHI
Source: game
File: common/names/00_names.txt

Code:
PHI = {
	male = {
		names = {
			Emilio Apolinario Andrés José Hermano Jacinto Mariano Deodato Ladislao Teodoro Valentíne Antonio León Simeón Arcadio Artemio Manuel
		}
	}
	female = {
		names = {
			Ana Consolación Graciela Imelda Ineng Isabella Lemy María Nina Vilma Raquel Yasmin Zenaida
		}
	}
	surnames = {
		Aguainaldo Mabini Bonifacio Jacinto Rizal Díaz Plata Diwa Arellano
	}
	callsigns = {

	}
}
### Entity: Idea
Component: EAI_DD_12/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_nationalize_the_banks
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_nationalize_the_banks
	icon = GFX_focus_BRA_nationalize_banks
	x = 0
	y = 1
	relative_position_id = BRA_implement_a_national_guard
	prerequisite = {
		focus = BRA_implement_a_national_guard
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = BRA_nationalized_banks
	}
}
### Entity: Scripted Effect
Component: SF_PARA_combat_effect
Constructs: limit, has_war_with, every_state_division, set_unit_organization, set_state_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
SF_PARA_combat_effect = {
	every_state_division = {
		limit = {
			OWNER = {
				has_war_with = FROM
			}
		}
		set_unit_organization = 0.5
	}
	set_state_flag = {
		flag = para_drop_effect
		days = 30
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_build_revolution
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_build_revolution
	icon = GFX_goal_generic_soviet_construction
	cost = 10
	x = 0
	y = 1
	relative_position_id = COG_masses_education
	prerequisite = {
		focus = COG_masses_education
	}
	available = {
		has_government = communism
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = workers_culture
		random_owned_controlled_state = {
			prioritize = {
				295
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				538
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				718
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_carrier_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, cv_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_carrier_focus
	icon = GFX_goal_generic_navy_carrier
	text = GRE_carrier_focus
	prerequisite = {
		focus = GRE_heavy_cruiser_effort
	}
	mutually_exclusive = {
		focus = GRE_battleship_focus
	}
	x = 7
	y = 4
	cost = 10
	ai_will_do = {
		factor = 0.25
	}
	completion_reward = {
		add_tech_bonus = {
			name = cv_bonus
			bonus = 10
			uses = 1
			category = cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_available_NFACILITY
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_NFACILITY = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_NFACILITY > THIS=[this.getname] PREV=[prev.getname]
	}
	can_construct_building = naval_facility
	EAI_facility_available_for_new_project = yes
}