Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ETH_japan_advice
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_japan_advice = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = jap_militarism_shogun
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		attrition = -0.05
	}
}
### Entity: AI Strategy
Component: AUS_figl_plan
Constructs: has_completed_focus, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_figl_plan = {
	name = AUS: Leopold Figl AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will look towards the western allies for protection, and holding an election to appease them, which he succesfully rigs without the Allies' finding out. However, Leopold Figl's reformist faction within the CSP successfully topples Schuschnigg, finally implementing democratic reforms.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_FIGL
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_FIGL
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			has_completed_focus = AUS_go_it_alone
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_look_west AUS_disband_paramilitaries AUS_repeal_party_ban AUS_strabag_construction AUS_mixed_economy AUS_rearm_the_bundesheer AUS_crack_down_nazis AUS_reorganize_the_right AUS_begin_election_campaigns AUS_urban_industry_expansion AUS_graz_industry_expansion AUS_fund_public_infrastructure AUS_cs_victory AUS_subsidize_kapsch AUS_expand_vienna_university AUS_crush_heimwehr_remnants AUS_miklas_support AUS_reform_the_sturmscharen AUS_empower_the_economic_council AUS_oust_schuschnigg AUS_subsidies_for_farmers AUS_austrian_catholic_identity AUS_cement_the_jansa_plan AUS_defence_focus AUS_destroy_dolfuss_legacy AUS_join_the_allies_figl AUS_support_the_bauernbund AUS_economic_liberalization AUS_reform_education_system AUS_industry_nationalizations AUS_invite_scientists AUS_grand_coalition AUS_fortify_river_traun AUS_alpine_warfare AUS_fund_the_gebirgsjaeger_programme AUS_continue_choke_fortifications AUS_artillery_modernization
	}
	focus_factors = {
		AUS_ally_italy = 0
		AUS_go_it_alone = 0
		AUS_accept_inevitable = 0
		AUS_moderate_restoration = 0
		AUS_sdapo_victory = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_foreign_trained_officials
Constructs: prerequisite, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_foreign_trained_officials
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = HOA_research_exchange_programmes
	}
	mutually_exclusive = {
		focus = HOA_countryadjective_loyalist_advisors
	}
	x = -1
	y = 1
	relative_position_id = HOA_research_exchange_programmes
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 250
	}
}
### Entity: Character
Component: AUS_reconciled
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_reconciled = {
	random = no
	sprite = 13
	political_power_factor = 0.05
}
### Entity: Decision
Component: SIA_limited_war_cat
Constructs: has_completed_focus, limit, every_country, has_war_with, is_in_array, is_controlled_by, is_ally_with, has_non_aggression_pact_with
Source: game
File: common/decisions/SIA.txt

Code:
SIA_limited_war_cat = {
	SIA_start_limited_war_indochina = {
		target_root_trigger = {
			original_tag = SIA
		}
		visible = {
			has_completed_focus = SIA_recover_indochina
		}
		target_array = ROOT.indochina_controllers
		target_trigger = {
			NOT = {
				is_in_array = {
					array = previous_limited_war_targets
					value = FROM
				}
			}
			is_in_array = {
				array = ROOT.indochina_controllers
				value = FROM
			}
			any_of_scopes = {
				array = ROOT.indochina_states
				is_controlled_by = FROM
			}
		}
		available = {
			NOT = {
				is_ally_with = FROM
				has_war_with = FROM
				has_non_aggression_pact_with = FROM
				FROM = {
					is_guaranteed_by = ROOT
				}
			}
			custom_trigger_tooltip = {
				tooltip = is_not_engaged_in_a_limited_war
				NOT = {
					has_variable = limited_war_target
				}
			}
		}
		highlight_states = {
			highlight_states_trigger = {
				is_in_array = {
					array = ROOT.indochina_states
					value = THIS
				}
				is_controlled_by = FROM
			}
		}
		cost = 20
		complete_effect = {
			custom_effect_tooltip = SIA_start_limited_war_indochina_tt_main newline_tt SIA_start_limited_war_can_join_faction
			clear_variable = pre_limited_war_faction_leader limited_war_target
			if = {
				limit = {
					is_in_faction = yes
					is_faction_leader = no
				}
				faction_leader = {
					set_variable = {
						ROOT.pre_limited_war_faction_leader = THIS
					}
				}
				leave_faction = yes
				custom_effect_tooltip = SIA_start_limited_war_rejoin_faction newline_tt
			} {
				limit = {
					var:limited_war_target = {
						is_subject = yes
					}
				}
				var:limited_war_target = {
					overlord = {
						add_to_array = {
							array = ROOT.limited_war_target_allies
							value = THIS
						}
					}
				}
			}
			set_rule = {
				can_join_factions = no
			}
			clear_array = limited_war_states limited_war_target_allies
			for_each_scope_loop = {
				array = indochina_states
				if = {
					limit = {
						is_controlled_by = FROM
					}
					add_to_array = {
						array = ROOT.limited_war_states
						value = THIS
					}
				}
			}
			set_variable = {
				limited_war_target = FROM
			}
			hidden_effect = {
				var:limited_war_target = {
					if = {
						limit = {
							is_in_faction = yes
						}
						every_allied_country = {
							limit = {
								NOT = {
									is_in_array = {
										array = ROOT.limited_war_target_allies
				
# ... (truncated)
### Entity: Modifier Reference
Component: ITA_libyan_railway_modifier
Constructs: compliance_gain
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_libyan_railway_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_railways
	state_production_speed_rail_way_factor = 0.25
	compliance_gain = 0.01
}
### Entity: Decision
Component: DEN_fortification_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_fortification_category = {
	icon = GFX_decision_category_generic_fortification
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 5
	visible = {
		OR = {
			has_completed_focus = DEN_build_a_modern_dannevirke DEN_refortify_tunestillingen
		}
	}
}
### Entity: Character
Component: GHA_fascist_guy
Constructs: has_government
Source: game
File: common/characters/GHA.txt

Code:
GHA_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = GHA_fascist_guy
		allowed = {
			original_tag = GHA
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Joint Focus
Component: CONGO_congo_free_state
Constructs: prerequisite, limit, joint_focus, every_country, add_stability, completion_reward, add_political_power, has_subject
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_congo_free_state
	dynamic = yes
	icon = GFX_focus_CONGO_congo_free_state
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	mutually_exclusive = {
		focus = CONGO_dominion_of_congo CONGO_overseas_department_of_belgium CONGO_republic_of_congo
	}
	prerequisite = {
		focus = CONGO_congos_place_in_the_world
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = -3
	y = 2
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		COG = {
			OR = {
				has_autonomy_state = autonomy_integrated_puppet autonomy_reichskommissariat
			}
		}
		NOT = {
			OR = {
				has_global_flag = CONGO_independence_war_ongoing COG_BEL_negotiations_ongoing_flag
			}
		}
	}
	available_if_capitulated = yes
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_stability = -0.1
			add_political_power = -50
			custom_effect_tooltip = generic_skip_one_line_tt
			every_country = {
				limit = {
					OR = {
						original_tag = COG KAT RWA BRD
					}
					is_subject_of = ROOT
				}
				ROOT = {
					annex_country = {
						target = PREV
						transfer_troops = yes
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			add_stability = -0.1
			add_political_power = -50
			custom_effect_tooltip = generic_skip_one_line_tt
			every_country = {
				limit = {
					OR = {
						original_tag = COG KAT RWA BRD
					}
					is_subject_of = ROOT
				}
				ROOT = {
					annex_country = {
						target = PREV
						transfer_troops = yes
					}
				}
			}
		}
	}
	completion_reward = {

	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_complete_siegfried_line
Constructs: every_owned_state, prerequisite, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_popularity, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_complete_siegfried_line
	icon = GFX_focus_SWI_complete_siegfried_line
	prerequisite = {
		focus = SWI_german_industrial_investments
	} {
		focus = SWI_military_exercises_with_germany
	}
	relative_position_id = SWI_german_industrial_investments
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			FRA = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {
		fascism = > 0.3
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
		every_owned_state = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border_country = FRA
				}
			}
		}
		GER = {
			add_opinion_modifier = {
				modifier = SWI_military_collaboration
				target = ROOT
			}
		}
		FRA = {
			SWI_fortify_border_with_country_opinion_fallout = yes
		}
	}
}
### Entity: Unit Template
Component: VEN_DD_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARV 
	fallback_name = Destructor %d
	unique = {
		Nueva Esparta Zulia Aragua Almirante Clemente General Flores General Morán Almirante Brión General Austria Almirante García
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_expand_the_university_of_zagreb
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_expand_the_university_of_zagreb
	icon = GFX_focus_research
	prerequisite = {
		focus = YUG_develop_civilian_industry YUG_develop_military_industry
	}
	x = 0
	y = 3
	relative_position_id = YUG_industrialization_program
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_idea = YUG_idea_croatian_opposition
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: mountaineers_GER
Constructs: has_tech
Source: game
File: common/ai_templates/templates_GER.txt

Code:
mountaineers_GER = {
	available_for = {
		GER
	}
	role = mountaineers
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = tech_mountaineers
			}
		}
	}
	mountaineers_default_GER = {
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				logistics_company = 1
				recon = 1
			}
			regimental_support = {
				anti_tank_battery = 2
				field_guns = 1
			}
			regiments = {
				mountaineers = 9
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_to_the_resources_of_halab
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_to_the_resources_of_halab
	icon = GFX_focus_generic_attack_syria
	prerequisite = {
		focus = PAL_across_the_bank
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		SYR = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
		LEB = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_across_the_bank
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = LEB SYR
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: special_forces_no_supply_grace
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_no_supply_grace

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Character
Component: LAT_otto_hellmich
Source: game
File: common/characters/LAT.txt

Code:
LAT_otto_hellmich = {
	name = LAT_otto_hellmich
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = LAT_otto_hellmich
		ledger = army
		allowed = {
			original_tag = LAT
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: SWE_increase_stormtrupper_cap
Constructs: division_template, set_temp_variable, add_to_temp_variable, set_division_template_cap, add_to_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_increase_stormtrupper_cap = {
	effect_tooltip = {
		set_temp_variable = {
			SWE_new_militia_cap_for_tooltip = SWE_stormtrupper_division_cap
		}
		add_to_temp_variable = {
			SWE_new_militia_cap_for_tooltip = 4
		}
		set_division_template_cap = {
			division_template = Stormtrupper
			division_cap = SWE_new_militia_cap_for_tooltip
		}
	}
	hidden_effect = {
		add_to_variable = {
			SWE_stormtrupper_division_cap = 4
		}
		clamp_variable = {
			var = SWE_stormtrupper_division_cap
			min = 0
			max = SWE_max_stormtrupper_division_cap
		}
		set_division_template_cap = {
			division_template = Stormtrupper
			division_cap = SWE_stormtrupper_division_cap
		}
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Refinery
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Refinery
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = KAT_Excavation
	} {
		focus = KAT_Research
	}
	text = GEN_focus_on_synthetic_processing
	x = -2
	y = 1
	relative_position_id = KAT_Excavation
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		ROOT = {
			has_tech = synth_oil_experiments
		}
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = KAT_Refinery_1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = KAT_Refinery_1
		}
		add_tech_bonus = {
			name = JAP_coal_liquification
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
	}
}
### Entity: Order of Battle
Component: air_wing_164
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	164 = {
		tac_bomber_equipment_0 = {
			owner = ITA
			amount = 24
		}
	}
}
### Entity: Idea
Component: SPA_crusade_against_democracy_5
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_crusade_against_democracy_5 = {
	name = SPA_crusade_against_democracy
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.1
		army_attack_factor = 0.1
		army_org_factor = 0.05
		army_morale_factor = 0.15
		political_power_factor = 0.1
	}
}
### Entity: State History
Component: 877
Constructs: set_demilitarized_zone, add_core_of, add_claim_by
Source: game
File: history/states/877-Palestine.txt

Code:
state = {
	id = 877
	name = Palestine
	provinces = {
		7107 13276
	}
	history = {
		set_demilitarized_zone = no
		owner = PAL
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			arms_factory = 1
			air_base = 1
		}
		victory_points = {
			7107 3
		}
		add_core_of = JOR PAL
		add_claim_by = ISR
	}
	manpower = 227896
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_royal_thai_navy
Constructs: has_completed_focus, limit, completion_reward, has_war_support, is_coastal, is_owned_by, has_game_rule, add_dynamic_modifier
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_royal_thai_navy
	icon = GFX_focus_SIA_royal_thai_navy
	x = 20
	y = 0
	relative_position_id = SIA_reluctant_submission
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		has_war_support = > 0.03
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
	}
	offset = {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_reluctant_submission
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = SIA_standing_our_ground
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_SIA_thai_royal_navy
		}
		add_to_variable = {
			SIA_royal_navy_experience_gain_navy = 0.02
			tooltip = experience_gain_navy_tt
		}
		random_core_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: PAR_eduardo_schaerer
Source: game
File: common/characters/PAR.txt

Code:
PAR_eduardo_schaerer = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_juan_stefanich
		allowed = {
			original_tag = PAR
		}
		traits = {
			liberal_professor
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_form_the_techni
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_form_the_techni
	icon = GFX_goal_generic_air_production
	relative_position_id = ISR_israeli_air_school
	x = -3
	y = 1
	prerequisite = {
		focus = ISR_israeli_air_school
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_form_the_techni
	}
}
### Entity: Event
Component: r56_afghanistan.9
Constructs: is_triggered_only, fire_only_once, set_variable, save_event_target_as, add_manpower, add_extra_state_shared_building_slots, clear_variable
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.9
	picture = GFX_report_event_AFG_nomads_settle
	title = r56_afghanistan.7.t
	desc = r56_afghanistan.7.d
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		415 = {
			set_variable = {
				var = AFG_nomads_herat
				value = 415
				 = .state_population
			}
			multiply_variable = {
				var = AFG_nomads_herat
				value = 0.085
			}
			round_variable = AFG_nomads_herat
			save_event_target_as = AFG_nomad_state
		}
	}
	option = {
		name = r56_afghanistan.7.a
		415 = {
			add_manpower = AFG_nomads_herat
			add_extra_state_shared_building_slots = 1
			clear_variable = AFG_nomads_herat
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_construct_power_plants
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_construct_power_plants
	icon = GFX_goal_power_plant
	cost = 8
	x = 0
	y = 2
	relative_position_id = CYP_railways
	prerequisite = {
		focus = CYP_railways
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = supply_node
				level = 1
				province = 11984
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = CYP_construct_power_plants
			category = industry
			bonus = 1.0
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}