Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ita_focus
Component: ITA_improve_the_industries
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_improve_the_industries
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = ITA_economic_reforms
	}
	relative_position_id = ITA_economic_reforms
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_conversion_cost_civ_to_mil_factor = -0.1
		} {
			ITA_military_industry_dm_production_factory_start_efficiency_factor = 0.05
		} {
			ITA_military_industry_dm_line_change_production_efficiency_factor = 0.05
		} {
			ITA_military_industry_dm_production_factory_efficiency_gain_factor = 0.05
		}
		custom_effect_tooltip = ITA_improve_the_industries_ricostruzione_industriale_tt ITA_improve_the_industries_military_industry_tt
	}
}
### Entity: Idea
Component: AUS_lon_collapsed
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_lon_collapsed = {
	picture = generic_economic_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.5
		stability_factor = -0.15
		production_speed_buildings_factor = -0.15
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.1
	}
}
### Entity: Joint Focus
Component: NORDIC_naval_officer_academy
Constructs: prerequisite, joint_focus, completion_reward, has_navy_size
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_naval_officer_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = NORDIC_nordic_navy
	}
	x = 3
	y = 1
	relative_position_id = NORDIC_nordic_navy
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_navy_size = {
			size = > 19
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		navy_experience = 50
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.12
Constructs: is_triggered_only, ai_chance, limit, has_war_with, every_state, is_core_of, add_dynamic_modifier, add_state_claim
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.12
	title = BBA_ethiopia_exile_events.12.t
	desc = BBA_ethiopia_exile_events.12.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.12.a
		ai_chance = {
			base = 10
		}
		every_state = {
			limit = {
				is_core_of = SOM
				OWNER = {
					has_war_with = ROOT
				}
			}
			add_dynamic_modifier = {
				modifier = ETH_arranged_expansion_modifier
			}
			ROOT = {
				add_state_claim = PREV
				add_to_array = {
					ETH_promised_states_array = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: GUM_ncm
Source: game
File: common/ideas/guam.txt

Code:
GUM_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = GUM
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: ai_focus_military_advancements_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_military_advancements_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Event
Component: france.13
Constructs: is_triggered_only, ai_chance, add_stability, is_ai, set_country_flag, set_global_flag, save_global_event_target_as, is_historical_focus_on
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.13
	title = france.13.t
	desc = france.13.d
	picture = GFX_report_event_pierre_laval
	is_triggered_only = yes
	option = {
		name = france.13.a
		trigger = {
			is_ai = no
		}
		set_country_flag = become_vichy
		set_global_flag = fall_of_france
		save_global_event_target_as = vichy_france
		GER = {
			country_event = france.14
		}
		custom_effect_tooltip = france.10.a_tt
	} {
		name = france.13.b
		GER = {
			country_event = france.14
		}
		save_global_event_target_as = free_france
		custom_effect_tooltip = france.10.b_tt
		set_global_flag = fall_of_france
	} {
		name = france.10.e
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		trigger = {
			has_war_support = > 0.7
		}
		add_stability = -0.05
		custom_effect_tooltip = france_continue_the_fight_tt
	}
}
### Entity: Order of Battle
Component: Ejército de Guatemala
Constructs: division_template
Source: game
File: history/units/GUA_1936.txt

Code:
division = {
	name = Ejército de Guatemala
	location = 10886
	division_template = Brigada de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Achievement
Component: dont_die_for_your_country
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_core_of, is_island_state, is_on_continent, is_controlled_by
Source: game
File: common/achievements.txt

Code:
dont_die_for_your_country = {
	id = 110
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = > 1939.01.01
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = dont_die_tt
			all_state = {
				OR = {
					AND = {
						NOT = {
							is_core_of = POL
						} {
							is_core_of = FRA
						}
					}
					is_island_state = yes
					NOT = {
						is_on_continent = europe
					}
					is_controlled_by = GER
				}
			}
			casualties = < 475
			NOT = {
				has_country_flag = has_paradropped_flag
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_question_the_faction_leadership
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction, every_other_country, is_in_faction_with, is_chinese_warlord
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_question_the_faction_leadership
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = PRC_dissent_in_the_united_front
	}
	x = 1
	y = 1
	relative_position_id = PRC_dissent_in_the_united_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		faction_influence_ratio = > 0.25
		num_faction_members = > 2
		is_faction_leader = no
	}
	bypass = {
		is_faction_leader = yes
	}
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				num_faction_members = > 2
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					is_chinese_warlord = yes
				}
				country_event = {
					id = SEA_PRC_faction_events.20
					days = 2
				}
			}
		}
		else = {
			custom_effect_tooltip = PRC_every_allied_warlord_tt
			effect_tooltip = {
				country_event = SEA_PRC_faction_events.20
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt PRC_modify_central_committee_modifier
			add_faction_influence_ratio = 0.01
			add_to_variable = {
				PRC_central_committee_faction_influence_contribution_factor = 0.01
				tooltip = faction_influence_contribution_factor_tt
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AFrance_Maginot_Line.jpeg.html

Doc:
File

File history

File usage
Size of this preview: 1,280 × 800 pixels. Other resolution: 1,680 × 1,050 pixels.
Original file &#8206;(1,680 × 1,050 pixels, file size: 322 KB, MIME type: image/jpeg)
### Entity: Event
Component: monaco.7
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Monaco.txt

Code:
news_event = {
	id = monaco.7
	title = monaco.7.t
	desc = monaco.7.d
	picture = GFX_news_event_mnc_monaco
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = monaco.7.a
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_argentinas_destiny
Constructs: prerequisite, completion_reward, is_historical_focus_on, is_ai, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_argentinas_destiny
	icon = GFX_goal_ARG_sun
	prerequisite = {
		focus = ARG_infamous_decade
	}
	mutually_exclusive = {
		focus = ARG_the_will_of_the_people_focus
	}
	x = 46
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		} {
			URG = {
				is_ai = no
			}
			factor = 0
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = collectivist_ethos_focus
			days = 1095
		}
	}
}
### Entity: Character
Component: HUN_laszlo_varga
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_laszlo_varga = {
	name = HUN_laszlo_varga
	portraits = {
		army = {
			large = GFX_portrait_generic_europe_male_04
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
		visible = {
			owner = {
				has_completed_focus = wuw_HUN_develop_laszlo_vargas_design
			}
		}
	}
}
### Entity: Character
Component: JUNO_famous_soprano
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_famous_soprano = {
	random = no
	sprite = 13
	stability_factor = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: wtt_hanoi_route.2
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_hanoi_route.2
	title = wtt_hanoi_route.1.t
	desc = {
		text = wtt_hanoi_route.2.desc
		trigger = {
			NOT = {
				FROM = {
					has_war_with = ROOT
				}
			}
		}
	} {
		text = wtt_hanoi_route.2.desc_war_with_from
		trigger = {
			FROM = {
				has_war_with = ROOT
			}
		}
	}
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}
### Entity: Idea
Component: GER_wage_war_on_capitalism_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_wage_war_on_capitalism_ns = {
	name = GER_wage_war_on_capitalism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = GER_wage_war_on_capitalism
	modifier = {
		naval_invasion_prep_speed = 0.25
		naval_invasion_penalty = -0.15
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: mandate_palestine.152
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_war_support, add_ace, has_dlc, create_equipment_variant
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.152
	title = mandate_palestine.152.t
	desc = mandate_palestine.152.d
	picture = GFX_report_event_isr_pini
	is_triggered_only = yes
	option = {
		name = mandate_palestine.152.a
		add_ace = {
			name = Pinchas
			surname = Ben-Porat
			callsign = Pini
			type = support_genius_bombing
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = RWD-13
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = light_mg_4x
					engine_type_slot = engine_1_1x
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 1
				variant_name = RWD-13
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = CAS_equipment_0
				amount = 1
			}
		}
		add_war_support = 0.01
	}
}
### Entity: Decision
Component: ETH_reintegrate_former_territory_category
Constructs: fire_only_once, is_core_of, is_controlled_by, remove_effect, add_core_of
Source: game
File: common/decisions/ETH.txt

Code:
ETH_reintegrate_former_territory_category = {
	ETH_reintegrate_core = {
		cost = 20
		fire_only_once = no
		icon = GFX_decision_generic_form_nation
		allowed = {
			original_tag = ETH
		}
		state_target = yes
		on_map_mode = map_only
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ETH
				}
				is_controlled_by = ETH
				OR = {
					state = 271 835 836 837 838 839 840 841 842 843
				}
			}
		}
		target_root_trigger = {
			original_tag = ETH
		}
		visible = {

		}
		available = {
			always = yes
		}
		days_remove = 30
		remove_effect = {
			FROM = {
				add_core_of = ETH
			}
		}
		ai_will_do = {
			base = 100
		}
	}
}
### Entity: Idea
Component: idea_SIA_rural_support
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_rural_support = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_agrarian_society
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		out_of_supply_factor = -0.15
		no_supply_grace = 168
	}
}
### Entity: Event
Component: DOD_romania.32
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.32
	title = DOD_romania.32.t
	desc = DOD_romania.32.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = DOD_romania.32.a
		add_opinion_modifier = {
			target = FROM
			modifier = refused_alliance
		}
	}
}
### Entity: Modding Documentation
Construct: number_of_currently_assigned_tasks
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### number_of_currently_assigned_tasks
* description: Number of tasks the military industrial organization is currently assigned to
### Entity: National Focus
Tree: slo_focus
Component: SLO_artillery_regiments
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_artillery_regiments
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = SLO_firepower_focus
	}
	x = 0
	y = 1
	relative_position_id = SLO_firepower_focus
	cost = 10
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		add_ideas = YUG_artillery_regiments
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_favour_republicanism
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_favour_republicanism
	icon = GFX_focus_ICE_break_with_the_crown
	prerequisite = {
		focus = SCO_provisional_government
	}
	relative_position_id = SCO_provisional_government
	mutually_exclusive = {
		focus = SCO_choose_a_monarch
	}
	x = -5
	y = 1
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_stir_unrest_in_the_east
Constructs: prerequisite, limit, add_war_support, completion_reward, set_state_flag, has_stirred_unrest, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_stir_unrest_in_the_east
	icon = GFX_focus_PER_stage_mass_protests
	prerequisite = {
		focus = AFG_remember_the_khost_rebellion
	}
	x = 1
	y = 1
	relative_position_id = AFG_remember_the_khost_rebellion
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_stir_unrest_in_the_north_focus_tt AFG_eastern_state_breakaway_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			1006 = {
				set_state_flag = has_stirred_unrest
			}
			1008 = {
				set_state_flag = has_stirred_unrest
			}
		}
		add_war_support = 0.05
		IF = {
			limit = {
				1006 = {
					is_controlled_by = ROOT
				}
			}
			1006 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: MOR_coi
Source: game
File: common/ideas/morocco.txt

Code:
MOR_coi = {
	picture = generic_political_advisor_arab_1
	allowed = {
		original_tag = MOR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_set_historical
Constructs: limit, is_ai, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_effects.txt

Code:
EAI_FOCUS_set_historical = {
	ENG = {
		if = {
			limit = {
				is_ai = yes
				NOT = {
					EAI_has_focuses = yes
					EAI_has_OVERRIDE_focuses = yes
				}
			}
			set_variable = {
				EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_GB_DOCTRINE
			} {
				EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE = global.EAI_RIGHT_PATH
			} {
				EAI_FOCUS/AIR/air_doctrine_OVERRIDE = global.EAI_OI_DOCTRINE
			} {
				EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE = global.EAI_BS_DOCTRINE
			} {
				EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_B_INF_DESIGN
			} {
				EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_26W_INF_WIDTH
			} {
				EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MOT_ATTACHMENT
			} {
				EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_20W_ARM_WIDTH
			} {
				EAI_FOCUS/AIR/strategic_bomber_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/carrier_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/destroyer_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/ASW_light_cruiser_OVERRIDE = global.EAI_ON
			}
		}
	}
	FRA = {
		if = {
			limit = {
				is_ai = yes
				NOT = {
					EAI_has_focuses = yes
					EAI_has_OVERRIDE_focuses = yes
				}
			}
			set_variable = {
				EAI_FOCUS/LAND/land_doctrine_OVERRIDE = global.EAI_GB_DOCTRINE
			} {
				EAI_FOCUS/LAND/land_doctrine_path_OVERRIDE = global.EAI_LEFT_PATH
			} {
				EAI_FOCUS/AIR/air_doctrine_OVERRIDE = global.EAI_OI_DOCTRINE
			} {
				EAI_FOCUS/NAVY/naval_doctrine_OVERRIDE = global.EAI_FIB_DOCTRINE
			} {
				EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_B_INF_DESIGN
			} {
				EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_26W_INF_WIDTH
			} {
				EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
			} {
				EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MOT_ATTACHMENT
			} {
				EAI_FOCUS/LAND/armor_width_OVERRIDE = global.EAI_20W_ARM_WIDTH
			} {
				EAI_FOCUS/LAND/spec_ops_OVERRIDE = global.EAI_MNT_SPEC_OPS
			} {
				EAI_FOCUS/NAVY/battlecruiser_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/destroyer_OVERRIDE = global.EAI_ON
			} {
				EAI_FOCUS/NAVY/light_cruiser_OVERRIDE = global.EAI_ON
			}
		}
	}
	USA = {
		if = {
			limit = {
				is_ai = yes
				NOT = {
					EAI_has_focuses = yes
					EAI_has_OVERRIDE_focuses = yes
				}
			}
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_quebecois_peoples_republic
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_quebecois_peoples_republic
	icon = GFX_forced_urbanization
	prerequisite = {
		focus = QUE_secret_police QUE_enforce_quotas
	}
	relative_position_id = QUE_align_with_moscow
	x = 1
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_peoples_republic
			remove_idea = QUE_production_quotas
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_land_doctrine_reform
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_land_doctrine_reform
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = QUE_a_standing_army
	}
	relative_position_id = QUE_rearmement_agreement
	x = 2
	y = 2
	cost = 7.15
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_maritime_communism
Constructs: prerequisite, limit, add_ideas, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_maritime_communism
	icon = GFX_focus_PHI_maritime_communism
	prerequisite = {
		focus = PHI_struggle_conference
	} {
		focus = PHI_sanction_piracy
	} {
		focus = PHI_infiltrate_chinese_ports
	}
	relative_position_id = PHI_sanction_piracy
	x = 0
	y = 1
	cost = 10
	available = {
		ROOT = {
			controls_state = 327 627
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				327 = {
					free_building_slots = {
						building = dockyard
						size = > 4
						include_locked = yes
					}
				}
			}
			327 = {
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = dockyard
					level = 4
					instant_build = yes
				}
			}
		} {
			limit = {
				627 = {
					free_building_slots = {
						building = dockyard
						size = > 3
						include_locked = yes
					}
				}
			}
			627 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		add_ideas = {
			PHI_maritime_communism_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: RKA
Component: RKA_characters
Constructs: recruit_character
Source: game
File: history/countries/RKA - Reichskommisariat Mittelafrika.txt

Code:
# Leaders & Characters for RKA
recruit_character = RKA_heinrich_schnee
### Entity: Scripted Trigger
Component: GER_is_additional_RAR_iran_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_additional_RAR_iran_state = {
	OR = {
		state = 419 421 420 417 413 266 411 412 418 416 414 410 1000 1001 1004 1002 1003
	}
}
### Entity: Scripted Trigger
Component: GER_is_additional_RKT_xinjang_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_additional_RKT_xinjang_state = {
	OR = {
		state = 619 1042 287 759 617 618 760 329 818
	}
}
### Entity: Scripted Trigger
Component: SOV_comintern_joinable
Constructs: has_government, has_war_with, has_capitulated, is_faction_leader, has_civil_war
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_comintern_joinable = {
	SOU = {
		hidden_trigger = {
			exists = yes
			has_capitulated = no
		}
		has_government = communism
		is_faction_leader = yes
		has_civil_war = no
		NOT = {
			has_war_with = ROOT
		}
	}
}
### Entity: Idea
Component: AST_R56_repeal_socialist_legislation_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_repeal_socialist_legislation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = anti_soviet_pact
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Scripted Effect
Component: SF_PARA_sabotage_effect
Constructs: set_state_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
SF_PARA_sabotage_effect = {
	damage_building = {
		type = infrastructure
		damage = 2
	} {
		type = industrial_complex
		damage = 1
	} {
		type = arms_factory
		damage = 1
	}
	set_state_flag = {
		flag = para_drop_effect
		days = 30
	}
}
### Entity: Idea
Component: BEL_industrial_investments
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/belgium.txt

Code:
BEL_industrial_investments = {
	allowed = {
		original_tag = BEL
	}
	picture = ARG_construction_guilds
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}