Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 283
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/283-China.txt

Code:
state = {
	id = 283
	name = STATE_283
	resources = {
		tungsten = 1.0
	}
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			7911 1
		} {
			2022 3
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				XIC = {
					transfer_state = PREV
				}
				add_core_of = XIC GSM
				remove_core_of = XSM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			} {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = XIC
			}
			owner = CHI
			controller = CHI
		}
	}
	provinces = {
		531 556 1647 1933 2022 4313 7397 7911 12797 12882
	}
	manpower = 2705400
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Name List
Component: BAD
Source: game
File: common/names/r56_names.txt

Code:
BAD = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Baden Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.02
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.02
	title = GER_operation_panzerfaust_events.02.t
	desc = GER_operation_panzerfaust_events.02.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.02.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = GER_operation_panzerfaust_events.03
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
			IF = {
				limit = {
					ROOT = {
						has_idea = HUN_power_to_the_regent_idea
					}
				}
				remove_ideas = HUN_power_to_the_regent_idea
			}
			ELSE_IF = {
				limit = {
					ROOT = {
						has_idea = HUN_more_power_to_the_regent_idea
					}
				}
				remove_ideas = HUN_more_power_to_the_regent_idea
			}
		}
	} {
		name = GER_operation_panzerfaust_events.02.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = GER_operation_panzerfaust_events.04
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_allow_free_elections
Constructs: has_completed_focus, prerequisite, has_war, limit, remove_ideas, has_government, add_stability, add_opinion_modifier
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_allow_free_elections
	available = {
		democratic = > 0.5
		has_war = no
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_british_industrial_investments
	}
	icon = GFX_goal_support_democracy
	x = 0
	y = 1
	relative_position_id = POR_british_industrial_investments
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		every_other_country = {
			limit = {
				has_government = democratic
			}
			add_opinion_modifier = {
				target = POR
				modifier = POR_election_opinion_democratic
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor available_theorist generic_skip_one_line_tt
		remove_ideas = POR_unstable_republic
		if = {
			limit = {
				has_idea = internationalism
			}
			remove_ideas = internationalism
		} {
			limit = {
				has_completed_focus = POR_limited_self_rule
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = POR_francisco_da_cunha_leal
		} {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			if = {
				limit = {
					has_stability = < 0.4
				}
				set_temp_variable = {
					POR_democratic_cw_opposition = party_popularity@neutrality
				}
				multiply_temp_variable = {
					POR_democratic_cw_opposition = 0.6
				}
				add_to_temp_variable = {
					POR_democratic_cw_opposition = party_popularity@fascism
				}
				start_civil_war = {
					ideology = fascism
					size = POR_democratic_cw_opposition
					capital = 180
					states = {
						181
					}
				}
			}
			else = {
				add_stability = -0.1
			}
			custom_effect_tooltip = POR_potential_civil_war_low_requirement_tt
		}
		show_ideas_tooltip = POR_jaime_cortesao POR_jose_manuel_sarmento_de_beires
		create_corps_commander = {
			name = José Mendes dos Reis
			portrait_path = GFX_portrait_Jose_Mendes_dos_Reis
			traits = {
				war_hero infantry_officer
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 3
		}
		create_navy_leader = {
			name = Armando Pereira de Castro Agatão Lança
			portrait_path = GFX_portrait_Armando_Pereira_de_Castro_Agatao_Lanca
			traits = {
				spotter bold
			}
			skill = 3
			attack_skill = 2
			defense_skill = 4
# ... (truncated)
### Entity: General History
Component: every_possible_country
Constructs: limit, every_possible_country, has_dlc
Source: game
File: history/general/rt56_spain_shared_advisors.txt

Code:
every_possible_country = {
	limit = {
		original_tag = SPR
		has_dlc = La Resistance
		NOT = {
			tag = SPR
		}
	}
}
### Entity: Modifier Reference
Component: TUR_disorganized_armed_forces_dynamic_modifier
Constructs: war_support_factor, remove_trigger, check_variable
Source: game
File: common/dynamic_modifiers/TUR.txt

Code:
TUR_disorganized_armed_forces_dynamic_modifier = {
	icon = GFX_idea_tur_disorganised_armed_forces
	remove_trigger = {
		check_variable = {
			var = TUR_armed_forces_army_org_factor_var
			value = 0
			compare = equals
		} {
			var = TUR_armed_forces_army_speed_factor_var
			value = 0
			compare = equals
		} {
			var = TUR_armed_forces_training_time_var
			value = 0
			compare = equals
		} {
			var = TUR_armed_forces_naval_coordination_var
			value = 0
			compare = equals
		} {
			var = TUR_armed_forces_air_accidents_var
			value = 0
			compare = equals
		} {
			var = TUR_armed_forces_minimum_training_level_var
			value = 0
			compare = equals
		}
	}
	war_support_factor = TUR_armed_forces_war_support_factor_var
	army_org_factor = TUR_armed_forces_army_org_factor_var
	army_speed_factor = TUR_armed_forces_army_speed_factor_var
	training_time_factor = TUR_armed_forces_training_time_var
	naval_coordination = TUR_armed_forces_naval_coordination_var
	air_accidents_factor = TUR_armed_forces_air_accidents_var
	minimum_training_level = TUR_armed_forces_minimum_training_level_var
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_organize_a_putsch
Constructs: prerequisite, completion_reward, set_politics
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_organize_a_putsch
	icon = GFX_focus_SWE_organize_a_putsch
	prerequisite = {
		focus = SWE_unify_the_national_socialist_movement
	}
	mutually_exclusive = {
		focus = SWE_delegation_to_berlin
	}
	x = 0
	y = 1
	relative_position_id = SWE_unify_the_national_socialist_movement
	cost = 10
	available = {
		fascism = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWE_birger_furugard SWE_konrad_hallgren SWE_sven_hedengren
	}
}
### Entity: Modding Documentation
Construct: sp_add_selected_scientist_trait
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_add_selected_scientist_trait
* Arguments: <Trait>

"Add a trait to the scientist. Requires the facility view with an attached scientist to be open.
ex:
sp_add_scientist_trait my_trait_token"
### Entity: Character
Component: BRA_jose_americo_de_almeida
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/BRA.txt

Code:
BRA_jose_americo_de_almeida = {
	name = BRA_jose_americo_de_almeida
	portraits = {
		army = {
			small = GFX_portrait_BRA_jose_de_almeida_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_jose_americo_de_almeida
		allowed = {
			original_tag = BRA
		}
		available = {
			has_government = democratic
			has_completed_focus = BRA_free_speech
		}
		traits = {
			BRA_academic_writer
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_assemble_red_orchestra
Constructs: prerequisite, limit, completion_reward, has_dlc, create_operative_leader, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_assemble_red_orchestra
	icon = GFX_focus_SWI_embrace_rote_drei
	prerequisite = {
		focus = GER_form_the_stasi
	} {
		focus = GER_effective_operations
	}
	x = 1
	y = 1
	relative_position_id = GER_effective_operations
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = GER_erich_mielke
				bypass_recruitment = no
				traits = {
					operative_commando operative_escape_artist operative_master_interrogator
				}
				available_to_spy_master = yes
				GFX = GFX_portrait_GER_erich_mielke
				gender = male
			} {
				name = GER_marie_luise_hammerstein
				bypass_recruitment = no
				traits = {
					operative_natural_orator
				}
				available_to_spy_master = yes
				nationalities = {
					GER SOU
				}
				GFX = GFX_portrait_GER_marie_luise_hammerstein
				gender = female
			} {
				name = GER_rudolf_herrnstadt
				bypass_recruitment = no
				traits = {
					operative_linguist
				}
				available_to_spy_master = yes
				nationalities = {
					GER SOU
				}
				GFX = GFX_portrait_GER_rudolf_herrnstadt
				gender = male
			} {
				name = GER_ernst_wollweber
				bypass_recruitment = no
				traits = {
					operative_tough
				}
				available_to_spy_master = yes
				nationalities = {
					GER SOU
				}
				GFX = GFX_portrait_GER_ernst_wollweber
				gender = male
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_stasi_modifier_intro_tt
			add_to_variable = {
				GER_communist_intel_operative_slot = 2
				tooltip = operative_slot_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = GER_stasi_modifier_intro_tt
			add_to_variable = {
				GER_communist_intel_decryption_factor = 0.2
				tooltip = decryption_factor_tt
			} {
				GER_communist_intel_encryption_factor = 0.2
				tooltip = encryption_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_spirit_of_saint_bernard
Constructs: prerequisite, add_ideas, completion_reward, set_technology, has_tech, cancel_if_invalid, add_tech_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_spirit_of_saint_bernard
	icon = GFX_focus_SWI_spirit_of_saint_bernard
	prerequisite = {
		focus = SWI_pro_helvetia
	}
	x = -5
	y = 1
	relative_position_id = SWI_pro_helvetia
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
		has_tech = tech_field_hospital
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_spirit_of_saint_bernard
			uses = 1
			bonus = 1.5
			category = hospital_tech
		}
		add_ideas = {
			SWI_spirit_of_saint_bernard_idea
		}
		show_ideas_tooltip = SWI_saint_bernard_idea_desc
		hidden_effect = {
			set_technology = {
				SWI_saint_bernard_tech = 1
				popup = no
			}
		}
		unlock_decision_tooltip = {
			decision = SWI_field_hospital_for_militias
			show_effect_tooltip = yes
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_seize_gun_stockpiles
Constructs: add_equipment_to_stockpile, prerequisite, add_war_support, completion_reward, is_ally_with, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_seize_gun_stockpiles
	icon = GFX_goal_generic_seize_stockpiles
	x = 1
	y = 1
	available = {
		is_ally_with = SOV
	}
	prerequisite = {
		focus = AFG_undermine_moscow
	}
	relative_position_id = AFG_undermine_moscow
	ai_will_do = {
		factor = 1
	}
	cost = 10
	completion_reward = {
		add_war_support = 0.1
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = AFG
		} {
			type = artillery_equipment
			amount = 250
			producer = AFG
		} {
			type = support_equipment
			amount = 100
			producer = AFG
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.1
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: ISR_aliyah
Constructs: removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_aliyah = {
	picture = ISR_aliyah
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 2
		weekly_manpower = 250
		stability_weekly = -0.003
		consumer_goods_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: SWI_max_mr_low_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_max_mr_low_increase = {
	custom_effect_tooltip = SWI_decision_add_small_MR_max
	hidden_effect = {
		add_to_variable = {
			var = SWI_max_mil_readiness
			value = SWI_mr_low_amount
		}
		SWI_clamp_mr = yes
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_empower_the_carabinieri
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_empower_the_carabinieri
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = ITA_crush_the_mafia
	}
	mutually_exclusive = {
		focus = ITA_political_commissars ITA_appease_the_military
	}
	x = 0
	y = 1
	relative_position_id = ITA_crush_the_mafia
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		show_unit_leaders_tooltip = ITA_ugo_luca ITA_giuseppe_pieche
		if = {
			limit = {
				has_idea = ITA_disgruntled_military
			}
			swap_ideas = {
				remove_idea = ITA_disgruntled_military
				add_idea = ITA_empowered_carabinieri
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = ITA_disgruntled_military
					add_idea = ITA_empowered_carabinieri
				}
			}
			hidden_effect = {
				add_ideas = ITA_empowered_carabinieri
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_fuel_oil_act
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_fuel_oil_act
	icon = GFX_focus_generic_resource_extraction
	x = 2
	y = 1
	relative_position_id = SIA_contingency_funds
	prerequisite = {
		focus = SIA_contingency_funds
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SIA_vanich_pananont
		if = {
			limit = {
				NOT = {
					has_tech = fuel_silos
				}
			}
			set_technology = {
				fuel_silos = 1
				popup = no
			}
			effect_tooltip = {
				random_core_state = {
					limit = {
						is_controlled_by = ROOT
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = fuel_silo
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SIA_fuel_oil_act
				bonus = 0.5
				uses = 1
				category = cat_air_engine
			}
		} {
			limit = {
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = SIA_fuel_oil_act
				bonus = 0.5
				uses = 1
				category = cat_air_engine
			}
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = fuel_silo
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = fuel_silo
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = SIA_fuel_oil_act
			bonus = 0.5
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Unit Template
Component: ICE_INF_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanteridivisjon
	ordered = {
		1 = {
			%d. Infanteridivisjon
		}
		2 = {
			%d. Infanteridivisjon
		}
		3 = {
			%d. Infanteridivisjon
		}
		4 = {
			%d. Infanteridivisjon
		}
		5 = {
			%d. Infanteridivisjon
		}
		6 = {
			%d. Infanteridivisjon
		}
		7 = {
			%d. Infanteridivisjon
		}
		8 = {
			%d. Infanteridivisjon
		}
		9 = {
			%d. Infanteridivisjon
		}
		10 = {
			%d. Infanteridivisjon
		}
	}
}
### Entity: Order of Battle
Component: 5. Fedrelandsregiment 'Hålogalands Regiment'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_neutrality.txt

Code:
division = {
	name = 5. Fedrelandsregiment 'Hålogalands Regiment'
	location = 192
	division_template = Fedrelandsregiment
}
### Entity: Event
Component: toykan.20
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.20
	title = toykan.20.t
	desc = toykan.20.d
	picture = GFX_dog
	is_triggered_only = yes
	option = {
		name = toykan.20.a
		effect_tooltip = {
			ROOT = {
				add_political_power = 2000
			}
		}
		ai_chance = {
			base = 100
		}
	} {
		name = toykan.20.b
		effect_tooltip = {
			ROOT = {
				add_political_power = -2000
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Event
Component: poland_border_conflict.3
Constructs: is_triggered_only, add_war_support, add_political_power
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = poland_border_conflict.3
	title = poland_border_conflict.3.t
	desc = poland_border_conflict.3.desc
	picture = GFX_report_event_polish_intervention_defeat
	is_triggered_only = yes
	option = {
		name = poland_border_conflict.3.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
		add_war_support = -0.05
		add_political_power = -50
	} {
		name = poland_border_conflict.3.b
		trigger = {
			original_tag = GER
		}
		army_experience = 15
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_foreign_arms_purchases
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_foreign_arms_purchases
	available = {
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_seize_the_gold_reserves
	}
	icon = GFX_goal_generic_small_arms
	x = -2
	y = 1
	relative_position_id = SPR_seize_the_gold_reserves
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_foreign_arms_purchases_tt
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_support_independent_militaries
Constructs: prerequisite, limit, add_war_support, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_support_independent_militaries
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = EST_national_council
	}
	x = 0
	y = 1
	relative_position_id = EST_national_council
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_war_support = 0.1
	}
}
### Entity: Shared Focus
Tree: sca_focus
Component: SCA_unified_armament_industries
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_scandinavia_shared.txt

Code:
shared_focus = {
	id = SCA_unified_armament_industries
	icon = GFX_goal_swedish_tank
	relative_position_id = SCA_scandinavian_unification
	prerequisite = {
		focus = SCA_norwegian_aluminium_sector
	}
	x = 1
	y = 2
	offset = {
		x = -2
		y = 0
		trigger = {
			tag = DEN
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			any_other_country = {
				OR = {

				}
			}
		} {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {
		any_other_country = {
			OR = {

			}
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			custom_effect_tooltip = available_tank_designer
			show_ideas_tooltip = SWE_volvo SWE_ab_landsverk SWE_scania_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_17/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_defensive_preparation
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_defensive_preparation
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = RUT_claim_new_farmlands RUT_economic_developments
	}
	relative_position_id = RUT_economic_developments
	available = {
		OR = {
			has_government = democratic neutrality
		}
		if = {
			limit = {
				RUT = {
					is_subject = yes
				}
			}
			RUT = {
				OVERLORD = {
					OR = {
						has_government = democratic neutrality
					}
				}
			}
		}
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}