Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ENG_john_vereker
Constructs: has_completed_focus, has_idea_with_trait
Source: game
File: common/characters/ENG.txt

Code:
ENG_john_vereker = {
	name = ENG_john_vereker
	portraits = {
		army = {
			large = GFX_portrait_ENG_john_vereker
			small = GFX_idea_john_vereker
		}
	}
	advisor = {
		slot = army_chief
		idea_token = john_vereker
		allowed = {
			original_tag = ENG
		}
		available = {
			NOT = {
				has_completed_focus = ENG_eliminate_the_upper_class
			}
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 3
			modifier = {
				has_idea_with_trait = industrial_concern silent_workhorse
				factor = 10
			}
		}
	}
	corps_commander = {
		traits = {
			trait_cautious politically_connected
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 994
	}
}
### Entity: Idea
Component: INS_construction_boom
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
INS_construction_boom = {
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.2
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_franco_germanic_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, has_civil_war, has_wargoal_against, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_franco_germanic_pact
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = GER_re_ratify_the_locarno_treaty
	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = GER_re_ratify_the_locarno_treaty
	cost = 5
	available = {
		is_subject = no
		has_civil_war = no
		NOT = {
			has_wargoal_against = FRA
			has_war_with = FRA
		} {
			FRA = {
				has_government = fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		FRA = {
			country_event = {
				id = wuw_GER_mutual_guarantees.1
				hours = 12
				random_hours = 24
			}
			add_ai_strategy = {
				type = alliance
				id = GER
				value = 50
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			give_guarantee = FRA
			FRA = {
				give_guarantee = ROOT
			} {
				add_to_tech_sharing_group = ger_fra_research
			}
			ROOT = {
				add_to_tech_sharing_group = ger_fra_research
			}
		}
	}
}
### Entity: Idea
Component: MAN_tenko3
Constructs: stability_factor, has_government, removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_tenko3 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	picture = SWE_neither_death_nor_dishonor
	modifier = {
		political_power_cost = 0.1
		stability_factor = 0.05
		fascism_drift = 0.05
		communism_drift = -0.05
		resistance_damage_to_garrison = -0.25
		land_reinforce_rate = 0.05
		civilian_intel_factor = 0.15
		civilian_intel_to_others = -25
		intelligence_agency_defense = 3
	}
}
### Entity: Event
Component: WW_hungary.118
Constructs: is_triggered_only, limit, owns_state, add_stability, add_political_power, is_ai, add_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.118
	title = WW_hungary.118.t
	desc = WW_hungary.118.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = WW_hungary.118.a
		IF = {
			limit = {
				OR = {
					FROM = {
						owns_state = 45
					} {
						any_subject_country = {
							is_ai = yes
							owns_state = 45
						}
					}
				}
			}
			FROM = {
				add_political_power = 50
				add_stability = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			45 = {
				add_core_of = ROOT
			}
			ROOT = {
				transfer_state = 45
			}
		}
	}
}
### Entity: Character
Component: ENG_nevil_shute
Source: game
File: common/characters/ENG.txt

Code:
ENG_nevil_shute = {
	name = ENG_nevil_shute
	portraits = {
		army = {
			large = GFX_portrait_ENG_nevil_shute
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_oran_port
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_oran_port
	icon = GFX_focus_POL_develop_polish_shipbuilding
	x = 52
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_algiers_port
	}
	available = {
		controls_state = 459
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				459
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 7132
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_169
Source: game
File: history/units/SPA_1939_air_bba.txt

Code:
air_wings = {
	169 = {
		medium_plane_airframe_1 = {
			owner = SPR
			amount = 60
			creator = ITA
			version_name = SM.79
		} {
			owner = SPR
			amount = 30
			creator = ITA
			version_name = SM.81
		}
		small_plane_airframe_0 = {
			owner = SPR
			amount = 24
			creator = ITA
			version_name = CR.32
		}
		small_plane_cas_airframe_1 = {
			owner = SPR
			amount = 24
			creator = ITA
			version_name = Ba.65
		}
	}
}
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/super_heavy_railway_gun.txt

Code:
equipments = {
	super_heavy_railway_gun_equipment = {
		year = 1936
		is_archetype = yes
		picture = archetype_artillery_equipment
		type = railway_gun
		group_by = archetype
		interface_category = interface_category_land
		active = yes
		reliability = 0.7
		maximum_speed = 3
		railway_gun_attack = 40
		railway_gun_attack_range_index_in_define = 2
		railway_gun_annex_ratio = 0.5
		railway_gun_hours_between_redistribution = 24
		manpower = 1500
		lend_lease_cost = 70
	}
	super_heavy_railway_gun_equipment_1 = {
		year = 1936
		archetype = super_heavy_railway_gun_equipment
		priority = 50
		visual_level = 0
		active = no
		build_cost_ic = 1600.0
		resources = {
			steel = 8
			tungsten = 4
			chromium = 4
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_haerens_tekniske_korps
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_haerens_tekniske_korps
	icon = GFX_focus_DEN_expand_haerens_tekniske_korps
	prerequisite = {
		focus = DEN_haeren_reorganization
	}
	relative_position_id = DEN_haeren_reorganization
	x = -2
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mio:DEN_haerens_tekniske_korps_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.35
			add_mio_research_bonus = 0.05
			unlock_mio_trait_tooltip = DEN_mio_trait_big_guns
		}
		add_tech_bonus = {
			name = DEN_expand_haerens_tekniske_korps
			bonus = 0.25
			uses = 2
			category = artillery
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: INS_revolution_events.8
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.8
	title = INS_revolution_events.8.t
	desc = INS_revolution_events.8.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.8.a
	}
}
### Entity: Order of Battle
Component: 7a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 7a Brigada Legionario
	location = 9812
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_rebuild_the_nation
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_rebuild_the_nation
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_engineering_advances
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = 0
	y = 1
	relative_position_id = SPR_engineering_advances
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_rebuild_the_nation_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_rebuild_the_nation_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_rebuild_the_nation_2civ
				}
			}
			set_state_flag = SPR_rebuild_the_nation_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_a_new_self_strengthening_movement
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots, add_tech_bonus
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_a_new_self_strengthening_movement
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = MAN_tsr_assert_our_authority MAN_tsr_offer_vassalization
	}
	x = -1
	y = 1
	relative_position_id = MAN_tsr_offer_vassalization
	cost = 10
	ai_will_do = {
		base = 10
	}
	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 = {
				impassable = no
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = MAN_tsr_a_new_self_strengthening_movement
			bonus = 0.75
			uses = 1
			category = infantry_weapons
		} {
			name = MAN_tsr_a_new_self_strengthening_movement
			bonus = 0.75
			uses = 2
			category = industry
		}
	}
}
### Entity: Idea
Component: BEL_miesse
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_miesse = {
	allowed = {
		original_tag = FLA
	}
	available = {
		original_tag = FLA
		has_completed_focus = ABC_motorization_effort
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.05
			instant = yes
		}
		mechanized_equipment = {
			reliability = 0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0.66
	}
}
### Entity: Technology
Component: scout_plane2
Constructs: has_war, is_major, enable_equipments, research_cost, has_tech
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		scout_plane_equipment_2
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 10
			y = 6
		}
	}
	categories = {
		medium_air air_equipment cat_scout_plane mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			factor = 2
		} {
			has_war = yes
			factor = 1.5
		} {
			has_tech = fighter2 tactical_bomber2 CAS2
			factor = 3
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_the_thunder_strikes_alone
Constructs: prerequisite, has_government, completion_reward, is_subject, cancel_if_invalid, set_politics, add_popularity, add_ai_strategy
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_the_thunder_strikes_alone
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = LAT_military_industrial_complex
	} {
		focus = LAT_the_old_ways
	}
	mutually_exclusive = {
		focus = LAT_anti_german_propaganda LAT_alignment_with_germany
	}
	x = 2
	y = 1
	relative_position_id = LAT_the_old_ways
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		fascism = > 0.4
		is_subject = no
		NOT = {
			has_government = democratic
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		GER = {
			add_ai_strategy = {
				type = alliance
				id = LAT
				value = -200
			}
		}
		LAT = {
			add_ai_strategy = {
				type = alliance
				id = GER
				value = -200
			}
		}
		custom_effect_tooltip = GER_wont_ally_tt
		remove_mission = LAT_perkonkrust_uprising
		remove_perkonkrust_effect = yes
	}
}
### Entity: Character
Component: medium_tank_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_offense_0 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			soft_attack = 0.05
			reliability = 0.05
		}
		medium_tank_artillery_chassis = {
			soft_attack = 0.05
			reliability = 0.05
		}
		medium_tank_destroyer_chassis = {
			soft_attack = 0.05
			reliability = 0.05
		}
		medium_tank_aa_chassis = {
			soft_attack = 0.05
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: r56_endsieg_idea
Constructs: has_war, removal_cost, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_endsieg_idea = {
	allowed = {
		original_tag = GER
		always = no
	}
	available = {
		has_war = yes
		original_tag = GER
	}
	removal_cost = -1
	picture = SPR_political_violence
	modifier = {
		army_core_defence_factor = 0.05
		conscription_factor = 0.05
		mobilization_speed = 0.05
	}
}
### Entity: Character
Component: grand_master_of_the_equestrian_order_of_the_holy_sepulcher_of_jerusalem
Source: game
File: common/country_leader/00_traits.txt

Code:
grand_master_of_the_equestrian_order_of_the_holy_sepulcher_of_jerusalem = {
	random = no
	cavalry_attack_factor = 0.1
	army_org_factor = 0.03
	max_command_power_mult = 0.25
	political_power_factor = -0.1
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_select_a_successor_for_benavides
Constructs: prerequisite, add_ideas, add_war_support, has_country_flag, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_select_a_successor_for_benavides
	prerequisite = {
		focus = PRU_prolong_benavides_presidency
	}
	icon = GFX_goal_generic_army_elite
	mutually_exclusive = {
		focus = PRU_commit_to_democratic_election
	}
	x = 2
	y = 1
	relative_position_id = PRU_prolong_benavides_presidency
	available = {
		NOT = {
			has_country_flag = PRU_benavides_democracy
		}
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_war_support = 0.1
		add_ideas = PRU_devastation_by_civil_war
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.08
		}
		country_event = {
			hours = 5
			id = peru.18
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_mountain_artillery
Constructs: prerequisite, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_mountain_artillery
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = ROM_artillery_modernization
	} {
		focus = ROM_vanatori_de_munte
	}
	x = -1
	y = 2
	relative_position_id = ROM_the_zb_53
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = mountain_guns_tt
		hidden_effect = {
			set_technology = {
				mountain_gun = 1
			}
		}
	}
}
### Entity: Decision
Component: POR_deus_patria_e_familia
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_POR_decision_categories.txt

Code:
POR_deus_patria_e_familia = {
	icon = GFX_decision_category_military_operation
	priority = 1999
	allowed = {
		original_tag = POR
	}
	visible = {
		has_completed_focus = POR_continue_salazars_policies
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_10
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_10 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 10
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_10
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			10
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Modding Documentation
Construct: teleport
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## teleport
* Aliases: tp
* Arguments: <province_id>

Teleports selected armies or ships to the specified province
### Entity: Character
Component: GHA_coi
Source: game
File: common/characters/GHA.txt

Code:
GHA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = GHA_coi
		allowed = {
			original_tag = GHA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norwegian_planes
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_norwegian_planes
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = NOR_haerens_flyvevaaben
	}
	mutually_exclusive = {
		focus = NOR_foreign_plane_designs
	}
	x = -3
	y = 1
	relative_position_id = NOR_haerens_flyvevaaben
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		air_experience = 60
		add_tech_bonus = {
			name = NOR_norwegian_planes
			bonus = 0.75
			uses = 2
			category = air_equipment
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_join_ITA
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_ally_with
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_join_ITA
	icon = GFX_goal_generic_befriend_italy
	relative_position_id = ISR_yodefet_masada_betar
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_yodefet_masada_betar
	}
	bypass = {
		is_ally_with = ITA
	}
	available = {
		is_subject = no
		GER = {
			OR = {
				NOT = {
					has_government = fascism
				} {
					is_ally_with = ITA
				}
			}
		}
		ITA = {
			NOT = {
				has_government = communism
			} {
				has_completed_focus = ITA_the_popular_front
			} {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			has_capitulated = no
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ITA
				has_war_with = ROOT
			}
		}
	}
	mutually_exclusive = {
		focus = ISR_join_USA ISR_alone ISR_join_SOV ISR_join_ENG
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				GER = {
					OR = {
						NOT = {
							has_government = fascism
						} {
							is_ally_with = ITA
						}
					}
				}
				ITA = {
					NOT = {
						has_government = communism
					} {
						has_completed_focus = ITA_the_popular_front
					} {
						has_war_with = ROOT
					}
					is_faction_leader = yes
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ITA
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ISR
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_destroyers
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_destroyers
	icon = GFX_focus_generic_destroyer
	x = -1
	y = 1
	cost = 5
	relative_position_id = AFG_first_afghani_navy
	prerequisite = {
		focus = AFG_first_afghani_navy
	}
	mutually_exclusive = {
		focus = AFG_submarines
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = dd_bonus
			bonus = 0.5
			uses = 1
			category = dd_tech naval_gunnery_tech
			ahead_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}