Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: CUB_fulgencio_batista
Source: game
File: common/characters/CUB.txt

Code:
CUB_fulgencio_batista = {
	advisor = {
		slot = army_chief
		idea_token = CUB_fulgencio_batista
		allowed = {
			original_tag = CUB
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Fulgencio Batista
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Country History
Country: PAR
Component: PAR_technology
Constructs: set_technology
Source: game
File: history/countries/PAR - Paraguay.txt

Code:
# Starting Technologies for PAR
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_trucks = 1
	gw_artillery = 1
}
### Entity: Event
Component: NSB_poland_events.201
Constructs: is_triggered_only, ai_chance, fire_only_once, set_autonomy
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.201
	title = NSB_poland_events.201.t
	desc = NSB_poland_events.201.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.201.a
		ai_chance = {
			base = 10
		}
		set_autonomy = {
			target = HUN
			autonomy_state = autonomy_personal_union
		}
	}
}
### Entity: State History
Component: 368
Constructs: add_core_of
Source: game
File: history/states/368-Tennesse.txt

Code:
state = {
	id = 368
	name = STATE_368
	manpower = 2616555
	state_category = city
	resources = {
		steel = 60
		coal = 5
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
		}
		add_core_of = USA
		victory_points = {
			12501 3
		}
	}
	provinces = {
		913 1758 1987 7615 7791 7797 8014 8083 10281 10615 10657 10824 10909 12501 12670
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ger_focus
Component: GER_panzerschiff_raiders
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, create_equipment_variant, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_panzerschiff_raiders
	icon = GFX_focus_GER_panzerschiff
	prerequisite = {
		focus = GER_cruiser_warfare
	}
	mutually_exclusive = {
		focus = GER_u_boat_efforts
	}
	x = 0
	y = 1
	relative_position_id = GER_cruiser_warfare
	cost = 5
	available = {
		NOT = {
			has_completed_focus = GER_unrestricted_convoy_raiding
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_cruiser_warfare
			bonus = 0.5
			uses = 1
			category = ca_tech
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Panzerschiff
				type = ship_hull_cruiser_3
				name_group = GER_CA_HISTORICAL
				modules = {
					fixed_ship_battery_slot = ship_medium_battery_2
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_fire_control_system_slot = ship_fire_control_system_0
					fixed_ship_radar_slot = ship_radar_1
					fixed_ship_engine_slot = cruiser_ship_engine_3
					fixed_ship_armor_slot = ship_armor_cruiser_2
					fixed_ship_secondaries_slot = ship_secondaries_1
					front_1_custom_slot = ship_anti_air_1
					mid_1_custom_slot = ship_anti_air_1
					mid_2_custom_slot = ship_airplane_launcher_1
					rear_1_custom_slot = ship_medium_battery_2
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_navy_modifier = yes
		add_to_variable = {
			GER_military_screening_without_screens = 0.1
			tooltip = screening_without_screens_tt
		} {
			GER_military_naval_light_gun_hit_chance_factor = 0.05
			tooltip = naval_light_gun_hit_chance_factor_tt
		} {
			GER_military_naval_heavy_gun_hit_chance_factor = 0.05
			tooltip = naval_heavy_gun_hit_chance_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:GER_blohm_und_voss_organization = {
				unlock_mio_trait_tooltip = GER_mio_trait_o_class_battlecruisers
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_support_communist_china
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, add_ai_strategy
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_support_communist_china
	text = AST_R56_support_communist_china
	icon = GFX_focus_chi_cooperation_with_the_communists
	relative_position_id = CUB_communism_in_the_caribbean
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = event_target:WTT_communist_china
		}
		event_target:WTT_communist_china = {
			exists = yes
			has_government = communism
		}
	}
	prerequisite = {
		focus = CUB_communism_in_the_caribbean
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		event_target:WTT_communist_china = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_delegation_to_china
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2000
				producer = ROOT
			}
		} {
			ROOT = {
				add_ai_strategy = {
					type = support
					id = PREV
					value = 100
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_for_the_common_good
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, every_subject_country, add_autonomy_score, every_other_country
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_for_the_common_good
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = SOV_incorporate_local_organizations
	} {
		focus = SOV_international_revolutionary_marxist_centre
	}
	x = 0
	y = 1
	relative_position_id = SOV_incorporate_local_organizations
	cost = 10
	mutually_exclusive = {
		focus = SOV_strengthen_the_trade_unions
	}
	available = {
		is_faction_leader = yes
	}
	search_filters = {

	}
	completion_reward = {
		every_subject_country = {
			country_event = {
				id = NSB_soviet_for_the_common_good.1
				hours = 4
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				add_ideas = SOV_for_the_common_good_subjects
				add_autonomy_score = {
					value = -100
					localization = SOV_for_the_common_good
				}
			}
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				is_subject = no
			}
			country_event = {
				id = NSB_soviet_for_the_common_good.1
				hours = 4
			}
			custom_effect_tooltip = if_they_accept
			effect_tooltip = {
				add_ideas = SOV_for_the_common_good_allies
				if = {
					limit = {
						has_dlc = Death or Dishonor
					}
					add_relation_modifier = {
						target = ROOT
						modifier = SOV_for_the_common_good_relation
					}
				}
			}
		}
	}
}
### Entity: Character
Component: brewery
Source: game
File: common/country_leader/00_traits.txt

Code:
brewery = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_neglected_army13
Constructs: limit, has_country_flag, removal_cost, add_timed_idea
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_neglected_army13 = {
	picture = generic_neglected_military
	removal_cost = -1
	on_remove = {
		IF = {
			limit = {
				has_country_flag = CHI_ongoing_reforms
			}
			add_timed_idea = {
				idea = CHI_neglected_army12
				days = 35
			}
		}
	}
	modifier = {
		army_morale_factor = -0.525
		army_org_factor = -0.525
		max_dig_in_factor = -0.525
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_23
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_23 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 23
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 23
	}
}
### Entity: Event
Component: lar_end_the_occupation.1
Constructs: is_triggered_only, ai_chance, has_war, limit, has_war_with, every_state, is_core_of, is_controlled_by
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_end_the_occupation.1
	title = lar_end_the_occupation.1.t
	desc = lar_end_the_occupation.1.desc
	picture = GFX_report_event_pierre_laval
	is_triggered_only = yes
	option = {
		name = lar_end_the_occupation.1.a
		ai_chance = {
			factor = 80
		}
		FROM = {
			country_event = lar_end_the_occupation.2
		}
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = FROM
					is_controlled_by = ROOT
				}
				FROM = {
					transfer_state = PREV
				}
			}
		}
	} {
		name = lar_end_the_occupation.1.b
		ai_chance = {
			factor = 20
			modifier = {
				is_in_faction_with = FROM
				factor = 0
			} {
				FROM = {
					has_war = yes
					any_enemy_country = {
						has_war_with = ROOT
					}
				}
				factor = 0
			}
		}
		FROM = {
			country_event = lar_end_the_occupation.3
		}
	}
}
### Entity: Trigger Reference
Construct: can_construct_building
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_construct_building

* Supported Scopes: STATE
* Supported Targets: none

```
Checks if the country (as ROOT) and state in scope can build a building in the state.
ex:
GER = {
	65 = {
		can_construct_building = land_facility
	}
}
```
### Entity: Event
Component: SEA_china.23
Constructs: is_triggered_only, remove_from_array
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.23
	title = SEA_china.23.t
	desc = SEA_china.23.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.23.a
		CHI = {
			CHI_reduce_nine_power_malus = yes
		}
		remove_from_array = {
			array = CHI.nine_power_treaty_signatories
			value = FROM
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.3
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, is_in_faction, set_global_flag, set_rule
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.3
	title = congo_independence_struggle.3.t
	desc = congo_independence_struggle.3.d
	picture = GFX_report_event_ITA_democratic_parlament
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.3.a
		ai_chance = {
			base = 50
		}
		add_stability = 0.05
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						is_in_faction = yes
					}
				}
				set_global_flag = COG_stays_in_bel_faction_flag
			} {
				limit = {
					FROM = {
						is_in_faction = no
					}
				}
				FROM = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = {
						template = faction_template_industrial_focus
						name = BEL_commonwealth_faction
						icon = GFX_faction_logo_generic_13
					}
				} {
					add_to_faction = ROOT
				}
			}
			ROOT = {
				complete_national_focus = CONGO_republic_of_congo
			}
		}
		FROM = {
			country_event = {
				id = congo_independence_struggle.5
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.3.b
		ai_chance = {
			base = 50
		}
		add_stability = -0.05
		add_war_support = 0.05
		FROM = {
			country_event = {
				id = congo_independence_struggle.6
				days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_marghera_chemical_industry
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/venice.txt

Code:
focus = {
	id = VNZ_marghera_chemical_industry
	icon = GFX_goal_generic_oil_refinery
	x = 2
	y = 1
	prerequisite = {
		focus = VNZ_construction_effort_2
	}
	relative_position_id = VNZ_construction_effort_2
	available = {

	}
	cost = 10
	bypass = {

	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				160
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = synthetic_refinery
				level = 2
				instant_build = yes
			} {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = GER_synth_oil_research
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Modding Documentation
Construct: faction_power_projection
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### faction_power_projection
* description: ![MD]
Checks power value of current country's faction projection
### Entity: Event
Component: mongol_khalkin_gol.2
Constructs: is_triggered_only, fire_only_once, add_political_power, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_khalkin_gol.2
	title = mongol_khalkin_gol.2.t
	desc = mongol_khalkin_gol.2.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_khalkin_gol.2.a
		trigger = {
			NOT = {
				original_tag = MON
			}
		}
	} {
		name = mongol_khalkin_gol.2.b
		trigger = {
			original_tag = MON
		}
		add_political_power = 120
		add_doctrine_cost_reduction = {
			name = sov_jap_border_conflict_won
			uses = 2
			category = land_doctrine
			cost_reduction = 0.5
		}
		add_tech_bonus = {
			name = sov_jap_border_conflict_won
			uses = 2
			category = armor
			bonus = 1.0
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_gathering_storm
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mastery
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_gathering_storm
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = AST_ride_the_lightning
	}
	relative_position_id = AST_ride_the_lightning
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = AST_the_gathering_storm
				bonus = 0.5
				uses = 2
				category = medium_air
			}
		}
		else_if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = AST_the_gathering_storm
				bonus = 0.5
				uses = 2
				category = medium_air
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_mastery = {
			amount = 100
			folder = air
			track = medium_aircraft
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PAL_initiative_doctrine
Constructs: removal_cost, initiative_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_initiative_doctrine = {
	picture = eng_imperial_conscription
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		initiative_factor = 0.05
		land_night_attack = 0.1
	}
}
### Entity: Unit Template
Component: PER_MOT_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		PER_INF_01
	}
	fallback_name = %d. Dastebandi Piyadeh Kamiyon
	ordered = {
		1 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		2 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		3 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		4 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		5 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		6 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		7 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		8 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		9 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
		10 = {
			%d. Dastebandi Piyadeh Kamiyon
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_NAV_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_NAV_aircraft_production = {
	OR = {
		has_tech = basic_small_airframe naval_bomber1
	}
	EAI_NAV_tech_focus = yes
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_join_the_allies
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_subject
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_join_the_allies
	icon = GFX_allies
	prerequisite = {
		focus = PHI_maintain_the_status_quo PHI_move_towards_independence
	}
	relative_position_id = PHI_maintain_the_status_quo
	mutually_exclusive = {
		focus = PHI_the_pan_malayan_confederation
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 0.5
			OR = {
				ENG = {
					has_capitulated = yes
				}
				FRA = {
					has_capitulated = yes
				}
			}
		} {
			factor = 0
			AND = {
				ENG = {
					has_capitulated = yes
				}
				FRA = {
					has_capitulated = yes
				}
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_medium_plane_airframe_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_medium_plane_airframe_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 10
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 500
	}
	OR = {
		has_deployed_air_force_size = {
			type = tactical_bomber
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = tactical_bomber
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_1_lesser_3
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_1_lesser_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.1
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.01
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Component: sudan_focus
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/sudan.txt

Code:
focus_tree = {
	id = sudan_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = SUD
		}
	}
	default = no
	continuous_focus_position = {
		x = 650
		y = 1350
	}
	shared_focus = GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom
	focus = {
		id = SUD_develop_capitalstate
		icon = GFX_goal_SUD_industry
		x = 35
		y = 0
		cost = 5
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			capital_scope = {
				ETH_upgrade_state_category = yes
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		ai_will_do = {
			factor = 3.2
			modifier = {
				factor = 0
				date = < 1936.10.1
				num_of_controlled_states = < 2
			} {
				add = -0.1
				num_of_controlled_states = < 2
			}
		}
	} {
		id = SUD_gold_mining
		text = KAT_gold_mining
		icon = GFX_goal_generic_extraction_gold
		prerequisite = {
			focus = SUD_develop_capitalstate
		}
		x = 0
		y = 1
		relative_position_id = SUD_develop_capitalstate
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		cost = 10
		ai_will_do = {
			factor = 40
		}
		available = {
			OR = {
				has_tech = excavation1 excavation2 excavation3
			}
		}
		cancel_if_invalid = no
		continue_if_invalid = yes
		completion_reward = {
			add_ideas = ROM_gold_extraction_idea
		}
	} {
		id = SUD_improve_the_road_network
		icon = GFX_goal_generic_road
		text = GEN_improve_state_infrastructure
		prerequisite = {
			focus = SUD_develop_capitalstate
		}
		x = -2
		y = 1
		relative_position_id = SUD_develop_capitalstate
		cost = 10
		available_if_capitulated = yes
		ai_will_do = {
			factor = 3.1
		}
		bypass = {

		}
		available = {
			num_of_controlled_states = > 0
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = SUD_Civilian_One
		icon = GFX_goal_generic_building_our_industry
		text = GEN_expand_civilian_manufacturers
		prerequisite = {
			focus = SUD_improve_the_road_network
		}
		x = 0
		y = 1
		relative_p
# ... (truncated)
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_commit_to_an_indian_china_airlift_r56
Constructs: shared_focus, prerequisite, limit, add_ideas, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_commit_to_an_indian_china_airlift_r56
	icon = GFX_goal_generic_air_land_coordination
	cost = 8
	ai_will_do = {
		base = 4
	}
	x = 1
	y = 1
	prerequisite = {
		focus = RAJ_the_burma_railroad_r56
	}
	relative_position_id = RAJ_the_burma_railroad_r56
	available = {
		CUG = {
			any_enemy_country = {
				is_major = yes
				NOT = {
					original_tag = BRM RAJ
					is_in_faction_with = RAJ
				}
			}
			exists = yes
			is_subject = no
		}
		OR = {
			AND = {
				288 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			} {
				325 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			} {
				640 = {
					has_state_flag = CHI_burma_road_closed_state
					OR = {
						is_controlled_by = ROOT
						CONTROLLER = {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		}
		CUG = {
			add_ideas = RAJ_himalayan_supply_route_r56
		}
	}
}