Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_a_new_central_committee
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, add_to_variable, add_timed_idea, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_a_new_central_committee
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = PRC_zhang_guotao_ascends
	}
	x = 1
	y = 1
	relative_position_id = PRC_zhang_guotao_ascends
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			character = PRC_zhang_guotao
			ruling_only = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_a_new_central_committee_tt_1 PRC_a_new_central_committee_tt_2
		effect_tooltip = {
			custom_effect_tooltip = PRC_modify_central_committee_modifier
			add_to_variable = {
				PRC_central_committee_political_power_factor = -0.1
				tooltip = political_power_factor_tt
			}
		} {
			custom_effect_tooltip = PRC_modify_central_committee_modifier
			add_to_variable = {
				PRC_central_committee_political_power_factor = 0.15
				tooltip = political_power_factor_tt
			}
		}
		hidden_effect = {
			add_to_variable = {
				PRC_central_committee_political_power_factor = -0.1
			}
			add_timed_idea = {
				idea = PRC_a_new_central_committe_hidden_idea
				days = 180
			}
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_jeune_ecole
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_jeune_ecole = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_burgundy_rising
Constructs: prerequisite, add_ideas, completion_reward, is_fully_controlled_by, add_core_of, set_cosmetic_tag
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_burgundy_rising
	icon = GFX_focus_BEL_burgundy_rising
	prerequisite = {
		focus = BEL_demand_calais
	}
	relative_position_id = BEL_demand_calais
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION
	}
	x = 0
	y = 1
	cost = 10
	available = {
		29 = {
			is_fully_controlled_by = BEL
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_burgundy_tt
		add_ideas = BEL_burgundian_heritage_ns
		29 = {
			add_core_of = ROOT
		}
		hidden_effect = {
			set_cosmetic_tag = BEL_burgundy
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Technology
Component: Seaborne_High_Frequency_Directional_Radar
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	destroyer = {
		sub_detection = 0.1
	}
	convoy_escort_efficiency = 0.1
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_research_grants
Constructs: prerequisite, limit, completion_reward, add_research_slot
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_research_grants
	icon = GFX_focus_research
	prerequisite = {
		focus = RUT_build_industrial_area RUT_small_arms_manufacturing
	}
	relative_position_id = RUT_food_processing_plant
	x = 1
	y = 4
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: r56_latin_armerica_fascist_boy_starts_building_wolfpacks
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_latin_armerica_fascist_boy_starts_building_wolfpacks = {
	allowed = {
		OR = {
			original_tag = ARG COL VEN ECU PRU BOL CHL PAR URG BRA COS PAN NIC HON ELS GUA CUB HAI DOM JAM
		}
	}
	enable = {
		ROOT = {
			has_government = fascism
			exists = yes
			has_war = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 90
	} {
		type = unit_ratio
		id = screen_ship
		value = 20
	} {
		type = naval_avoid_region
		id = 18
		value = 600
	} {
		type = naval_avoid_region
		id = 16
		value = 100
	} {
		type = naval_avoid_region
		id = 43
		value = 100
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Approach_the_British
Constructs: shared_focus, prerequisite, has_government, has_war_with, completion_reward, has_country_leader, is_subject
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Approach_the_British
	icon = GFX_focus_chi_british_cooperation
	cost = 5
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		} {
			add = 10
			has_country_leader = {
				character = DEN_John_Christmas_Moller
				ruling_only = yes
			}
		} {
			factor = 0
			threat = < 0.15
		} {
			factor = 0
			NOT = {
				has_government = democratic
			}
		} {
			factor = 0.5
			den_already_befriended = yes
		} {
			factor = 2
			ENG = {
				has_government = ROOT
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
	}
	prerequisite = {
		focus = DEN_Denmark_in_Peril
	}
	x = 2
	y = 1
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		ENG = {
			den_generic_diplomacy = yes
		}
	}
}
### Entity: Idea
Component: BRA_psad_idea
Constructs: research_speed_factor, industrial_capacity_factory
Source: game
File: common/ideas/brazil.txt

Code:
BRA_psad_idea = {
	picture = BRA_dasp
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.03
		production_factory_max_efficiency_factor = 0.05
		industrial_capacity_factory = 0.05
		research_speed_factor = 0.02
	}
}
### Entity: Decision
Component: LAT_perkonkrust_revolt_category
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, is_good, cancel_trigger, cancel_effect, add_popularity
Source: game
File: common/decisions/LAT.txt

Code:
LAT_perkonkrust_revolt_category = {
	LAT_perkonkrust_uprising = {
		allowed = {
			tag = LAT
		}
		icon = GFX_decision_revolt
		days_remove = 20
		is_good = no
		fire_only_once = yes
		cancel_trigger = {
			hidden_trigger = {
				OR = {
					has_completed_focus = LAT_alignment_with_germany LAT_banish_clemens LAT_anti_german_propaganda BALTIC_overthrow_the_government
					has_government = fascism
					has_country_flag = fought_perkonkrust_flag
				}
			}
		}
		available = {
			fascism = > 0.55
		}
		days_mission_timeout = 180
		activation = {
			has_completed_focus = LAT_suspend_the_constitution
			NOT = {
				has_completed_focus = LAT_banish_clemens LAT_anti_german_propaganda
				has_government = fascism
				has_country_flag = fought_perkonkrust_flag
			}
		}
		visible = {
			tag = LAT
			NOT = {
				has_completed_focus = LAT_banish_clemens LAT_anti_german_propaganda
				has_government = fascism
				has_country_flag = fought_perkonkrust_flag
			}
		}
		cancel_effect = {

		}
		timeout_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			activate_mission = LAT_perkonkrust_uprising
		}
		remove_effect = {
			hidden_effect = {
				country_event = LAT_events.8
			}
			effect_tooltip = {
				start_civil_war = {
					ideology = fascism
					size = 0.5
				}
			}
		}
		complete_effect = {
			effect_tooltip = {
				start_civil_war = {
					ideology = fascism
					size = 0.5
				}
			}
		}
		ai_will_do = {
			factor = 200
		}
	}
}
### Entity: Military Industrial Organization
Component: SAF_lenz_bomb_factory_organization
Constructs: has_completed_focus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_lenz_bomb_factory_organization = {
	name = SAF_lenz_bomb_factory
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		tag = SAF
	}
	available = {
		owner = {
			has_completed_focus = SAF_lenz_bomb_factory
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: AI Strategy
Component: HUN_alternate_FAS
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HUN_alternate.txt

Code:
HUN_alternate_FAS = {
	name = Hungarian Alternate plan to become fascist and ally with Italy
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Death or Dishonor
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			has_country_flag = HUN_AI_RANDOM_FASCIST_ALTERNATE
			has_game_rule = {
				rule = HUN_ai_behavior
				option = FASCIST_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HUN_economic_intervention HUN_strengthen_fascists HUN_renew_the_rome_protocols HUN_industrial_revitalization HUN_reintegrate_the_railroads HUN_protect_austria HUN_support_domestic_industry HUN_support_urbanization HUN_institute_for_industrial_techniques HUN_alliance_with_italy HUN_announce_the_gyor_program HUN_domestic_arms_industry HUN_aeronautic_technology_institute HUN_secret_rearmament HUN_war_games HUN_theoretical_air_efforts HUN_bled_agreement HUN_army_maneuvers HUN_renounce_the_treaty_of_trianon HUN_reaffirm_territorial_claims HUN_boost_hungarian_aviation_industry HUN_demand_transylvania
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		HUN_army_maneuvers = 5
		HUN_home_defense = 10
		HUN_assault_gun_focus = 5
		HUN_establish_the_air_force = 10
		HUN_claim_overlordship_over_slovakia = 8
		HUN_demand_southern_slovakia = 10
	}
}
### Entity: Character
Component: ETH_random_general_6
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_6 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_female_3
			small = GFX_portrait_ETH_generic_female_3_small
		}
	}
	gender = female
	corps_commander = {
		traits = {
			trickster
		}
		skill = 4
		attack_skill = 3
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_federation_of_aslia
Constructs: prerequisite, completion_reward, is_on_continent, set_cosmetic_tag
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_federation_of_aslia
	icon = GFX_focus_INS_federation_of_aslia
	available = {
		any_subject_country = {
			capital_scope = {
				is_on_continent = asia
			}
		}
	}
	prerequisite = {
		focus = INS_purge_oppurtunists
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 5
	}
	x = -1
	y = 1
	relative_position_id = INS_purge_oppurtunists
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = INS_aslia_tt
		set_cosmetic_tag = INS_aslia
	}
}
### Entity: Event
Component: news.312
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.312
	title = news.312.t
	desc = {
		text = news.312.desc.a
		trigger = {
			country_exists = AUS
		}
	} {
		text = news.312.desc.b
		trigger = {
			NOT = {
				country_exists = AUS
			}
		}
	}
	picture = GFX_news_event_HUN_alliance_with_italy
	major = yes
	is_triggered_only = yes
	option = {
		name = news.312.a
		trigger = {
			OR = {
				TAG = HUN ITA AUS
			}
		}
	} {
		name = news.312.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.312.c
		trigger = {
			NOT = {
				TAG = HUN ITA AUS GER
			}
		}
	}
}
### Entity: Unit Template
Component: ROM_MEC_01
Source: game
File: common/units/names_divisions/ROM_names_divisions.txt

Code:
ROM_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		ROM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ROM_INF_01
	}
	fallback_name = Divizie %d Motomecanizat
	ordered = {
		1 = {
			Divizie %d Motomecanizat
		}
		2 = {
			Divizie %d Motomecanizat
		}
		3 = {
			Divizie %d Motomecanizat
		}
		4 = {
			Divizie %d Motomecanizat
		}
		5 = {
			Divizie %d Motomecanizat
		}
		6 = {
			Divizie %d Motomecanizat
		}
		7 = {
			Divizie %d Motomecanizat
		}
		8 = {
			Divizie %d Motomecanizat
		}
		9 = {
			Divizie %d Motomecanizat
		}
		10 = {
			Divizie %d Motomecanizat
		}
		11 = {
			Divizie %d Motomecanizat
		}
		12 = {
			Divizie %d Motomecanizat
		}
		13 = {
			Divizie %d Motomecanizat
		}
		14 = {
			Divizie %d Motomecanizat
		}
		15 = {
			Divizie %d Motomecanizat
		}
		16 = {
			Divizie %d Motomecanizat
		}
		17 = {
			Divizie %d Motomecanizat
		}
		18 = {
			Divizie %d Motomecanizat
		}
		19 = {
			Divizie %d Motomecanizat
		}
		20 = {
			Divizie %d Motomecanizat
		}
		21 = {
			Divizie %d Motomecanizat
		}
		22 = {
			Divizie %d Motomecanizat
		}
		23 = {
			Divizie %d Motomecanizat
		}
		24 = {
			Divizie %d Motomecanizat
		}
		25 = {
			Divizie %d Motomecanizat
		}
		26 = {
			Divizie %d Motomecanizat
		}
		27 = {
			Divizie %d Motomecanizat
		}
		28 = {
			Divizie %d Motomecanizat
		}
		29 = {
			Divizie %d Motomecanizat
		}
		30 = {
			Divizie %d Motomecanizat
		}
		31 = {
			Divizie %d Motomecanizat
		}
		32 = {
			Divizie %d Motomecanizat
		}
		33 = {
			Divizie %d Motomecanizat
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_institute_of_higher_military_studies
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_200_land_doctrine_mastery, has_200_air_doctrine_mastery, has_idea, add_research_slot
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_institute_of_higher_military_studies
	prerequisite = {
		focus = POR_complete_the_military_restructuring
	}
	icon = GFX_focus_generic_advanced_military_studies
	x = -2
	y = 1
	relative_position_id = POR_complete_the_military_restructuring
	cost = 8
	available = {
		OR = {
			has_200_land_doctrine_mastery = yes
			has_200_air_doctrine_mastery = yes
		}
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	ai_will_do = {
		base = 999
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = POR_lackluster_armed_forces
			}
			add_research_slot = 1
			custom_effect_tooltip = CHL_skip_one_line_tt
			swap_ideas = {
				remove_idea = POR_lackluster_armed_forces
				add_idea = POR_slowly_modernizing_armed_forces
			}
		}
		else_if = {
			limit = {
				has_idea = POR_slowly_modernizing_armed_forces
			}
			add_research_slot = 1
			custom_effect_tooltip = CHL_skip_one_line_tt
			remove_ideas = POR_slowly_modernizing_armed_forces
			add_timed_idea = {
				idea = POR_towards_a_modern_european_army
				days = 365
			}
		}
		else = {
			army_experience = 40
			add_command_power = 20
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_fighter_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_fighter_focus
	icon = GFX_goal_generic_air_fighter
	text = GRE_fighter_focus
	prerequisite = {
		focus = GRE_aviation_effort
	}
	mutually_exclusive = {
		focus = GRE_cas_focus
	}
	x = 11
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 2
			category = light_fighter cat_heavy_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_conduct_nationwide_inspections_old
Constructs: prerequisite, completion_reward, add_political_power, add_timed_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_conduct_nationwide_inspections_old
	text = SOV_conduct_nationwide_inspections
	icon = GFX_goal_generic_commie_investments
	prerequisite = {
		focus = SOV_industrial_strategy
	}
	x = 0
	y = 3
	relative_position_id = SOV_trotskyite_victory
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 125
		add_timed_idea = {
			idea = SOV_nationwide_inspections_1
			days = 45
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_three_brothers
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_three_brothers
	icon = GFX_goal_NOR_nordic_alliance
	prerequisite = {
		focus = NOR_continuous_politics NOR_change_starts_within NOR_motion_of_no_confidence
	}
	mutually_exclusive = {
		focus = NOR_seek_a_british_alliance NOR_armed_neutrality_once_more
	}
	x = -9
	y = 3
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_civil_war = no
		OR = {
			has_government = democratic neutrality
		} {
			DEN = {
				is_subject = no
				is_in_faction = no
				NOT = {
					has_war_with = NOR
				}
			}
			SWE = {
				is_subject = no
				is_in_faction = no
				NOT = {
					has_war_with = NOR
				}
			}
		}
		threat = > 0.1
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_defensive_democratic
			name = NOR_three_brothers_faction
			icon = GFX_faction_logo_generic_2
		}
		if = {
			limit = {
				DEN = {
					is_subject = no
					is_in_faction = no
					NOT = {
						has_war_with = NOR
					}
				}
			}
			DEN = {
				country_event = naw_norway.1
			}
		} {
			limit = {
				SWE = {
					is_subject = no
					is_in_faction = no
					NOT = {
						has_war_with = NOR
					}
				}
			}
			SWE = {
				country_event = naw_norway.1
			}
		}
		custom_effect_tooltip = NOR_three_brothers_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_custom_bonus_click
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_custom_bonus_click = {
	meta_effect = {
		text = {
			set_temp_variable = {
				t1 = 0.01
			}
			multiply_temp_variable = {
				t1 = [y]
			}
			subtract_from_variable = {
				[z]EAI_custom_bonus_[x][w] = t1
			}
			clamp_variable = {
				var = [z]EAI_custom_bonus_[x][w]
				min = [a]
				max = [b]
			}
		}
		x = [?EAI_selected_custom_bonus_setting]
		y = [EAI_GetCustomBonusAmountMultiplier]
		z = [EAI_GetDifficultyBonusMode]
		a = [EAI_GetCustomBonusAmountMin]
		b = [EAI_GetCustomBonusAmountMax]
		w = [EAI_GetDifficultyBonusMode2]
	}
	EAI_refresh_gui = yes
}
### Entity: Idea
Component: GRE_hellenic_air_force_academy
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/greece.txt

Code:
GRE_hellenic_air_force_academy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_payment
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.1
		air_accidents_factor = -0.1
		experience_gain_air_factor = 0.05
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_industrial_investments
Constructs: limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_industrial_investments
	icon = GFX_goal_industrial_investment
	x = 10
	y = 0
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_develop_home_support
Constructs: prerequisite, completion_reward, add_offsite_building
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_develop_home_support
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = BEL_the_secret_army BEL_the_belgian_legion
	}
	relative_position_id = BEL_the_secret_army
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		} {
			type = dockyard
			level = 1
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HON_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = HON
		}
		requested_factories = 1
		progress = 0.66
		efficiency = 100
	}
}
### Entity: State History
Component: 620
Constructs: add_core_of, set_province_controller
Source: game
File: history/states/620-China 17.txt

Code:
state = {
	id = 620
	name = STATE_620
	history = {
		owner = CHI
		add_core_of = CHI PRC
		buildings = {
			infrastructure = 1
			arms_factory = 1
		}
		victory_points = {
			4130 1
		} {
			1612 1
		}
		1938.10.25 = {
			buildings = {
				industrial_complex = 1
				infrastructure = 2
				arms_factory = 2
			}
			JAP = {
				set_province_controller = 1036 4619 4631 7167 10462
			}
		}
	}
	provinces = {
		1612 4009 4130 7019 7580 7596 7609 7625 8072 9934 10462 10474 12408
	}
	manpower = 20433280
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 2.0
}
### Entity: National Focus
Tree: cos_focus
Component: COS_banking_reforms
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_banking_reforms
	icon = GFX_goal_generic_banking_legislation
	prerequisite = {
		focus = COS_strengthen_democratic_institutions
	}
	cost = 8
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -2
	y = 1
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				316
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = COS_banking_reforms_idea
			days = 365
		}
	}
}