Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_judiciary_reforms
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_judiciary_reforms
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_ideological_education
	}
	x = -1
	y = 2
	relative_position_id = CHI_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		remove_ideas = PRC_government_corruption
	}
}
### Entity: Character
Component: SIK_mao_wu
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_mao_wu = {
	name = SIK_mao_wu
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIK_mao_wu
		ledger = army
		allowed = {
			original_tag = SIK
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			base = 25
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_eastern_menace
Constructs: prerequisite, has_war_with, completion_reward, add_ai_strategy, is_ally_with, create_wargoal, puppet_wargoal_focus, declare_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_eastern_menace
	will_lead_to_war_with = JAP
	select_effect = {
		add_ai_strategy = {
			type = prepare_for_war
			id = JAP
			value = 100
		}
	}
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
		OR = {
			729 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			721 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_proudly_alone
	}
	icon = GFX_focus_AST_war_japan
	x = -1
	y = 1
	relative_position_id = POR_proudly_alone
	cost = 10
	completion_reward = {
		create_wargoal = {
			target = JAP
			type = puppet_wargoal_focus
			expire = 0
		}
		hidden_effect = {
			add_ai_strategy = {
				type = declare_war
				id = JAP
				value = 100
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_klaipda_shipyards
Constructs: prerequisite, completion_reward, is_owned_by, has_full_control_of_state, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_klaipda_shipyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = LIT_expansion_of_naval_facilities
	}
	mutually_exclusive = {
		focus = LIT_ventoji_shipyards
	}
	x = -1
	y = 1
	relative_position_id = LIT_expansion_of_naval_facilities
	cost = 15
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		188 = {
			is_owned_by = LIT
		}
		has_full_control_of_state = 188
		has_tech = advanced_machine_tools
	}
	completion_reward = {
		188 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = dockyard
				level = 4
				instant_build = yes
			} {
				type = naval_base
				level = 4
				province = 3288
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Ominato Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = Ominato Kichi Shubitai
	location = 1055
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Decision
Component: papalstate_category
Source: game
File: common/decisions/categories/papalstate.txt

Code:
papalstate_category = {
	icon = GFX_decision_invincible_nation
	picture = GFX_decision_cat_picture_form_papal
	allowed = {
		tag = VTC
	}
}
### Entity: Country History
Country: ATJ
Component: ATJ_technology
Constructs: set_technology
Source: game
File: history/countries/ATJ - Atjeh.txt

Code:
# Starting Technologies for ATJ
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
{
	early_ship_hull_submarine = 1
	early_ship_hull_light = 1
	early_ship_hull_cruiser = 1
}
### Entity: Character
Component: GER_minister_president_of_prussia
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_minister_president_of_prussia = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	stability_factor = 0.1
	political_advisor_cost_factor = -0.1
}
### Entity: Event
Component: AUS_political_events.78
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, has_civil_war, has_war_with_major, is_ai, add_timed_idea
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.78
	title = AUS_political_events.78.t
	desc = AUS_political_events.78.desc
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = AUS_political_events.78.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					has_government = communism
				}
			} {
				factor = 0
				OR = {
					has_civil_war = yes
					has_war_with_major = yes
				}
			} {
				factor = 0.1
				FROM = {
					is_ai = yes
				}
			}
		}
		SOV = {
			add_timed_idea = {
				idea = AUS_aid_austrian_communists
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = FROM
				value = 200
			}
		}
		FROM = {
			country_event = {
				id = AUS_political_events.79
				hours = 3
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	} {
		name = AUS_political_events.78.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AUS_political_events.80
				hours = 3
			}
			add_opinion_modifier = {
				target = SOV
				modifier = medium_decrease
			}
		}
	}
}
### Entity: Modding Documentation
Construct: strategies
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
# Examples and documentation of how to use the AI strategies

Try to keep this reasonably up-to-date, please.

-------------------------
### Entity: Character
Component: national_integralist
Source: game
File: common/country_leader/00_traits.txt

Code:
national_integralist = {
	sprite = 13
	random = yes
	political_power_factor = 0.15
	stability_weekly = 0.001
	ai_will_do = {
		factor = 1
	}
}
### Entity: Game Rule
Component: CHL_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
CHL_ai_behavior = {
	name = CHL_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = Trial of Allegiance
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_CHL_AI_DESC
		allow_achievements = yes
	} {
		name = COMMUNIST
		text = RULE_OPTION_CHL_COMMUNIST
		desc = RULE_OPTION_CHL_COMMUNIST_AI_DESC
		allow_achievements = no
	} {
		name = OPERATION_BOLIVAR
		text = RULE_OPTION_CHL_OPERATION_BOLIVAR
		desc = RULE_OPTION_CHL_OPERATION_BOLIVAR_DESC
		allow_achievements = no
	} {
		name = PAN_HISPANISM
		text = RULE_OPTION_CHL_PAN_HISPANISM
		desc = RULE_OPTION_CHL_PAN_HISPANISM_DESC
		allow_achievements = no
	} {
		name = ANTI_IMPERIALISM
		text = RULE_OPTION_CHL_ANTI_IMPERIALISM
		desc = RULE_OPTION_CHL_ANTI_IMPERIALISM_DESC
		allow_achievements = no
	} {
		name = LE_DELUGE
		text = RULE_OPTION_CHL_LE_DELUGE
		desc = RULE_OPTION_CHL_LE_DELUGE_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Character
Component: ELS_manuel_jose_maria_lemus_lopez
Source: game
File: common/characters/ELS.txt

Code:
ELS_manuel_jose_maria_lemus_lopez = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ELS_manuel_jose_maria_lemus_lopez
		ledger = army
		allowed = {
			original_tag = ELS
		}
		traits = {
			military_theorist
		}
	}
	name = Manuel Jose Maria Lemus Lopez
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Event
Component: wtt_political_organisation.4
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.4
	title = wtt_political_organisation.4.t
	desc = {
		text = wtt_political_organisation.4.desc_not_majority
		trigger = {
			NOT = {
				event_target:old_majority_country = {
					tag = ROOT
				}
			}
		}
	} {
		text = wtt_political_organisation.4.desc_had_majority
		trigger = {
			event_target:old_majority_country = {
				tag = ROOT
			}
		}
	}
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.4.a
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_surface_raiders
Constructs: prerequisite, limit, has_government, completion_reward, has_dlc, has_tech, cancel_if_invalid, create_equipment_variant
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_surface_raiders
	icon = GFX_focus_generic_destroyer
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_retool_dockyards
	}
	relative_position_id = SWE_retool_dockyards
	ai_will_do = {
		factor = 10
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_tech = improved_ship_hull_light
		}
		else = {
			has_tech = improved_destroyer
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				create_equipment_variant = {
					name = HMS Tillit
					type = ship_hull_light_3
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_light_battery_2
						fixed_ship_engine_slot = light_ship_engine_3
						front_1_custom_slot = ship_light_battery_2
						fixed_ship_fire_control_system_slot = ship_fire_control_system_2
						rear_1_custom_slot = ship_light_battery_2
						mid_1_custom_slot = ship_depth_charge_3
						fixed_ship_anti_air_slot = ship_anti_air_3
						fixed_ship_torpedo_slot = ship_torpedo_2
						fixed_ship_radar_slot = ship_sonar_2
					}
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_light_3
						creator = SWE
						version_name = HMS Tillit
					}
					requested_factories = 5
					progress = 1
				} {
					equipment = {
						type = ship_hull_light_3
						creator = SWE
						version_name = HMS Tillit
					}
					requested_factories = 5
					progress = 1
				} {
					equipment = {
						type = ship_hull_light_3
						creator = SWE
						version_name = HMS Tillit
					}
					requested_factories = 5
					progress = 1
				}
			}
			else = {
				create_equipment_variant = {
					name = Röda Flottan
					type = ship_hull_light_3
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_light_battery_2
						fixed_ship_engine_slot = light_ship_engine_3
						front_1_custom_slot = ship_light_battery_2
						fixed_ship_fire_control_system_slot = ship_fire_control_system_2
						rear_1_custom_slot = ship_light_battery_2
						mid_1_custom_slot = ship_depth_charge_3
						fixed_ship_anti_air_slot = ship_anti_air_3
						fixed_ship_torpedo_slot = ship_torpedo_2
						fixed_ship_radar_slot = ship_sonar_2
					
# ... (truncated)
### Entity: Character
Component: COG_pedro_vii_alfonso
Constructs: has_country_leader
Source: game
File: common/characters/COG.txt

Code:
COG_pedro_vii_alfonso = {
	name = COG_pedro_vii_alfonso
	portraits = {
		civilian = {
			large = GFX_portrait_COG_pedro_vii_alfonso
			small = GFX_portrait_COG_pedro_vii_alfonso_small
		}
	}
	field_marshal = {
		traits = {
			politically_connected organizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_country_leader = {
				ruling_only = yes
				character = COG_pedro_vii_alfonso
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_ministry_of_italian_africa
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag, is_on_continent, unlock_decision_category_tooltip
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_ministry_of_italian_africa
	icon = GFX_focus_ITA_ministry_of_italian_africa
	prerequisite = {
		focus = ITA_italian_highways_bba
	} {
		focus = ITA_ethiopian_war_logistics_bba
	}
	x = -5
	y = 1
	relative_position_id = ITA_italian_highways_bba
	cost = 5
	available = {
		NOT = {
			has_global_flag = second_italo_ethiopian_war_flag
		}
		OR = {
			any_owned_state = {
				is_on_continent = africa
			}
			any_subject_country = {
				capital_scope = {
					is_on_continent = africa
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = ITA_ministry_of_italian_africa_occupation_law_tt
		show_ideas_tooltip = ITA_fake_colonial_police_law
		unlock_decision_category_tooltip = ITA_colonial_management_dec_cat
		hidden_effect = {
			country_event = BBA_italy_colonial_management.1
		}
	}
}
### Entity: Effect Reference
Construct: complete_special_project
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## complete_special_project

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Complete a special project for the country in scope.
This effect will not take into account the current state of the project tree and will allow you to unlock a project even if the one before is not unlocked.
Since the project is not completed within a facility, the facility state and scientist effects are NOT applied.
ex:
SOV = { complete_special_project = sp:my_project }
SOV = { complete_special_project = var:my_project_var }
SOV = { complete_special_project = PREV } # accepts variables and keywords
SOV = {
	complete_special_project = {
		# project, scientist, state accepts variables and keywords.
		project = sp:my_project
		scientist = my_scientist # Optional if no iteration_output, default to current scientists on the project if active otherwise to none
		state = my_state # Optional if no iteration_output, default to current state of the project if active otherwise to none
		iteration_output = { # Can be a single reward or reward = option, if it contains a multiple option choice but no option specified the default will be used. The reward must be available to the project
			my_reward
			my_other_reward # multiple choice, chose the default
			my_third_reward = my_option_1 # Specified option to use
		} # Optional amount of iteration rewards
		show_modifiers = no # Optional, default = yes
	}
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_russian_women_fascist_movement_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_russian_women_fascist_movement_old
	text = SOV_russian_women_fascist_movement
	icon = GFX_goal_womens_rights
	prerequisite = {
		focus = SOV_reject_cosmopolitanism_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_reject_cosmopolitanism_old
	mutually_exclusive = {
		focus = SOV_union_of_fascist_little_ones_old
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_russian_women_fascist_movement
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: mandate_palestine.404
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.404
	title = mandate_palestine.404.t
	desc = mandate_palestine.404.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.404.a
	}
}
### Entity: Idea
Component: MAN_strengthen_army
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_strengthen_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Unit Template
Component: generic
Source: game
File: common/units/names/00_names.txt

Code:
generic = {
	submarine = {
		prefix = 
		generic = {
			Submarine
		}
		unique = {

		}
	}
	destroyer = {
		prefix = 
		generic = {
			Destroyer
		}
		unique = {

		}
	}
	light_cruiser = {
		prefix = 
		generic = {
			Light Cruiser
		}
		unique = {

		}
	}
	heavy_cruiser = {
		prefix = 
		generic = {
			Heavy Cruiser
		}
		unique = {

		}
	}
	battle_cruiser = {
		prefix = 
		generic = {
			Battlecruiser
		}
		unique = {

		}
	}
	battleship = {
		prefix = 
		generic = {
			Battleship
		}
		unique = {

		}
	}
	SH_battleship = {
		prefix = 
		generic = {
			Super Heavy Battleship
		}
		unique = {

		}
	}
	carrier = {
		prefix = 
		generic = {
			Carrier
		}
		unique = {

		}
	}
	infantry = {
		prefix = 
		generic = {
			Infantry Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	marine = {
		prefix = 
		generic = {
			Marine Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	mountaineers = {
		prefix = 
		generic = {
			Mountain Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	paratrooper = {
		prefix = 
		generic = {
			Airborne Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	motorized = {
		prefix = 
		generic = {
			Motorized Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	mechanized = {
		prefix = 
		generic = {
			Mechanized Division
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	artillery_brigade = {
		prefix = 
		generic = {
			Artillery Brigade
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	anti_tank_brigade = {
		prefix = 
		generic = {
			Anti-Tank Brigade
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	anti_air_brigade = {
		prefix = 
		generic = {
			Anti-Air Brigade
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	engineer = {
		prefix = 
		generic = {
			Engineer Company
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	recon = {
		prefix = 
		generic = {
			Recon Company
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		}
	}
	field_hospital = {
		prefix = 
		generic = {
			Field Hospital
		}
		generic_pattern = UNIT_GENERIC_NAME_GENERIC_INFANTRY
		unique = {

		
# ... (truncated)
### Entity: Character
Component: BHU_sonam_pradukha
Source: game
File: common/characters/BHU.txt

Code:
BHU_sonam_pradukha = {
	advisor = {
		slot = high_command
		idea_token = BHU_sonam_pradukha
		ledger = army
		allowed = {
			original_tag = BHU
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_sonam_pradukha
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
}
### Entity: Event
Component: turkey.134
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.134
	title = turkey.134.t
	desc = turkey.134.d
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = turkey.134.a
		TUR = {
			complete_national_focus = TUR_reclaim_the_aegean_territories
		}
	}
}
### Entity: AI Strategy
Component: ENG_naval_carrier
Constructs: has_tech
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_naval_carrier = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 750
	}
	carrier_early = {
		name = courageous_class
		priority = {
			factor = 1
			modifier = {
				factor = 0
				has_tech = basic_ship_hull_carrier
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = empty
				mid_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_deck_space ship_anti_air ship_dp_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_carrier_armor
		}
	}
	carrier_early_upgrade = {
		name = courageous_class_1939
		priority = {
			factor = 1
			modifier = {
				factor = 0
				has_tech = basic_ship_hull_carrier
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1100.0
			type = ship_hull_carrier_conversion_bb
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_secondaries_slot = ship_dp_secondaries
				mid_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_deck_space ship_anti_air ship_dp_secondaries ship_fire_control_system cruiser_ship_engine heavy_ship_engine carrier_ship_engine ship_radar ship_carrier_armor
		}
	}
	carrier_basic = {
		Name = illustrious_class
		priority = {
			factor = 2000
		}
		enable = {
			not = {
				has_tech = improved_ship_hull_carrier
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_carrier_1
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_engine_slot = carrier_ship_engine_2
				fixed_ship_secondaries_slot = dp_ship_secondaries_2
				front_1_custom_slot = ship_deck_space
			}
		}
		allowed_modules = {
			ship_dp_secondaries ship_
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AGlobe_current.png.html

Doc:
File

File history

File usage

Metadata
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Please see the file description page for further information.

File history
### Entity: National Focus
Tree: ser_focus
Component: SER_develop_macedonia
Constructs: prerequisite, completion_reward, add_building_construction, add_extra_state_shared_building_slots, add_resource
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_develop_macedonia
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = SER_expand_the_university_of_belgrade
	}
	relative_position_id = SER_expand_the_university_of_belgrade
	x = -2
	y = 1
	cost = 10
	available = {
		controls_state = 106 950
	}
	completion_reward = {
		106 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
			add_resource = {
				type = chromium
				amount = 7
			}
		}
		950 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_CHROMIUM
	}
	ai_will_do = {
		factor = 3
	}
}