Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: CAT_drassanes_organization
Constructs: has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_drassanes_organization = {
	name = CAT_drassanes
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_3
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_engine_2_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_engine_2_MODULE_FOCUS = {
	OR = {
		AND = {
			EAI_LARM_tech_focus = yes
		} {
			EAI_MARM_tech_focus = yes
		} {
			EAI_HARM_tech_focus = yes
		}
	}
}
### Entity: Country History
Country: PNG
Component: PNG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/PNG - Papua New Guinea.txt

Code:
# Misc for PNG
capital = 523
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: ITA_hidden_standardization_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_hidden_standardization_ns = {
	name = ITA_standardization
	removal_cost = -1
	picture = GFX_idea_ITA_regia_aeronautica_3
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: Military Industrial Organization
Component: NZL_nz_railways_2_organization
Constructs: has_dlc, production_bonus
Source: game
File: common/military_industrial_organization/organizations/NZL_organization.txt

Code:
NZL_nz_railways_2_organization = {
	include = generic_train_organization
	name = NZL_nz_railways_organization
	icon = GFX_idea_NZL_nz_railways
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Character
Component: agricultural_modernizer
Source: game
File: common/country_leader/r56_traits.txt

Code:
agricultural_modernizer = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.15
	MONTHLY_POPULATION = 0.2
}
### Entity: State History
Component: 835
Constructs: set_variable, add_dynamic_modifier, add_core_of
Source: game
File: history/states/835-Haraghe.txt

Code:
state = {
	id = 835
	name = STATE_835
	manpower = 1500000
	resources = {

	}
	state_category = rural
	history = {
		set_variable = {
			ETH_state_development_production_speed = -0.3
		} {
			ETH_state_development_local_building_slots_factor = -0.3
		} {
			ETH_text_chitet_var = 3
		}
		add_dynamic_modifier = {
			modifier = ETH_state_development_dynamic_modifier
		} {
			modifier = ETH_state_decentralization_dynamic_modifier
			scope = ETH
		}
		buildings = {
			industrial_complex = 1
			air_base = 1
		}
		victory_points = {
			7980 2
		} {
			13249 3
		} {
			12812 1
		}
		owner = ETH
		add_core_of = ETH SOM HAR
		1936.6.1 = {
			owner = ITA
			controller = ITA
		}
	}
	provinces = {
		7980 12714 12757 12812 13249 13253
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_Aircraft_Italian
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Aircraft_Italian
	icon = GFX_goal_fighters_italy
	prerequisite = {
		focus = LIT_Foreign_Design
	}
	mutually_exclusive = {
		focus = LIT_Aircraft_German
	}
	x = 3
	y = 1
	relative_position_id = LIT_Foreign_Design
	cost = 10
	available_if_capitulated = yes
	available = {
		AND = {
			ITA = {
				exists = yes
				has_capitulated = no
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		OR = {
			has_government = fascism neutrality
			ITA = {
				has_government = ROOT
			}
		}
		NOT = {
			has_War_with = ITA
		}
	}
	completion_reward = {
		ITA = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = LIT_Aircraft_Italian
				bonus = 1.0
				uses = 1
				category = light_air
			} {
				name = LIT_Aircraft_Italian
				bonus = 1.0
				uses = 1
				category = medium_air
			}
			create_equipment_variant = {
				name = Ca.111
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ITA_iw_small_airframe_medium
			} {
				name = CR.32
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_2x
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_ITA_CAS1_medium
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				technology = CAS1 CAS2
			} {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = tactical_bomber1 tactical_bomber2
			}
		}
		add_opinion_modifier = {
			target = ITA
			modifier = GEN_aircraft_italian
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: TOG
Component: TOG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TOG - Togo.txt

Code:
# Misc for TOG
capital = 777
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_eradicate_western_fascism
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, is_major, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_eradicate_western_fascism
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = SOV_seek_a_defense_pact_with_the_allies
	}
	x = 0
	y = 2
	relative_position_id = SOV_seek_a_defense_pact_with_the_allies
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		any_country = {
			OR = {
				tag = ENG FRA GER ITA
			}
			has_government = fascism
			is_major = yes
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_face_western_fascism_ns
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				ENG = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_ENG
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ENG
			}
		} {
			limit = {
				FRA = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_FRA
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FRA
			}
		} {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_GER
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = GER
			}
		} {
			limit = {
				ITA = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_ITA
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ITA
			}
		}
	}
}
### Entity: Unit Template
Component: WUR_PAR_01
Source: game
File: common/units/names_divisions/WUR_names_divisions.txt

Code:
WUR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		WUR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Fallschirmjäger Division
	ordered = {
		1 = {
			%d. Fallschirmjäger Division
		}
		2 = {
			%d. Fallschirmjäger Division
		}
		3 = {
			%d. Fallschirmjäger Division
		}
		4 = {
			%d. Fallschirmjäger Division
		}
		5 = {
			%d. Fallschirmjäger Division
		}
		6 = {
			%d. Fallschirmjäger Division
		}
		7 = {
			%d. Fallschirmjäger Division
		}
		9 = {
			%d. Fallschirmjäger Division
		}
		8 = {
			%d. Fallschirmjäger Division
		}
		10 = {
			%d. Fallschirmjäger Division
		}
	}
}
### Entity: Decision
Component: form_east_africa_category
Constructs: has_completed_focus, fire_only_once, has_dlc, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, add_claim_by
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_east_africa_category = {
	form_east_africa = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD COG
			}
		}
		visible = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD
				AND = {
					has_dlc = Gotterdammerung
					original_tag = COG
					has_completed_focus = COG_unify_east_africa
				}
			}
			NOT = {
				has_global_flag = form_east_africa_flag
			}
		}
		available = {
			controls_state = 546 547 905 904 548
		}
		complete_effect = {
			set_cosmetic_tag = east_africa
			546 = {
				add_core_of = ROOT
			}
			547 = {
				add_core_of = ROOT
			}
			904 = {
				add_core_of = ROOT
			}
			905 = {
				add_core_of = ROOT
			}
			548 = {
				add_core_of = ROOT
			}
			768 = {
				add_claim_by = ROOT
			}
			769 = {
				add_claim_by = ROOT
			}
			844 = {
				add_claim_by = ROOT
			}
			hidden_effect = {
				news_event = {
					id = bba_africa_news.1
					hours = 8
				}
				set_global_flag = form_east_africa_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	integrate_ruanda_urundi = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD COG
			}
		}
		fire_only_once = yes
		visible = {
			has_global_flag = form_east_africa_flag
		}
		available = {
			controls_state = 768 769
		}
		complete_effect = {
			768 = {
				add_core_of = ROOT
			}
			769 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	dominate_malawi = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD COG
			}
		}
		visible = {
			has_global_flag = form_east_africa_flag
		}
		available = {
			controls_state = 770 897
		}
		fire_only_once = yes
		complete_effect = {
			770 = {
				add_core_of = ROOT
			}
			897 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	liberate_sidamo = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD COG
			}
		}
		visible = {
			has_global_flag = form_east_africa_flag
		}
		available = {
			controls_state = 837
		}
		fire_only_once = yes
		complete_effect = {
			837 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	unite_the_somalis = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = KEN UGA TZN RWA BRD COG
			}
		}
		visible = {
			has_global_flag = form_east_africa_flag
		}
		available = {
			contr
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ITA
Constructs: has_completed_focus, limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_strategies.txt

Code:
EAI_PR_STRATEGIES_ITA = {
	if = {
		limit = {
			EAI_FTR_tech_focus = yes
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		multiply_temp_variable = {
			prio_cat = 1
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_small_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_small_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
				has_completed_focus = ITA_air_innovations_bba
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:engines_3
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_is_northern_designer_improved
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_northern_designer_improved = {
	custom_trigger_tooltip = {
		tooltip = ITA_northern_designer_improved_tt
		hidden_trigger = {
			always = yes
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_order_pack_bicycles_r56
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_order_pack_bicycles_r56
	icon = GFX_focus_SWE_bicycle
	prerequisite = {
		focus = SIA_modern_troop_support_systems_r56 SIA_acquire_modern_equipment_r56
	}
	cost = 5
	x = 1
	y = 1
	relative_position_id = SIA_modern_troop_support_systems_r56
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		set_technology = {
			bicycle_infantry = 1
		}
		add_tech_bonus = {
			name = SIA_order_pack_bicycles_r56
			bonus = 0.75
			uses = 1
			category = recon_tech
		}
	}
}
### Entity: Character
Component: TUR_mehmet_gunaltay
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mehmet_gunaltay = {
	name = TUR_mehmet_gunaltay
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = TUR_mehmet_gunaltay
		ledger = army
		allowed = {
			original_tag = TUR
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Country History
Country: GDL
Component: GDL_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/GDL - Guadeloupe.txt

Code:
# Misc for GDL
capital = 694
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Effect
Component: NOR_set_as_government_hq
Constructs: set_state_flag, set_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_as_government_hq = {
	set_state_flag = NOR_hq_state_flag
	ROOT = {
		set_variable = {
			NOR_mobile_government_hq = PREV
		}
	}
}
### Entity: Idea
Component: bra_eficiencia_bndes
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_eficiencia_bndes = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = BRA_ind_pic
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
		production_speed_infrastructure_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
		consumer_goods_factor = -0.15
		production_factory_max_efficiency_factor = 0.05
		industrial_capacity_factory = 0.02
	}
}
### Entity: Idea
Component: KMT_modern_army4
Constructs: research_speed_factor, has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_modern_army4 = {
	removal_cost = -1
	picture = General_Staff
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		research_speed_factor = 0.05
		max_planning_factor = 0.2
		army_armor_attack_factor = 0.1
		army_leader_start_attack_level = 2
	}
}
### Entity: Idea
Component: PHI_american_advisors
Constructs: has_war_with, removal_cost, breakthrough_factor
Source: game
File: common/ideas/philipines.txt

Code:
PHI_american_advisors = {
	picture = generic_usa_conflict
	cancel = {
		has_war_with = USA
	}
	removal_cost = -1
	modifier = {
		superior_firepower_mastery_gain_factor = 0.15
		breakthrough_factor = 0.05
		navy_capital_ship_attack_factor = 0.05
	}
}
### Entity: Character
Component: KMT_european_trained_military_genius
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_european_trained_military_genius = {
	sprite = 14
	army_armor_attack_factor = 0.05
	army_armor_speed_factor = 0.05
	army_armor_defence_factor = 0.05
	new_mobile_warfare_mastery_gain_factor = 0.15
	modifier_army_sub_unit_mountaineers_defence_factor = 0.05
	modifier_army_sub_unit_mountaineers_attack_factor = 0.05
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_the_blocade_doctrine
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_the_blocade_doctrine
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = KOR_national_admiralty
	}
	relative_position_id = KOR_national_admiralty
	mutually_exclusive = {
		focus = KOR_the_old_japanese_model KOR_carrier_strikes
	}
	x = -4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = new_convoy_raiding
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = KOR_the_blocade_doctrine
			cost_reduction = 0.5
			uses = 2
			category = cat_trade_interdiction
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_fighter_modernisation
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_fighter_modernisation
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = EST_air_base_expansion
	}
	x = 20
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = POL_fighter_modernisation
			bonus = 1
			uses = 1
			category = light_fighter
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BALTIC_RAF_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_judicial_yuan
Constructs: prerequisite, add_stability, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_judicial_yuan
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CHI_sea_republicanism
	} {
		focus = CHI_sea_inter_party_coordination_council
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_republicanism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}