Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: luxembourg.214
Constructs: is_triggered_only, has_country_flag, check_variable, set_country_flag, unlock_national_focus
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.214
	title = luxembourg.214.t
	desc = luxembourg.214.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		has_country_flag = LUX_elections_starting
		check_variable = {
			LUX.confidence = > 10
		} {
			LUX.KPL_support = > LUX.PD_support
		} {
			LUX.KPL_support = > LUX.PRL_support
		} {
			LUX.KPL_support = > LUX.LSAP_support
		}
	}
	immediate = {
		hidden_effect = {
			set_country_flag = LUX_elections_over
			unlock_national_focus = LUX_the_maulkuerfgesetz
		}
	}
	option = {
		name = luxembourg.214.a
		set_country_flag = LUX_elections_KPL_winner
		custom_effect_tooltip = LUX_elections_KPL_winner_tt r56_newline available_political_advisor
		show_ideas_tooltip = LUX_charles_marx LUX_dominique_urbany LUX_zenon_bernard
	}
}
### Entity: Decision
Component: AUS_reintegrating_the_empire_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/AUS_decision_categories.txt

Code:
AUS_reintegrating_the_empire_category = {
	priority = 80
	icon = GFX_decision_category_generic_political_actions
	visible_when_empty = no
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	visible = {
		OR = {
			has_completed_focus = AUS_extend_italian_claims AUS_reclaim_habsburg
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_anti_colonialism_events.3
Constructs: is_triggered_only, ai_chance, limit, has_war_with, white_peace, every_other_country, is_in_faction_with, is_faction_leader
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_anti_colonialism_events.3
	title = BBA_ethiopia_anti_colonialism_events.3.t
	desc = BBA_ethiopia_anti_colonialism_events.3.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_anti_colonialism_events.3.a
		ai_chance = {
			base = 10
		}
		var:global.african_supporting_country = {
			country_event = {
				id = BBA_ethiopia_anti_colonialism_events.6
				hours = 1
			}
		}
		white_peace = FROM
		every_other_country = {
			limit = {
				is_in_faction_with = FROM
				has_war_with = ROOT
			}
			white_peace = ROOT
		}
		IF = {
			limit = {
				var:global.african_supporting_country = {
					is_faction_leader = yes
				}
				ROOT = {
					is_in_faction = no
				}
			}
			var:global.african_supporting_country = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_HON
Source: game
File: common/ai_focuses/HON.txt

Code:
ai_focus_aggressive_HON = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 5.0
		armor = 1.0
	}
}
### Entity: Idea
Component: JAP_war_communism_idea
Constructs: stability_factor, war_support_factor, has_government, industrial_capacity_factory, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
JAP_war_communism_idea = {
	picture = new_economic_policy
	allowed = {
		always = no
	}
	allowed_to_remove = {
		OR = {
			surrender_progress = > 0.75
			NOT = {
				has_government = communism
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.15
		production_speed_industrial_complex_factor = -0.1
		global_building_slots_factor = 0.1
		factory_energy_consumption = 0.3
		war_support_factor = 0.1
		stability_factor = -0.1
		conscription = 0.02
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		production_speed_arms_factory_factor = 0.2
		production_speed_dockyard_factor = 0.2
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: SWI_humanitarian
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_humanitarian = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	war_support_factor = -0.15
	join_faction_tension = -0.15
	civilian_intel_factor = 0.15
	political_power_factor = 0.5
}
### Entity: Decision
Component: USA_war_plans
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_war_plans = {
	allowed = {
		original_tag = USA
	}
	visible = {
		has_completed_focus = USA_war_plans_division
	}
}
### Entity: Event
Component: prc.3
Constructs: is_triggered_only, fire_only_once, add_timed_idea
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.3
	title = prc.3.t
	desc = prc.3.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.3.a
		add_timed_idea = {
			days = 70
			idea = PRC_wrongly_purged_comrades
		}
	}
}
### Entity: Character
Component: AST_robert_menzies
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_robert_menzies = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_robert_menzies
		portraits = {
			civilian = {
				large = GFX_portrait_AST_robert_menzies
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_robert_menzies
		portraits = {
			army = {
				small = GFX_idea_AST_robert_g_menzies
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AST_robert_menzies
			allowed = {
				original_tag = AST
			}
			traits = {
				backroom_backstabber
			}
		}
	}
}
### Entity: Idea
Component: AST_vulcan_foundry_organization_idea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_vulcan_foundry_organization_idea = {
	name = AST_vulcan_foundry_organization
	picture = AST_vulcan_foundry
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {

	}
	visible = {

	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: EAI_DD_7/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_iraq_faction.9
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.9
	title = r56_iraq_faction.9.t
	desc = r56_iraq_faction.9.d
	picture = GFX_report_event_ANZAC_day
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.8.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = YEM
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_work_with_the_nationalists
Constructs: every_owned_state, prerequisite, limit, has_government, completion_reward, add_dynamic_modifier, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_work_with_the_nationalists
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ARG_roberto_maria_ortiz
	}
	x = 2
	y = 1
	relative_position_id = ARG_roberto_maria_ortiz
	cost = 10
	mutually_exclusive = {
		focus = ARG_defense_and_democracy
	}
	available = {

	}
	ai_will_do = {
		modifier = {
			NOT = {
				has_government = fascism
			}
			factor = 0
		}
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = ARG_growing_nationalism_modifier
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					has_dynamic_modifier = {
						modifier = ARG_military_owned_state
					}
				}
				remove_dynamic_modifier = {
					modifier = ARG_military_owned_state
				}
			}
		}
	}
}
### Entity: State History
Component: 292
Constructs: add_core_of
Source: game
File: history/states/292-Saudi Arabia.txt

Code:
state = {
	id = 292
	name = STATE_292
	history = {
		owner = SAU
		buildings = {
			infrastructure = 1
			arms_factory = 1
			industrial_complex = 1
		}
		victory_points = {
			12727 5
		}
		add_core_of = SAU
	}
	provinces = {
		5024 5093 7995 8004 8060 12727 12813 12870
	}
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Event
Component: indonesia.57
Constructs: is_triggered_only, division_template, add_stability, add_political_power, set_capital, clr_global_flag, set_global_flag, add_popularity
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.57
	title = indonesia.57.t
	desc = indonesia.57.d
	picture = GFX_report_event_ins_pki
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_capital = {
				state = 446
			}
			clr_global_flag = INS_civil_war_ongoing
			set_global_flag = INS_civil_war_end
		}
	}
	option = {
		name = indonesia.57.a
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		delete_unit_template_and_units = {
			division_template = Indonesian Militias
		}
	} {
		name = indonesia.57.b
		add_political_power = 75
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		set_division_template_lock = {
			division_template = Indonesian Militias
			is_locked = no
		}
	}
}
### Entity: Character
Component: CHL_humberto_valdivieso
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_humberto_valdivieso = {
	name = CHL_humberto_valdivieso
	portraits = {
		army = {
			large = GFX_portrait_CHL_humberto_valdivieso
			small = GFX_portrait_CHL_humberto_valdivieso_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_humberto_valdivieso
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_expand_the_investigations_police CHL_align_the_police
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_expand_the_investigations_police CHL_align_the_police
			}
			has_dlc = La Resistance
			NOT = {
				has_completed_focus = CHL_look_to_tradition
			}
		}
		traits = {
			head_of_intelligence
		}
	}
	corps_commander = {
		traits = {
			militias_officer winter_specialist
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_government = neutrality fascism democratic
			}
		}
	}
}
### Entity: Event
Component: andorra.3
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Andorra.txt

Code:
country_event = {
	id = andorra.3
	picture = GFX_report_event_tur_politician_march
	title = andorra.3.t
	desc = andorra.3.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = andorra.3.a
	}
}
### Entity: Character
Component: HUN_moderate_lawyer
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_moderate_lawyer = {
	random = no
	sprite = 13
	drift_defence_factor = 0.2
	political_power_factor = 0.1
	stability_factor = 0.05
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_enlarge_smaller_wells
Constructs: prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, add_to_variable, add_tech_bonus, random_core_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_enlarge_smaller_wells
	icon = GFX_focus_PER_increase_oil_sales
	prerequisite = {
		focus = CZE_bolster_domestic_construction
	}
	relative_position_id = CZE_bolster_domestic_construction
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation1
		OR = {
			controls_state = 70 75 71
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_fuel_gain_factor = 0.1
			tooltip = fuel_gain_factor_tt
		}
		add_tech_bonus = {
			name = CZE_enlarge_smaller_wells
			bonus = 1.0
			uses = 1
			category = excavation_tech
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				70
			}
			add_resource = {
				type = oil
				amount = 2
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				75
			}
			add_resource = {
				type = oil
				amount = 2
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				71
			}
			add_resource = {
				type = oil
				amount = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_improve_the_siamese_countryside_r56
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_improve_the_siamese_countryside_r56
	prerequisite = {
		focus = SIA_siamese_national_banking_bureau_r56
	}
	icon = GFX_focus_RAJ_water_privatization
	cost = 10
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 2
	relative_position_id = SIA_siamese_national_banking_bureau_r56
	available = {
		868 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		869 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		SIA_reduce_traditionalist_opposition_r56 = yes
		868 = {
			add_extra_state_shared_building_slots = 1
			add_dynamic_modifier = {
				modifier = SIA_local_industrial_boom_r56
				days = 540
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		869 = {
			add_extra_state_shared_building_slots = 1
			add_dynamic_modifier = {
				modifier = SIA_local_industrial_boom_r56
				days = 540
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_dont_naval_invade_FIN
Constructs: has_completed_focus, has_war_with, has_country_flag
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_dont_naval_invade_FIN = {
	allowed = {
		tag = SOV
	}
	enable = {
		OR = {
			AND = {
				has_war_with = GER
				has_country_flag = EAI_barbarossa_defensive
			} {
				NOT = {
					has_war_with = GER
				}
				GER = {
					focus_progress = {
						focus = GER_war_with_the_ussr
						progress = > 0
					}
					NOT = {
						has_completed_focus = GER_war_with_the_ussr
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = FIN
		value = -3000
	}
}
### Entity: Modifier Reference
Component: ITA_mafia_on_the_rise
Constructs: has_completed_focus, remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_mafia_on_the_rise = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			is_controlled_by = ITA
			controller = {
				has_completed_focus = ITA_cooperate_with_the_mafia
			}
		}
	}
	icon = GFX_modifiers_ITA_mafia_on_the_rise
	local_intel_to_enemies = 0.25
	state_resources_factor = -0.15
	local_supplies_for_controller = -0.15
	state_production_speed_buildings_factor = -0.15
	enemy_operative_detection_chance_factor_over_occupied_tag = -0.15
	local_non_core_supply_impact_factor = 0.15
}
### Entity: State History
Component: 1039
Constructs: add_core_of
Source: game
File: history/states/1039 - Sahran Tunisia.txt

Code:
state = {
	id = 1039
	name = STATE_1039
	history = {
		owner = TUN
		add_core_of = TUN
		victory_points = {
			3987 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	state_category = wasteland
	provinces = {
		1105 3987 4992 9983 10082 11935 12000 13145 13179
	}
	manpower = 117824
	buildings_max_level_factor = 1.0
}
### Entity: Modding Documentation
Construct: technology
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### technology
* description: array of objects in technology database
### Entity: National Focus
Tree: bul_focus
Component: BUL_defensive_lines
Constructs: prerequisite, limit, completion_reward, is_owned_by, add_building_construction, has_tech, every_controlled_state, is_fully_controlled_by
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_defensive_lines
	prerequisite = {
		focus = BUL_war_logistics
	}
	icon = GFX_goal_generic_construct_military
	relative_position_id = BUL_war_logistics
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_reinforce_naval_bases
	}
	available = {
		48 = {
			is_owned_by = BUL
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		48 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = bunker
				level = 3
				instant_build = yes
				province = 949
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
			if = {
				limit = {
					BUL = {
						has_tech = radio_detection
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = BUL_defensive_lines_tt BUL_historical_states_tt
		every_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				OR = {
					has_state_flag = BUL_initial_bulgarian_state_flag BUL_historical_bulgarian_claim_flag
				}
				any_neighbor_state = {
					owner = {
						has_added_tension_amount = > 0
					}
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_design_B
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_armor_design_B = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
		} {
			EAI_FOCUS/LAND/armor_design_OVERRIDE = global.EAI_B_ARM_DESIGN
		}
		AND = {
			OR = {
				EAI_Armor_Design_B_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/armor_design EAI_FOCUS/LAND/armor_design_OVERRIDE
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/mine_layer
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/mine_layer = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/mine_layer_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/mine_layer = global.EAI_ON
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/mine_layer = FROM: [?EAI_FOCUS/NAVY/mine_layer] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_layer = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/mine_layer = global.EAI_OFF
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/mine_layer = FROM: [?EAI_FOCUS/NAVY/mine_layer] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/mine_layer = global.EAI_OFF
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_imperial_security
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_imperial_security
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_rebuild_the_battlefleet
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 0
	y = 1
	relative_position_id = SPA_rebuild_the_battlefleet
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_tech_bonus = {
			name = SPA_imperial_security
			bonus = 1
			uses = 2
			category = ca_tech
		}
		add_doctrine_cost_reduction = {
			name = SPA_imperial_security
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_field_hospital_initiative
Constructs: prerequisite, completion_reward, add_manpower, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_field_hospital_initiative
	icon = GFX_goal_medicine
	prerequisite = {
		focus = MON_mobilize_the_reserves
	}
	x = -1
	y = 1
	relative_position_id = MON_mobilize_the_reserves
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_manpower = 5000
		add_tech_bonus = {
			name = MON_field_hospital_initiative
			bonus = 3
			uses = 1
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_import_foreign_fighters
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_import_foreign_fighters
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CZE_military_aeronautical_institute
	}
	x = -2
	y = 1
	relative_position_id = CZE_military_aeronautical_institute
	cost = 10
	ai_will_do = {
		factor = 70
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CZE_import_foreign_fighters
			bonus = 1.0
			uses = 1
			category = light_fighter cat_heavy_fighter
		}
	}
}
### Entity: Operation
Component: fake_intel_decoy_tanks
Source: game
File: common/operation_phases/lar_fake_intel.txt

Code:
fake_intel_decoy_tanks = {
	name = fake_intel_decoy_tanks
	desc = fake_intel_decoy_tanks_desc
	outcome = fake_intel_decoy_tanks_outcome
	picture = GFX_phase_fake_intel_decoy_tanks
	icon = GFX_phase_fake_intel_decoy_tanks_small
	requirements = {

	}
	equipment = {
		support_equipment = 500
	}
}
### Entity: AI Strategy
Component: EAI_ENG_france_air_defense
Constructs: has_war_with, has_war_together_with, has_capitulated
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_france_air_defense = {
	allowed = {
		tag = ENG
	}
	enable = {
		has_war_with = GER
		has_war_together_with = FRA
		FRA = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 5
		value = 25000
	}
}
### Entity: AI Strategy
Component: JAP_unit_buffer_for_home_islands_invasion_force
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_unit_buffer_for_home_islands_invasion_force = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		date = < 1942.6.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.15
		states = {
			528 529 530 531 532 535 534 282 533 536 1018 1020 1019
		}
		area = asia
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_revisionist_revolution
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_revisionist_revolution
	icon = GFX_goal_ISR_jabotinsky
	relative_position_id = ISR_betar_revived
	x = 0
	y = 2
	available = {
		has_country_flag = ISR_coalition_formed ISR_hatzohar_formed
		NOT = {
			has_completed_focus = ISR_hashomer_leads ISR_mapai_cemented ISR_centre_victorious
		}
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}