Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: CZE_ukrainian_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_ukrainian_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CZE_uneven_economic_development
	state_production_speed_buildings_factor = -0.1
	local_building_slots_factor = -0.5
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_avenge_yugoslav_humiliation
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, is_subject, add_state_claim, is_ally_with
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_avenge_yugoslav_humiliation
	icon = GFX_goal_AUS_suppress_serbian_nationalists
	relative_position_id = AUS_what_was_taken
	x = -4
	y = 2
	prerequisite = {
		focus = AUS_what_was_taken
	}
	will_lead_to_war_with = YUG CRO SLV
	bypass = {
		OR = {
			AND = {
				controls_state = 102 109 103
			} {
				has_war_with = 102 109 103
				 = .owner .owner .owner
			}
		}
	}
	available = {
		is_subject = no
	}
	cost = 10
	completion_reward = {
		add_state_claim = 102 853 956 109 959 45 764 952 958 103
		if = {
			limit = {
				102 = {
					owner = {
						NOT = {
							is_ally_with = AUS
							original_tag = AUS
						}
					}
				}
			}
			create_wargoal = {
				target = 102
				 = .owner
				type = take_claimed_state
				generator = {
					102 853 956 109 959 45 764 952 958 103
				}
			}
		} {
			limit = {
				109 = {
					owner = {
						NOT = {
							is_ally_with = AUS
							original_tag = AUS
							owns_state = 109
						}
					}
				}
			}
			create_wargoal = {
				target = 100
				 = .owner
				type = take_claimed_state
				generator = {
					102 853 956 109 959 45 764 952 958 103
				}
			}
		} {
			limit = {
				102 = {
					owner = {
						NOT = {
							is_ally_with = AUS
							original_tag = AUS
							owns_state = 103
						}
					}
				}
			}
			create_wargoal = {
				target = 103
				 = .owner
				type = take_claimed_state
				generator = {
					102 853 956 109 959 45 764 952 958 103
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_invite_yugoslavia
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_puppet, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_invite_yugoslavia
	icon = GFX_goal_generic_befriend_yugoslavia_communist
	prerequisite = {
		focus = GRE_invite_albania
	} {
		focus = GRE_invite_bulgaria
	}
	x = -2
	y = 2
	relative_position_id = GRE_ally_the_balkans
	cost = 5
	ai_will_do = {
		factor = 80
	}
	available = {
		YUG = {
			NOT = {
				has_war_with = GRE
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
		}
		is_puppet = no
	}
	bypass = {
		OR = {
			YUG = {
				is_in_faction_with = GRE
				exists = no
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_3
		IF = {
			limit = {
				YUG = {
					has_government = communism
				}
			}
			YUG = {
				country_event = greece.63
			}
		}
		YUG = {
			add_timed_idea = {
				idea = GRE_com_support
				days = 365
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_free_the_canadian_workers
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_free_the_canadian_workers
	icon = GFX_Goal_CAN_canada_united
	prerequisite = {
		focus = QUE_demand_new_brunswick
	}
	relative_position_id = QUE_a_bright_future_ahead
	x = -1
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		is_subject = no
		CAN = {
			OR = {
				exists = no
				NOT = {
					is_subject_of = QUE
				}
			}
		}
		NOT = {
			is_in_faction_with = CAN
		}
		has_government = communism
	}
	bypass = {
		OR = {
			has_war_with = CAN
			CAN = {
				exists = no
				is_subject_of = QUE
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = CAN
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 58
Constructs: add_core_of
Source: game
File: history/states/58-Schleswig - Holstein.txt

Code:
state = {
	id = 58
	name = STATE_58
	manpower = 3095630
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER SHL PRE
		victory_points = {
			6389 10
		} {
			9347 20
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			dockyard = 6
			air_base = 5
			6389 = {
				naval_base = 8
			}
		}
		1939.1.1 = {
			buildings = {
				synthetic_refinery = 3
				anti_air_building = 5
				dockyard = 7
				arms_factory = 3
			}
		}
	}
	provinces = {
		3368 6257 6389 9320 9347 11331
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: total_equipment_produced_floating_harbor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_floating_harbor
* description: Total produced equipment of typefloating_harbor
### Entity: AI Strategy
Component: GER_assault_armor
Constructs: has_war, has_dlc
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_assault_armor = {
	allowed = {
		original_tag = GER
		OR = {
			has_dlc = Gotterdammerung No Step Back
		}
	}
	enable = {
		OR = {
			has_war = yes
			AND = {
				ai_wants_divisions = > 6
				date = > 1939.6.1
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = mechanized_assault
		value = 1
	}
}
### Entity: Event
Component: NSB_polish_fascist_events.401
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, has_global_flag, set_global_flag, clr_country_flag
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_polish_fascist_events.401
	title = NSB_polish_fascist_events.4.t
	desc = {
		text = NSB_polish_fascist_events.401.desc.baltics
		trigger = {
			FROM = {
				has_country_flag = asking_for_baltics_flag
			}
		}
	} {
		text = NSB_polish_fascist_events.401.desc.ukraine
		trigger = {
			FROM = {
				has_country_flag = asking_for_belarus_and_ukraine_flag
			}
		}
	} {
		text = NSB_polish_fascist_events.401.desc.blacksea
		trigger = {
			FROM = {
				has_country_flag = asking_for_black_sea_flag
			}
		}
	}
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = NSB_polish_fascist_events.401.a
		ai_chance = {
			base = 40
		}
		FROM = {
			country_event = {
				id = NSB_polish_fascist_events.402
				hours = 8
			}
		}
	} {
		name = NSB_polish_fascist_events.401.b
		ai_chance = {
			base = 60
		}
		trigger = {
			OR = {
				AND = {
					NOT = {
						has_global_flag = POL_rejected_baltics
					} {
						has_global_flag = POL_rejected_belarus_ukraine
					}
				} {
					NOT = {
						has_global_flag = POL_rejected_baltics
					} {
						has_global_flag = POL_rejected_black_sea
					}
				} {
					NOT = {
						has_global_flag = POL_rejected_belarus_ukraine
					} {
						has_global_flag = POL_rejected_black_sea
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						has_country_flag = asking_for_baltics_flag
					}
				}
				set_global_flag = POL_rejected_baltics
			} {
				limit = {
					FROM = {
						has_country_flag = asking_for_belarus_and_ukraine_flag
					}
				}
				set_global_flag = POL_rejected_belarus_ukraine
			} {
				limit = {
					FROM = {
						has_country_flag = asking_for_black_sea_flag
					}
				}
				set_global_flag = POL_rejected_black_sea
			}
			FROM = {
				clr_country_flag = asking_for_baltics_flag asking_for_belarus_and_ukraine_flag asking_for_black_sea_flag
				country_event = {
					id = NSB_polish_fascist_events.4
					hours = 3
				}
			}
		}
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.06
Constructs: is_triggered_only, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.06
	title = GER_operation_panzerfaust_events.06.t
	desc = GER_operation_panzerfaust_events.06.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.06.a
		add_political_power = 150
	}
}
### Entity: Event
Component: news.218
Constructs: has_war_with, is_major, fire_only_once, has_idea
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.218
	title = news.218.t
	desc = news.218.d
	picture = GFX_news_event_worker_protests
	trigger = {
		tag = ENG
		OR = {
			has_idea = war_economy tot_economic_mobilisation totaler_krieg_economy
		}
		any_other_country = {
			is_major = yes
			has_war_with = ENG
		}
		controls_state = 126
	}
	mean_time_to_happen = {
		months = 16
	}
	fire_only_once = yes
	option = {
		name = news.218.a
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_invite_hungary
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_puppet
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_invite_hungary
	icon = GFX_focus_generic_befriend_hungary
	prerequisite = {
		focus = YUG_pan_balkan_workers_congress
	}
	x = 2
	y = 1
	relative_position_id = YUG_pan_balkan_workers_congress
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		HUN = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			is_puppet = no
			is_in_faction = no
			has_government = communism
		}
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		HUN = {
			OR = {
				exists = no
				is_puppet_of = ROOT
				is_in_faction = yes
				has_country_flag = banned_communism_flag
				AND = {
					NOT = {
						has_government = communism
					}
					hidden_trigger = {
						has_country_flag = had_yugo_civil_war_flag
					}
					has_civil_war = no
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	complete_tooltip = {

	}
	completion_reward = {
		HUN = {
			country_event = generic.5
		}
		if = {
			limit = {
				has_completed_focus = YUG_invite_greece YUG_invite_romania
			}
			unlock_decision_tooltip = YUG_instigate_in_turkey
		}
	}
}
### Entity: Effect Reference
Construct: promote_character
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## promote_character

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
promotes character to the head of their political party.If this is the ruling party, the character becomes country leader.if the character has several country leader role (i.e. several ideologies), then it is mandatory to provide the ideology to promote.

Example in country scope or scripted effects:
promote_character = GER_erwin_rommel
promote_character = {
  character = GER_erwin_rommel
  ideology = nazism
}


Example in character scope:
promote_character = yes
promote_character = nazism
promote_character = {
  ideology = nazism
}
```
### Entity: National Focus
Tree: ice_focus
Component: ICE_a_naval_hub_in_the_atlantic
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_a_naval_hub_in_the_atlantic
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = ICE_the_armed_forces_of_iceland
	}
	mutually_exclusive = {
		focus = ICE_an_airbase_in_the_sea
	}
	x = 2
	y = 1
	relative_position_id = ICE_the_armed_forces_of_iceland
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ICE_a_naval_hub_in_the_atlantic
			cost_reduction = 0.2
			uses = 2
			category = naval_doctrine
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = ICE_a_naval_hub_in_the_atlantic
				bonus = 0.2
				uses = 2
				category = ship_modules_tech
			}
		}
		navy_experience = 20
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_romanticize_the_old_empire
Constructs: prerequisite, completion_reward, set_party_name, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_romanticize_the_old_empire
	icon = GFX_focus_por_reclaim_crown_jewel
	x = 4
	y = 1
	relative_position_id = BRA_end_the_state_of_emergency
	prerequisite = {
		focus = BRA_end_the_state_of_emergency
	}
	mutually_exclusive = {
		focus = BRA_repeal_the_national_security_law
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			name = BRA_monarchy_party_long
			long_name = BRA_monarchy_party
		}
		add_timed_idea = {
			idea = BRA_romanticize_the_old_empire_idea
			days = 365
		}
	}
}
### Entity: Event
Component: denmark_resistance_event.2
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.2
	title = denmark_resistance_event.2.t
	desc = denmark_resistance_event.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
		ai_chance = {
			base = 1
		}
		add_war_support = 0.05
	}
}
### Entity: Character
Component: AFG_mohammad_gul_khan_momand
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_mohammad_gul_khan_momand = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_mohammad_gul_khan_momand
		allowed = {
			original_tag = AFG
		}
		available = {
			OR = {
				has_completed_focus = AFG_concessions_to_pashtuns AFG_unite_pashtunistan
			}
		}
		traits = {
			pashtun_nationalist
		}
	}
	name = AFG_mohammad_gul_khan_momand
	portraits = {
		army = {
			small = GFX_portrait_AFG_mohammad_gul_khan_momand_small
		}
	}
}
### Entity: Character
Component: monarchist_figure
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
monarchist_figure = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	army_morale_factor = 0.03
}
### Entity: Scripted Effect
Component: PRC_soviet_tribute_level_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea, set_variable, set_country_flag
Source: game
File: common/scripted_effects/WTT_warlord_scripted_effects.txt

Code:
PRC_soviet_tribute_level_up = {
	if = {
		limit = {
			has_idea = PRC_soviet_tribute_5
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_5
			add_idea = PRC_soviet_tribute_6
		}
		set_variable = {
			WTT_communist_china_integration_cost = 50
		}
	}
	else_if = {
		limit = {
			has_idea = PRC_soviet_tribute_4
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_4
			add_idea = PRC_soviet_tribute_5
		}
		set_variable = {
			WTT_communist_china_integration_cost = 100
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_3
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_3
			add_idea = PRC_soviet_tribute_4
		}
		set_variable = {
			WTT_communist_china_integration_cost = 150
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_2
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_2
			add_idea = PRC_soviet_tribute_3
		}
		set_variable = {
			WTT_communist_china_integration_cost = 200
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_1
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_1
			add_idea = PRC_soviet_tribute_2
		}
		set_variable = {
			WTT_communist_china_integration_cost = 250
		}
	} {
		limit = {
			NOT = {
				has_idea = PRC_soviet_tribute_1
			}
		}
		add_ideas = PRC_soviet_tribute_1
		set_variable = {
			WTT_communist_china_integration_cost = 300
		}
	}
	set_country_flag = {
		flag = PRC_soviet_tribute_commitment_flag
		value = 1
		days = 90
	}
}
### Entity: Order of Battle
Component: 36th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 36th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Character
Component: BRA_right_wing_ideologue
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_right_wing_ideologue = {
	sprite = 13
	random = no
	fascism_drift = 0.03
	fascism_acceptance = 50
	opinion_gain_monthly_same_ideology_factor = 0.15
	supply_combat_penalties_on_core_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: FAR_leif_waagstein
Source: game
File: common/characters/FAR.txt

Code:
FAR_leif_waagstein = {
	name = Leif Waagstein
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_leif_waagstein
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			HUN_moderate_lawyer
		}
	}
}
### Entity: Event
Component: BBA_italy_civil_war.1
Constructs: is_triggered_only, ai_chance, set_country_flag, complete_national_focus, change_tag_from, set_global_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_civil_war.1
	title = BBA_italy_civil_war.1.t
	desc = BBA_italy_civil_war.1.desc
	picture = GFX_report_event_ITA_italian_civil_war
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ITA_fascist_side_for_character_split_flag
			ITA_cw_set_sides_and_overlords = yes
			ITA_cw_manage_states_split_effect = yes
		}
	}
	option = {
		name = BBA_italy_civil_war.1.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			start_civil_war = {
				ideology = neutrality
				size = 0.35
			}
			custom_effect_tooltip = BBA_italy_civil_war_fascist_tt
		}
		hidden_effect = {
			ITA_set_special_characters_as_fascist_effect = yes
			ITA_start_civil_war_effect = yes
			complete_national_focus = ITA_the_italian_social_republic
			RDS = {
				country_event = {
					id = BBA_italy_civil_war.0
					hours = 1
				}
			}
			news_event = {
				id = bba_news.110
				hours = 2
			}
		}
	} {
		name = BBA_italy_civil_war.1.b
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			start_civil_war = {
				ideology = neutrality
				size = 0.35
			}
			custom_effect_tooltip = BBA_italy_civil_war_monarchist_tt
		}
		hidden_effect = {
			ITA_set_special_characters_as_monarchist_effect = yes
			ITA_start_civil_war_effect = yes
			RDS = {
				change_tag_from = ROOT
			} {
				country_event = {
					id = BBA_italy_civil_war.0
					hours = 1
				}
			}
			RSI = {
				country_event = {
					id = BBA_italy_civil_war.0
					hours = 1
				}
			}
			news_event = {
				id = bba_news.110
				hours = 2
			}
		} {
			play_song = bella_ciao
		}
	} {
		name = BBA_italy_civil_war.1.c
		ai_chance = {
			base = 0
		}
		set_global_flag = ITA_communist_cw_flag
		effect_tooltip = {
			start_civil_war = {
				ideology = neutrality
				size = 0.35
			}
			custom_effect_tooltip = BBA_italy_civil_war_communist_tt
		}
		hidden_effect = {
			ITA_set_special_characters_as_monarchist_effect = yes
			ITA_start_civil_war_effect = yes
			RDS = {
				change_tag_from = ROOT
			} {
				country_event = {
					id = BBA_italy_civil_war.0
					hours = 1
				}
			}
			RSI = {
				country_event = {
					id = BBA_italy_civil_war.0
					hours = 1
				}
			}
			news_event = {
				id = bba_news.110
				hours = 2
			}
		} {
			play_song = bella_ciao
		}
	} {
		name = BBA_italy_civil_war.1.d
		ai_chance = {
			base = 0
		}
		set_global_flag = ITA_democratic_cw_flag
		effect_tool
# ... (truncated)
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_elite_mountaineers
Constructs: shared_focus, division_template, prerequisite, limit, add_ideas, completion_reward, has_tech, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_elite_mountaineers
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = CHI_invite_soviet_advisers CHI_small_arms_expertise
	}
	x = 0
	y = 1
	relative_position_id = CHI_small_arms_expertise
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0.1
			NOT = {
				has_tech = tech_mountaineers
			}
		} {
			factor = 4
			tag = PRC
		}
	}
	available = {
		OR = {
			FRA_will_support = yes
			SOV_will_support = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CHI_elite_mountaineers
		add_tech_bonus = {
			name = CHI_elite_mountaineers
			bonus = 1.0
			uses = 1
			category = mountaineers_tech
		}
		if = {
			limit = {
				has_tech = tech_mountaineers
			}
			custom_effect_tooltip = CHI_free_mountain_template_tt
			division_template = {
				name = Chinese Mountain Division
				division_names_group = CHI_MNT_01
				regiments = {
					mountaineers = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 2
						y = 0
					}
					artillery_brigade = {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_fund_the_marine_corp
Constructs: prerequisite, completion_reward, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_fund_the_marine_corp
	icon = GFX_focus_CHI_fund_marine_corp
	prerequisite = {
		focus = CHI_decisive_battles
	}
	x = 2
	y = 1
	relative_position_id = CHI_decisive_battles
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_fund_the_marine_corp
			bonus = 1.0
			uses = 1
			category = marine_tech tp_tech
		}
		custom_effect_tooltip = CHI_modify_decisive_battle_idea_tt
		add_to_variable = {
			CHI_decisive_battle_special_forces_cap = 0.02
			tooltip = special_forces_cap_tt
		} {
			CHI_decisive_battle_invasion_preparation = 0.1
			tooltip = naval_invasion_prep_speed_tt
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_intervene_in_the_ussr
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_intervene_in_the_ussr
	icon = GFX_focus_attack_soviet
	relative_position_id = CZE_revive_the_czechoslovak_legion_dynamic
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = CZE_revive_the_czechoslovak_legion_dynamic
	}
	mutually_exclusive = {
		focus = CZE_soviet_alliance
	}
	available = {
		is_subject = no
		any_country = {
			original_tag = SOV
			has_civil_war = yes
			NOT = {
				has_war_with = ROOT
				has_government = communism
			}
		}
	}
	bypass = {
		any_country = {
			original_tag = SOV
			has_war_with = ROOT
		}
	}
	completion_reward = {
		unlock_decision_tooltip = CZE_escalate_involvement_in_soviet_civil_war
		if = {
			limit = {
				has_idea = CZE_state_sponsored_recruitment_idea
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			swap_ideas = {
				remove_idea = CZE_state_sponsored_recruitment_idea
				add_idea = CZE_state_sponsored_recruitment_idea_2
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_state_sponsored_recruitment_for_spain
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			effect_tooltip = {
				swap_ideas = {
					remove_idea = CZE_state_sponsored_recruitment_idea
					add_idea = CZE_state_sponsored_recruitment_idea_2
				}
			}
		}
	}
}