Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: TUR_alternate_communist_plan
Constructs: has_war_with, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/TUR_alternate_strategy_plan.txt

Code:
TUR_alternate_communist_plan = {
	name = Turkey Alternate Communist Plan
	desc = Turkey will adopt a communist government and attempt to form a faction of its own.
	enable = {
		OR = {
			has_country_flag = TUR_AI_RANDOM_COMMUNISM_ALTERNATE
			has_game_rule = {
				rule = TUR_ai_behavior
				option = TUR_COMMUNISM_ALTERNATE
			}
		}
	}
	abort = {
		has_war_with = SPR
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_continue_the_policy_of_etatism TUR_hava_okulu TUR_ratify_the_six_arrows TUR_revive_turkish_revolutionism SSB_military_cooperation SSB_economic_cooperation TUR_rehabilitate_the_kadro_movement TUR_kemalist_socialist_theory TUR_intervene_in_the_spanish_civil_war TUR_patriotism_over_internationalism TUR_create_the_turkish_workers_militia SSB_joint_military_exercises TUR_treaty_of_saadabad SSB_the_saadabad_pact TUR_assess_our_future TUR_the_hatay_issue TUR_a_common_destiny_for_all_of_turkey TUR_hunt_down_fifth_columnist_islamists TUR_continue_the_sumerbank_industrialization_scheme TUR_millet_mektebi_focus SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_halk_ve_devlet TUR_nationalise_all_private_industry TUR_georgian_manganese_extraction TUR_salt_the_scars_of_the_great_war TUR_reconfigure_our_foreign_policy SSB_combined_arms SSB_saadabad_research_cooperation TUR_renew_the_turkish_soviet_non_aggression_pact TUR_the_batumi_accord TUR_provide_refuge_to_the_victims_of_fascism TUR_dissolve_the_ODPA TUR_anti_bolshevik_mediterranean_bloc TUR_the_international_of_proletarian_freethinkers TUR_strengthening_our_navies TUR_strike_at_the_fascist_menace TUR_seize_religious_property TUR_guarding_our_western_frontiers TUR_officers_of_the_revolution TUR_scrapping_our_debts TUR_lift_the_turkiye_komunist_partisis_exile TUR_reconciling_kemalism_with_bolshevism TUR_collectivising_our_agriculture TUR_foreign_brigades_for_the_revolution TUR_issue_an_ultimatium_to_the_bulgarians TUR_learning_from_the_great_war TUR_modernising_the_army TUR_expand_the_air_bases TUR_strike_the_british_imperialists
	}
	research = {

	}
	ideas = {
		TUR_sevket_sureyya_aydemir = 5
		TUR_sefik_husnu = 3
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_reinvigorating_the_economy
Constructs: shared_focus, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_reinvigorating_the_economy
	icon = GFX_goal_stock_exchange
	x = 39
	y = 0
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_kpd_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_kpd_20 = {
	IF = {
		limit = {
			has_active_mission = GER_kpd_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_kpd_demands_action
			days = 100
		}
	}
}
### Entity: Modifier Reference
Construct: max_fuel
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_fuel

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: BUL_nikola_stoychev
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_stoychev = {
	name = BUL_nikola_stoychev
	portraits = {
		army = {
			large = GFX_portrait_bul_nikola_stoychev
			small = GFX_portrait_BUL_nikola_stoychev_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious trait_BUL_tsar_loyalist
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = 1209
	}
}
### Entity: Idea
Component: SPR_class_war_1
Constructs: army_defence_factor, has_government, industrial_capacity_factory, army_attack_factor
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_class_war_1 = {
	name = SPR_class_war
	picture = SPR_class_war
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.05
		army_attack_factor = 0.05
		industrial_capacity_factory = 0.05
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Build_Radar_Stations
Constructs: prerequisite, completion_reward, random_owned_state, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Build_Radar_Stations
	icon = GFX_goal_generic_radar2
	cost = 10
	prerequisite = {
		focus = PAK_Radio_Research
	} {
		focus = PAK_Further_Expand_Heavy_Industries
	}
	x = 27
	y = 5
	ai_will_do = {
		factor = 1
		modifier = {
			add = 49
			date = > 1937.11.05
		}
	}
	completion_reward = {
		random_owned_state = {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: statism_adept
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
statism_adept = {
	random = no
	sprite = 13
	fascism_drift = 0.05
	political_power_factor = 0.1
	consumer_goods_factor = -0.15
}
### Entity: Order of Battle
Component: 2. Georgia Marksmen
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 2. Georgia Marksmen
	location = 12384
	division_template = Volunteer Brigade
}
### Entity: Idea
Component: IVO_communist_guy
Constructs: has_government
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = IVO
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: ARG_rodolfo_ghioldi
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_rodolfo_ghioldi = {
	portraits = {
		civilian = {
			large = GFX_portrait_ARG_rodolfo_ghioldi
		}
		army = {
			small = GFX_portrait_ARG_rodolfo_ghioldi_military_small
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		id = -1
		traits = {
			ARG_communist_insurrectionist
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARG_rodolfo_ghioldi
		allowed = {
			original_tag = ARG
		}
		traits = {
			socialist_writer
		}
		visible = {
			has_country_flag = ARG_ghioldi_returns
		} {
			has_completed_focus = ARG_invite_ghioldi_back_to_argentina
		}
		available = {
			has_country_flag = ARG_ghioldi_returns
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = ARG_rodolfo_ghioldi
				}
			}
		}
	}
	corps_commander = {
		traits = {
			trait_reckless
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = democratic fascism neutrality
			}
		}
	}
}
### Entity: Idea
Component: MAN_manchukuo_identity2
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, is_subject_of, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_manchukuo_identity2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	cancel = {
		is_subject_of = CUG
	}
	removal_cost = -1
	picture = AFG_from_the_ashes
	modifier = {
		political_power_factor = 0.1
		war_support_factor = 0.1
		stability_factor = 0.05
		industrial_capacity_factory = 0.05
		production_factory_max_efficiency_factor = 0.025
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: EAI_bimonthly_update
Constructs: limit, has_country_flag, has_global_flag, set_global_flag, is_ai, has_dlc, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_UPDATE_effects.txt

Code:
EAI_bimonthly_update = {
	if = {
		limit = {
			NOT = {
				has_global_flag = EAI_global_bimonthly_update
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_update_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | UPDATE: bimonthly global
		}
		set_global_flag = {
			flag = EAI_global_bimonthly_update
			value = 1
			days = 2
		}
	} {
		limit = {
			is_ai = yes
		}
		if = {
			limit = {
				has_country_flag = EAI_update_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | UPDATE: bimonthly country
		} {
			limit = {
				has_dlc = La Resistance
			}
			EAI_ESP_update_strategy = yes
		} {
			limit = {
				EAI_build_infantry = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_build_infantry
					}
				}
				set_country_flag = EAI_build_infantry
			}
		}
		EAI_construction_bimonthly_update = yes
		EAI_difficulty_bimonthly_update = yes
		EAI_RESOURCE_check_resource_shortages = yes
		EAI_RESOURCE_check_resource_needs = yes
		EAI_RESOURCE_extraction_decisions = yes
		EAI_TRADE_strategies = yes
		EAI_TEMPLATE_set_template_flags = yes
		EAI_check_division_limits = yes
		else = {
			clr_country_flag = EAI_build_infantry
		}
		EAI_remove_research_slots_from_minors_setting = yes
		EAI_remove_relief_of_command = yes
		EAI_MILITARY_bimonthly_update = yes
	}
}
### Entity: Event
Component: r56_afghanistan.18
Constructs: is_triggered_only, ai_chance, add_stability, add_opinion_modifier, fire_only_once, random_days
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.18
	picture = GFX_report_event_bul_dimitrov_with_stalin
	title = r56_afghanistan.18.t
	desc = r56_afghanistan.18.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.18.a
		add_stability = -0.05
		add_opinion_modifier = {
			target = SOV
			modifier = AFG_SOV_refused_to_send
		}
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.19
				days = 10
				random_days = 30
			}
		}
		ai_chance = {
			base = 95
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_196
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_196 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_196
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 196
		states = {
			196
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Scripted Trigger
Component: GER_naval_interest_trigger
Constructs: has_completed_focus, has_war_with
Source: game
File: common/scripted_triggers/r56_GER_scripted_triggers.txt

Code:
GER_naval_interest_trigger = {
	OR = {
		AND = {
			not = {
				has_war_with = SOV
			}
			OR = {
				has_war_with = ENG USA JAP
			}
		}
		has_completed_focus = GER_plan_z GER_trade_interdiction
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_king_law_freedom
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_king_law_freedom
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = BEL_prisoner_king
	}
	relative_position_id = BEL_prisoner_king
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 1
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = BEL_king_law_freedom_ns
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
	}
}
### Entity: Character
Component: PRC_28_bolshevik_trait_improved_wang_ming
Constructs: research_speed_factor, stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait_improved_wang_ming = {
	random = no
	sprite = 13
	political_power_gain = 0.1
	stability_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.1
	power_balance_weekly = 0.015
	research_speed_factor = 0.02
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_encouragement_of_militarization
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, has_idea, add_manpower
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_encouragement_of_militarization
	icon = GFX_goal_generic_into_fire
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_investment_in_industrial_complexes
	}
	cost = 7.2
	relative_position_id = PAL_investment_in_industrial_complexes
	completion_reward = {
		if = {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = limited_conscription
			}
			add_ideas = extensive_conscription
		} {
			limit = {
				has_idea = extensive_conscription
			}
			add_manpower = 35000
		}
		add_war_support = 0.15
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_the_national_revolution
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_the_national_revolution
	icon = GFX_focus_generic_strike_at_democracy1
	x = -5
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_emergency_powers_to_petain
	}
	relative_position_id = VIC_emergency_powers_to_petain
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FIN_GER.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 3083
	division_template = Jaeger SS Division
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: AI Strategy
Component: GER_avoid_air_war_before_fall_gelb
Constructs: has_war_with, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_avoid_air_war_before_fall_gelb = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = FRA
		FRA = {
			controls_state = 16
		}
		HOL = {
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 1
		value = -20000
	} {
		type = strategic_air_importance
		id = 2
		value = -20000
	} {
		type = strategic_air_importance
		id = 3
		value = -20000
	} {
		type = strategic_air_importance
		id = 4
		value = -20000
	} {
		type = strategic_air_importance
		id = 18
		value = -20000
	} {
		type = strategic_air_importance
		id = 43
		value = -20000
	} {
		type = strategic_air_importance
		id = 42
		value = -20000
	} {
		type = strategic_air_importance
		id = 19
		value = -20000
	} {
		type = strategic_air_importance
		id = 208
		value = -20000
	} {
		type = strategic_air_importance
		id = 20
		value = -20000
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_1058
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1058 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1058 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1058
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			335
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Modifier Reference
Construct: female_random_army_leader_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## female_random_army_leader_chance

* Number with 0 decimal places
* **Categories**: country, army
### Entity: Idea
Component: EAI_DD_18/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_rely_on_locals
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_rely_on_locals
	icon = GFX_focus_ITA_grande_rivolta_rurale
	prerequisite = {
		focus = CHI_crackdown_on_corruption_in_recruitment
	}
	x = 1
	y = 1
	relative_position_id = CHI_crackdown_on_corruption_in_recruitment
	cost = 5
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_unstructured_logistics_supply_consumption_factor = -0.1
			tooltip = supply_consumption_factor_tt
		} {
			CHI_unstructured_logistics_supply_node_range = 0.1
			tooltip = supply_node_range_tt
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_cas_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_cas_focus
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = CZE_import_foreign_bombers
	}
	mutually_exclusive = {
		focus = CZE_tac_focus
	}
	x = -1
	y = 1
	relative_position_id = CZE_import_foreign_bombers
	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_cas_focus
			bonus = 1.0
			uses = 1
			category = cas_bomber
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_visit_the_front
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, add_doctrine_cost_reduction, add_tech_bonus, add_ai_strategy
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_visit_the_front
	available = {
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
		else = {
			country_exists = SPD
			NOT = {
				has_war_with = SPD
			}
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_support_the_spanish_republic
	}
	mutually_exclusive = {
		focus = POR_workers_of_iberia_unite
	}
	icon = GFX_focus_eng_special_air_service
	x = 2
	y = 1
	relative_position_id = POR_support_the_spanish_republic
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POR_visit_the_front
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = POR_visit_the_front
			bonus = 0.5
			uses = 1
			category = light_air
		} {
			name = POR_visit_the_front
			bonus = 0.5
			uses = 1
			category = cat_light_armor
		}
		army_experience = 20
		air_experience = 10
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SPD
				value = 100
			}
			SPD = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_expand_the_metropolitan_police
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, every_army_leader, has_trait, is_character
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_expand_the_metropolitan_police
	icon = GFX_focus_JAP_the_national_police_reserve
	x = 7
	y = 1
	relative_position_id = JAP_okadas_military_purge_speech
	prerequisite = {
		focus = JAP_okadas_military_purge_speech
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_expand_the_metropolitan_police_tt generic_skip_one_line_tt JAP_expand_the_metropolitan_police_2_tt
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_trait = JAP_IJA_loyalist
					NOT = {
						is_character = JAP_tadaichi_wakamatsu
					} {
						has_character_flag = JAP_do_not_align_me_flag
					}
				}
				random_select_amount = 2
				remove_trait = {
					trait = JAP_IJA_loyalist
				}
				add_trait = {
					trait = JAP_government_supporter
				}
			}
		} {
			set_country_flag = JAP_secured_more_police_forces_flag
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_finance_planes_belgium
Constructs: prerequisite, completion_reward, has_war_together_with, has_capitulated, has_tech
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_finance_planes_belgium
	icon = GFX_goal_generic_air_fighter2
	relative_position_id = COG_commit_to_the_war
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_expand_force_publique_recruitment
	} {
		focus = COG_commit_to_the_war
	}
	mutually_exclusive = {
		focus = COG_finance_planes_britain
	}
	available = {
		controls_state = 295
		has_war_together_with = BEL
		BEL = {
			has_capitulated = no
			has_tech = fighter1
		}
	}
	completion_reward = {
		custom_effect_tooltip = tooltip_COG_fighter_britain
		BEL = {
			country_event = {
				id = belgium.67
				days = 1
			}
		}
	}
}