Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: persian_focus_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/persia.txt

Code:
focus_tree = {
	id = persian_focus_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = PER
			has_dlc = Graveyard of Empires
		}
	}
	default = no
	continuous_focus_position = {
		x = 200
		y = 2000
	}
	initial_show_position = {
		x = 25
		y = 0
	}
	shortcut = {
		name = PER_navy_shortcut
		target = PER_establish_the_navy
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_air_shortcut
		target = PER_establish_airforce
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_army_shortcut
		target = PER_restructure_army
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_industry_shortcut
		target = PER_modernizing_iran
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_fight_for_iran_shortcut
		target = PER_fight_for_iran
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_neutral_shortcut
		target = PER_the_pahlavi_imperium
		trigger = {
			has_dlc = Graveyard of Empires
		}
	} {
		name = PER_democratic_shortcut
		target = PER_rally_the_reformers
		trigger = {
			has_dlc = Graveyard of Empires
		}
	}
	focus = {
		id = PER_modernizing_iran
		icon = GFX_focus_PER_modernizing_iran
		x = 50
		y = 0
		cost = 5
		ai_will_do = {
			factor = 15
		}
		offset = {
			x = -50
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = PER_legacy_of_greatness
			}
		} {
			x = -50
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = PER_stand_with_giants
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			add_ideas = PER_modernizing_iran_idea
		}
	} {
		id = PER_adult_literacy
		icon = GFX_focus_generic_university_1
		prerequisite = {
			focus = PER_modernizing_iran
		}
		x = -8
		y = 1
		relative_position_id = PER_modernizing_iran
		cost = 5
		ai_will_do = {
			factor = 15
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			add_timed_idea = {
				idea = PER_adult_literacy_idea
				days = 365
			}
		}
	} {
		id = PER_national_museum
		icon = GFX_focus_PER_national_museum
		prerequisite = {
			focus = PER_adult_literacy
		}
		x = 0
		y = 1
		relative_position_id = PER_adult_literacy
		cost = 5
		ai_will_do = {
			factor = 15
		}
		search_
# ... (truncated)
### Entity: Modifier Reference
Construct: rangers_special_forces_contribution_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## rangers_special_forces_contribution_factor

* Number with 0 decimal places
* **Categories**: army
### Entity: National Focus
Component: uk_malta_focus
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_malta_focus
	prerequisite = {
		focus = uk_mediterranean_focus
	}
	available = {
		116 = {
			is_owned_and_controlled_by = ENG
		}
	}
	icon = GFX_focus_generic_coastal_fort
	x = 2
	y = 2
	relative_position_id = uk_mediterranean_focus
	cost = 10
	available_if_capitulated = yes
	bypass = {
		116 = {
			free_building_slots = {
				building = coastal_bunker
				size = < 2
				province = 12003
			} {
				building = air_base
				size = < 1
			}
		}
	}
	completion_reward = {
		116 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 12003
				instant_build = yes
			} {
				type = air_base
				level = 3
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: MLI_ncs
Source: game
File: common/characters/MLI.txt

Code:
MLI_ncs = {
	advisor = {
		slot = high_command
		idea_token = MLI_ncs
		ledger = navy
		allowed = {
			original_tag = MLI
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: KMT_military_planning_TIB
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_TIB = {
	picture = chi_wargaming_division
	cancel = {
		TIB = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = TIB
		attack_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_social_and_cultural_revolution
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_social_and_cultural_revolution
	icon = GFX_focus_JAP_social_and_cultural_revolution
	x = 1
	y = 1
	relative_position_id = JAP_sea_fate_of_the_imperial_family
	prerequisite = {
		focus = JAP_sea_fate_of_the_imperial_family
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_reorganization_of_society_idea
			days = 365
		}
		custom_effect_tooltip = JAP_social_and_cultural_revolution_tt generic_skip_one_line_tt available_political_advisor
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			JAP_army_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
		JAP_add_or_modify_imperial_army = yes
		show_ideas_tooltip = JAP_hisachi_aso
	}
}
### Entity: Character
Component: MEN_hung_zhehuang
Source: game
File: common/characters/MEN.txt

Code:
MEN_hung_zhehuang = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MEN_hung_zhehuang
		ledger = army
		allowed = {
			original_tag = MEN
		}
		traits = {
			military_theorist
		}
	}
	name = MEN_hung_zhehuang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Order of Battle
Component: 1st Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 1st Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_build_off_old_ganz_danubius_designs
Constructs: prerequisite, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_build_off_old_ganz_danubius_designs
	icon = GFX_focus_generic_navy_battleship2
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_legacy_of_the_kriegsmarine
	}
	x = 0
	y = 1
	relative_position_id = CZE_legacy_of_the_kriegsmarine
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_ceskoslovenske_alecne_lodstvo_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_alecne_lodstvo_naval_heavy_gun_hit_chance_factor = 0.05
			tooltip = naval_heavy_gun_hit_chance_factor_tt
		}
		add_tech_bonus = {
			name = CZE_build_off_old_ganz_danubius_designs
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol.38
Constructs: is_triggered_only, limit, remove_ideas, fire_only_once, add_popularity, retire_country_leader, has_idea
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.38
	title = mongol.38.t
	desc = mongol.38.d
	picture = GFX_report_event_MON_demonstration_people
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.38.a
		add_popularity = {
			ideology = communism
			popularity = -0.2
		}
		retire_country_leader = yes
		promote_character = MON_bat_ochiryn_eldev_ochir
		if = {
			limit = {
				has_idea = MON_political_opposition_organizing
			}
			remove_ideas = MON_political_opposition_organizing
		}
		hidden_effect = {
			country_lock_all_division_template = no
		}
	}
}
### Entity: Event
Component: AAT_Sweden_communism.6
Constructs: is_triggered_only, ai_chance, remove_ideas, add_timed_idea
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.6
	title = AAT_Sweden_communism.6.t
	desc = AAT_Sweden_communism.6.desc
	picture = GFX_report_event_eng_royal_family
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_communism.6.a
		ai_chance = {
			factor = 75
		}
		add_timed_idea = {
			idea = SWE_confiscated_royal_wealth
			days = 365
		}
		remove_ideas = SWE_gustaf_v_idea
	}
}
### Entity: Country History
Country: ROA
Component: ROA_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/ROA - Reichskommisariat Ostasien.txt

Code:
# Misc for ROA
capital = 743
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 0
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: tamansiswa_educationer
Constructs: research_speed_factor, political_power_gain, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
tamansiswa_educationer = {
	sprite = 13
	random = no
	political_power_gain = -0.05
	research_speed_factor = 0.075
	autonomy_gain = 0.2
}
### Entity: Character
Component: PNG_acr
Source: game
File: common/characters/PNG.txt

Code:
PNG_acr = {
	advisor = {
		slot = air_chief
		idea_token = PNG_acr
		allowed = {
			original_tag = PNG
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: tsr_manchukuo_border_war.6
Constructs: is_triggered_only, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo_border_war.6
	is_triggered_only = yes
	title = tsr_manchukuo_border_war.6.t
	desc = tsr_manchukuo_border_war.6.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_manchukuo_border_war.6.a
		trigger = {
			original_tag = MAN
		}
		army_experience = 25
	} {
		name = tsr_manchukuo_border_war.6.b
		trigger = {
			NOT = {
				original_tag = MAN
			}
		}
		add_political_power = 25
	}
}
### Entity: Character
Component: NOR_temperate_miners_unionist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_temperate_miners_unionist = {
	random = no
	sprite = 13
	stability_factor = 0.05
	local_resources_factor = 0.1
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_running_economy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_running_economy
	icon = GFX_goal_generic_banking
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_oil_industry_developments PRU_invite_foreign_experts PRU_railroad_investments
	}
	relative_position_id = PRU_invite_foreign_experts
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = GEN_Autarky_I
	}
}
### Entity: AI Strategy
Component: r56_ENG_hunker_down_and_get_to_bussiness
Constructs: has_war_with_major
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_hunker_down_and_get_to_bussiness = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ROOT = {
			exists = yes
		}
		has_war_with_major = yes
		any_enemy_country = {
			OR = {
				original_tag = GER FRA SOV USA ITA JAP
			} {
				controls_state = 970 113 134 135 119 970 337 967 142 98 35 6 29 785 15 14 30 23 19
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison_reinforcement_priority
		value = 75
	} {
		type = area_priority
		id = europe
		value = 25
	} {
		type = put_unit_buffers
		ratio = 0.5
		states = {
			127 123 126 338 125 122 130 132 131 121 133 136 120 971 119 113 134 135
		}
		subtract_fronts_from_need = yes
		subtract_invasions_from_need = yes
	}
}
### Entity: Event
Component: naw_norway.8
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.8
	title = naw_norway.8.t
	desc = naw_norway.8.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.8.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Event
Component: monaco.6
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Monaco.txt

Code:
news_event = {
	id = monaco.6
	title = monaco.6.t
	desc = monaco.6.d
	picture = GFX_news_event_mnc_monaco
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = monaco.6.a
	}
}
### Entity: Military Industrial Organization
Component: USA_sikorsky_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_sikorsky_organization = {
	include = generic_helicopter_organization
	icon = GFX_idea_generic_helicopter_1
	allowed = {
		original_tag = USA
		has_dlc = Gotterdammerung
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_night_bombing
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_night_bombing = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Character
Component: CZE_karel_husarek
Constructs: has_completed_focus, limit, research_bonus, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_husarek = {
	name = CZE_karel_husarek
	portraits = {
		army = {
			large = GFX_portrait_CZE_karel_husarek
			small = GFX_portrait_CZE_karel_husarek_military_small
		}
		civilian = {
			small = GFX_portrait_CZE_karel_husarek_civilian_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_karel_husarek
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_the_second_fortification_program
		}
		visible = {
			NOT = {
				has_completed_focus = CZE_redirect_the_fortification_councils_funds
			}
		}
		traits = {
			fortification_engineer
		}
		research_bonus = {
			cat_fortification = 0.05
		}
		cost = 150
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	} {
		slot = army_chief
		idea_token = CZE_karel_husarek_chief
		allowed = {
			original_tag = CZE
		}
		traits = {
			army_chief_old_guard
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
	corps_commander = {
		traits = {
			old_guard trait_engineer career_officer winter_specialist
		}
		skill = 3
		attack_skill = 1
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = CZE_the_second_fortification_program
		}
	}
}
### Entity: Effect Reference
Construct: remove_advisor_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_advisor_role

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

```
remove advisor role to character

Example:
remove_advisor_role = {
	character = "GER_Character_Token" # optional if inside character scope
	slot = air_chief}

```
### Entity: AI Strategy
Component: ai_focus_defense_ETH
Source: game
File: common/ai_focuses/ETH.txt

Code:
ai_focus_defense_ETH = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Character
Component: WPG_rumagesan
Source: game
File: common/characters/WPG.txt

Code:
WPG_rumagesan = {
	name = WPG_rumagesan
	portraits = {
		civilian = {
			large = GFX_portrait_papua_rumagesan
		}
	}
	country_leader = {
		desc = WPG_rumagesan_desc
		ideology = despotism
		traits = {

		}
		expire = 1964.7.5.1
		id = -1
	}
}
### Entity: Country Tag
Component: IOC
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
IOC = {
	target_array = global.countries
	NOT = {
		original_tag = CHI SHX XSM GXC YUN KHM SIC XIC GDC HBC SND PRC
	}
	has_country_flag = KMT_foreign_invader
	fallback = JAP
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_tata_steel
Constructs: has_completed_focus, prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_tata_steel
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = RAJ_industrial_expansion
	}
	x = -1
	y = 1
	relative_position_id = RAJ_industrial_expansion
	cost = 10
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 2
			has_completed_focus = RAJ_assam_oil
		}
	}
	available = {
		controls_state = 429
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		429 = {
			add_resource = {
				type = steel
				amount = 24
			}
		}
	}
}
### Entity: Unit Template
Component: NZL_PAR_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_PAR_01 = {
	name = Airborne Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d Airborne Division
	ordered = {
		1 = {
			%dst NZ Airborne Division
		}
		2 = {
			%dnd NZ Airborne Division
		}
		3 = {
			%drd NZ Airborne Division
		}
		4 = {
			%dth NZ Airborne Division
		}
		5 = {
			%dth NZ Airborne Division
		}
		6 = {
			%dth NZ Airborne Division
		}
		7 = {
			%dth NZ Airborne Division
		}
		8 = {
			%dth NZ Airborne Division
		}
		9 = {
			%dth NZ Airborne Division
		}
		10 = {
			%dth NZ Airborne Division
		}
		11 = {
			%dth NZ Airborne Division
		}
		12 = {
			%dth NZ Airborne Division
		}
		13 = {
			%dth NZ Airborne Division
		}
		14 = {
			%dth NZ Airborne Division
		}
		15 = {
			%dth NZ Airborne Division
		}
		16 = {
			%dth NZ Airborne Division
		}
		17 = {
			%dth NZ Airborne Division
		}
		18 = {
			%dth NZ Airborne Division
		}
		19 = {
			%dth NZ Airborne Division
		}
		20 = {
			%dth NZ Airborne Division
		}
		21 = {
			%dst NZ Airborne Division
		}
		22 = {
			%dnd NZ Airborne Division
		}
		23 = {
			%drd NZ Airborne Division
		}
		24 = {
			%dth NZ Airborne Division
		}
		25 = {
			%dth NZ Airborne Division
		}
		26 = {
			%dth NZ Airborne Division
		}
		27 = {
			%dth NZ Airborne Division
		}
		28 = {
			%dth NZ Airborne Division
		}
		29 = {
			%dth NZ Airborne Division
		}
		30 = {
			%dth NZ Airborne Division
		}
	}
}
### Entity: Idea
Component: BUL_tsar_boris_negative_01
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_tsar_boris_negative_01 = {
	picture = bul_tsar_boris_negative
	allowed = {
		original_tag = BUL
		has_country_leader = {
			character = BUL_boris_iii
		}
	}
	allowed_civil_war = {
		has_country_leader = {
			character = BUL_boris_iii
		}
		BUL_has_abolished_monarchy = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_assert_our_authority
Constructs: prerequisite, limit, every_country, completion_reward, cancel_if_invalid, is_independent_china_or_warlord, create_wargoal, annex_everything
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_assert_our_authority
	icon = GFX_goal_demand_sudetenland
	mutually_exclusive = {
		focus = MAN_offer_vassalization
	}
	prerequisite = {
		focus = MAN_reclaim_the_empire
	}
	x = 1
	y = 1
	relative_position_id = MAN_reclaim_the_empire
	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_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				is_independent_china_or_warlord = yes
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}