Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_military_cooperation
Constructs: prerequisite, joint_focus, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_military_cooperation
	icon = GFX_focus_BRA_reach_out_to_military_dem
	prerequisite = {
		focus = SSB_the_saadabad_pact
	}
	relative_position_id = SSB_the_saadabad_pact
	x = -1
	y = 1
	cost = 5
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_war_support_factor
			value = 0.05
			tooltip = war_support_factor_tt
		} {
			var = SSB_production_speed_arms_factory_factor
			value = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936_mun.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CZE
		}
		requested_factories = 2
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_brno_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_vsetin_organization
	} {
		equipment = {
			type = light_tank_equipment_2
			creator = CZE
		}
		requested_factories = 2
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_ckd_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:CZE_skoda_artillery_organization
	}
}
### Entity: Event
Component: cuba.9
Constructs: is_triggered_only, declare_war_on, puppet_wargoal_focus
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.9
	title = cuba.9.t
	desc = cuba.9.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = cuba.9.a
		declare_war_on = {
			target = DOM
			type = puppet_wargoal_focus
		}
	} {
		name = cuba.9.b
	}
}
### Entity: Idea
Component: sisu
Constructs: has_government, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
sisu = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.25
		attrition = -0.1
		army_core_attack_factor = 0.2
		army_core_defence_factor = 0.2
	}
}
### Entity: Country History
Country: CRI
Component: CRI_technology
Constructs: set_technology
Source: game
File: history/countries/CRI - Crimea.txt

Code:
# Starting Technologies for CRI
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Idea
Component: idea_CHI_professional_army
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_professional_army = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = 0.15
		experience_loss_factor = -0.15
		org_loss_at_low_org_factor = -0.15
		training_time_army_factor = 0.1
		faction_influence_war_score_factor = 0.2
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_develop_a_mass_mechanization_plan_r56
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_tech, has_dlc, random_owned_controlled_state
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_develop_a_mass_mechanization_plan_r56
	icon = GFX_focus_generic_mass_production
	cost = 8
	x = 1
	y = 2
	relative_position_id = RAJ_towards_an_offensive_footing_r56
	prerequisite = {
		focus = RAJ_towards_an_offensive_footing_r56
	}
	mutually_exclusive = {
		focus = RAJ_modernize_our_artillery_r56
	}
	available = {
		has_tech = mechanised_infantry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					426
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Graveyard of Empires
				}
				mio:RAJ_ordnance_factory_medak_organization = {
					add_mio_size = 1
				}
			}
			mio:RAJ_bombay_cycle_and_motor_agency_organization = {
				add_mio_size = 1
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					426
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = RAJ_mass_mechanization_plan_r56
	}
}
### Entity: Character
Component: permanent_revolutionary
Source: game
File: common/country_leader/00_traits.txt

Code:
permanent_revolutionary = {
	random = no
	political_power_factor = -0.15
	justify_war_goal_time = 0.15
	subversive_activites_upkeep = -0.3
	max_command_power = 30
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_establish_royal_guards
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_establish_royal_guards
	icon = GFX_goal_GER_support_the_freikorps
	x = 0
	y = 1
	relative_position_id = LIE_repeal_the_1868_act
	cost = 10
	prerequisite = {
		focus = LIE_repeal_the_1868_act
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		add_ideas = LIE_royal_guard_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		division_template = {
			name = Königliche Wache
			priority = 2
			division_names_group = GER_INF_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
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				997
			}
			create_unit = {
				division = name = "1 Königliche Wache" division_template = "Königliche Wache" start_experience_factor = 1.0
				owner = LIE
			} {
				division = name = "2 Königliche Wache" division_template = "Königliche Wache" start_experience_factor = 1.0
				owner = LIE
			}
		}
	}
}
### Entity: Idea
Component: KMT_rights_and_duties
Constructs: war_support_factor, has_government, army_attack_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rights_and_duties = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.01
		drift_defence_factor = 0.1
		compliance_growth = 0.1
		political_power_factor = 0.1
		war_support_factor = 0.05
		army_attack_factor = 0.025
	}
}
### Entity: Event
Component: ARG_political_events.62
Constructs: is_triggered_only, ai_chance, limit, add_war_support, fire_only_once, add_political_power, every_state, is_owned_and_controlled_by
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.62
	title = ARG_political_events.62.t
	desc = ARG_political_events.62.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.62.a
		ai_chance = {
			base = 100
		}
		every_state = {
			limit = {
				is_owned_and_controlled_by = FROM
			}
			add_claim_by = ROOT
		}
		add_war_support = 0.03
		add_political_power = 25
	}
}
### Entity: Scripted Trigger
Component: EAI_communist_focus
Constructs: has_government, has_country_flag
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_communist_focus = {
	NOT = {
		EAI_major_country = yes
	}
	OR = {
		has_government = communism
		has_country_flag = EAI_communist_focus
	}
}
### Entity: Event
Component: FRA_indochina_intervention.21
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_indochina_intervention.21
	title = FRA_indochina_intervention.2.t
	desc = FRA_indochina_intervention.2.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_indochina_intervention.2.a
		army_experience = 5
	}
}
### Entity: Unit Template
Component: HOL_COLONIES
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_COLONIES = {
	name = NAME_THEME_COLONIES
	for_countries = {
		HOL
	}
	type = ship
	prefix = HrMs 
	unique = {
		Java Sumatra Soerabaja Celebes Batjan Ceram Ambon Banda Ternate Batavia Sulawesi Sunda Bali Papua Medan Makassar Palembang Balikpapan Manado Hollandia
	}
}
### Entity: Idea
Component: HAN_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/hanover.txt

Code:
HAN_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Cross_Country_Railways
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56, build_railway, add_power_balance_value
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Cross_Country_Railways
	icon = GFX_goal_COG_Jungle_Railroad
	cost = 5
	prerequisite = {
		focus = RAJ_Establish_the_Planning_Commission RAJ_Foster_Private_Investment
	}
	mutually_exclusive = {
		focus = RAJ_Electrify_the_Network
	}
	x = 2
	y = 1
	relative_position_id = RAJ_Establish_the_Planning_Commission
	offset = {
		x = -7
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = RAJ_India_United_under_Britain RAJ_Foster_Private_Investment
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = RAJ_cross_country_railways
		build_railway = {
			path = {
				2086 2054 1908 4984 10847 1980 4110 10108 3456
			}
		}
		add_power_balance_value = {
			id = r56_south_asia_religious_bop
			value = 0.05
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_build_a_modern_dannevirke
Constructs: prerequisite, limit, completion_reward, is_subject, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_build_a_modern_dannevirke
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = DEN_fortify_our_borders
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_fortify_our_borders
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = DEN_unlocks_fortification_efforts
		if = {
			limit = {
				ROOT = {
					is_subject = no
				}
				912 = {
					is_fully_controlled_by = ROOT
				}
			}
			912 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
				add_dynamic_modifier = {
					modifier = DEN_military_projects_state_modifier
				}
			}
		}
		else_if = {
			limit = {
				ROOT = {
					is_subject = no
				}
				99 = {
					is_fully_controlled_by = ROOT
				}
			}
			99 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					37 911
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_balkan_trade_union_secretariat
Constructs: prerequisite, limit, add_ideas, completion_reward, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_balkan_trade_union_secretariat
	prerequisite = {
		focus = BUL_bury_the_grudges_of_the_past
	}
	icon = GFX_goal_generic_positive_trade_relations
	relative_position_id = BUL_bury_the_grudges_of_the_past
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = BUL_balkan_trade_union_secretariat
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
					BUL_is_balkan_nation = yes
				}
				add_ideas = BUL_balkan_trade_union_secretariat
			}
		}
		custom_effect_tooltip = BUL_balkan_trade_union_secretariat_tt
	}
}
### Entity: Idea
Component: heavy_tank_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
heavy_tank_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Unit Leader
Component: war_hero
Source: game
File: common/unit_leader/00_traits.txt

Code:
war_hero = {
	type = {
		land navy
	}
	trait_type = personality_trait
	non_shared_modifier = {
		promote_cost_factor = -0.5
		reassignment_duration_factor = 0.5
	}
	new_commander_weight = {
		factor = 0
	}
	attack_skill_factor = 1
	planning_skill_factor = 1
}
### Entity: Modifier Reference
Component: SOV_the_red_fleet_submarine_1_dynamic_modifier_alt
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_submarine_1_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_alt_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_submarine_1_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: Trigger Reference
Construct: average_stats
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## average_stats

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

```
Compares the average stats for a unit leader.
Example: average_stats > 10
```
### Entity: Unit Template
Component: USA_BATTLES
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_BATTLES = {
	name = NAME_THEME_BATTLES
	for_countries = {
		USA
	}
	type = ship
	prefix = USS 
	unique = {
		Bunker Hill Valley Forge Princeton Lexington Saratoga Ticonderoga Bennington Vincennes Antietam Chancellorsville Gettysburg Shiloh Vicksburg Mobile Bay Lake Champlain Monterey San Jacinto Belleau Wood Cowpens Bataan Coral Sea Midway Leyte Tarawa Saipan Philippine Sea Iwo Jima Normandy
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_strengthen_the_regime
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_strengthen_the_regime
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = ITA_la_battaglia_per_le_nascite
	}
	x = 0
	y = 5
	relative_position_id = ITA_la_battaglia_per_le_nascite
	cost = 10
	available = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		add_war_support = 0.05
		if = {
			limit = {
				has_completed_focus = ITA_the_man_of_providence
			}
			swap_ruler_traits = {
				remove = il_duce_providence
				add = il_duce_providence_strengthen
			}
		}
		else = {
			swap_ruler_traits = {
				remove = il_duce
				add = il_duce_strengthen
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_update_strategy
Constructs: limit, has_country_flag, check_variable, clr_country_flag, set_country_flag, is_running_operation, is_operative_captured, is_preparing_operation
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_update_strategy = {
	EAI_ESP_available_operatives = yes
	if = {
		limit = {
			OR = {
				check_variable = {
					EAI_operation_target = 0
				}
				has_country_flag = EAI_operation_completed
			}
		}
		clr_country_flag = EAI_operation_completed
		set_country_flag = EAI_create_new_operation
	} {
		limit = {
			has_country_flag = EAI_create_new_operation
		}
		clr_country_flag = EAI_create_new_operation EAI_espionage_operation_underway
		EAI_ESP_clear_special_operation_flags = yes
		if = {
			limit = {
				check_variable = {
					EAI_ESP_available_operatives = > 0
				}
			}
			EAI_ESP_create_operation = yes
		} {
			limit = {
				check_variable = {
					started_operation = 1
				}
			}
			EAI_ESP_commit_days = yes
			if = {
				limit = {
					has_country_flag = EAI_espionage_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | ESPIONAGE: started operation - [?EAI_operation_type.GetTokenKey] = [?EAI_operation_target.GetTag], committed [?commit_days] days
			}
		}
		else = {
			EAI_ESP_clear_operation = yes
		}
	}
	else_if = {
		limit = {
			is_running_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			OR = {
				check_variable = {
					EAI_ESP_available_operatives = > 2
				}
				any_operative_leader = {
					is_operative_captured = yes
					var:operative_captor = {
						NOT = {
							has_country_flag = EAI_operation_timeout_@ROOT
						} {
							ROOT = {
								is_running_operation = {
									target = PREV
									operation = operation_rescue_operative
								}
							}
						}
						num_of_controlled_states = > 0
					}
				}
			}
		}
		set_country_flag = EAI_create_new_operation
		if = {
			limit = {
				has_country_flag = EAI_espionage_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | ESPIONAGE: starting another operation while running - [?EAI_operation_type.GetTokenKey] = [?EAI_operation_target.GetName]
		}
	} {
		limit = {
			OR = {
				has_country_flag = EAI_espionage_operation_underway
				is_preparing_operation = {
					target = var:EAI_operation_target
					operation = var:EAI_operation_type
				}
			}
			NOT = {
				is_running_operation = {
					target = var:EAI_operation_target
					operation = var:EAI_operation_type
				}
			}
			check_variable = {
				EAI_ESP_available_operatives = < global.EAI_MIN_OPERATIVES^EAI_operation_type
			}
		}
		set_country
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_14
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_14 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 14
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 14
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_honduran_red_army
Constructs: prerequisite, completion_reward, has_capitulated, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_honduran_red_army
	icon = GFX_goal_generic_peasant_army
	prerequisite = {
		focus = HON_study_soviet_tactics
	}
	relative_position_id = HON_study_soviet_tactics
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		has_capitulated = no
	}
	completion_reward = {
		army_experience = 25
		swap_ideas = {
			remove_idea = indoctrination_focus
			add_idea = HON_red_army
		}
	}
}
### Entity: Idea
Component: BEL_charles_regent
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_charles_regent = {
	allowed = {
		NOT = {
			has_government = communism
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.05
	}
	removal_cost = -1
}
### Entity: Character
Component: EGY_mehmet_kaplan
Constructs: has_completed_focus
Source: game
File: common/characters/EGY.txt

Code:
EGY_mehmet_kaplan = {
	name = Mehmet Kaplan
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = EGY_mehmet_kaplan
		ledger = army
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_revive_the_eyalet
		}
		traits = {
			grand_battle_plan_expert
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_equipment_effort_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_equipment_effort_3
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = LIT_equipment_effort
	}
	x = 1
	y = 1
	relative_position_id = LIT_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: TAH_nt
Source: game
File: common/characters/TAH.txt

Code:
TAH_nt = {
	advisor = {
		slot = theorist
		idea_token = TAH_nt
		ledger = navy
		allowed = {
			original_tag = TAH
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}