Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_royal_palace_bureau_directive_no_1523
Constructs: prerequisite, limit, completion_reward, add_timed_idea, has_dlc, every_military_industrial_organization, add_mio_funds, unlock_decision_tooltip
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_royal_palace_bureau_directive_no_1523
	icon = GFX_focus_generic_money_for_equipment
	x = 0
	y = 1
	relative_position_id = SIA_crack_down_of_foreign_merchants
	prerequisite = {
		focus = SIA_crack_down_of_foreign_merchants
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_SIA_royal_palace_bureau_directive_no_1523
			days = 365
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				add_mio_funds = 1500
			}
		}
		custom_effect_tooltip = newline_tt
		unlock_decision_tooltip = {
			decision = SIA_cultivate_civilian_wing
			show_effect_tooltip = yes
			show_modifiers = yes
		} {
			decision = SIA_cultivate_military_wing
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: CHL_francisco_encina
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_francisco_encina = {
	name = CHL_francisco_encina
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_francisco_encina_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_francisco_encina
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_utilize_national_populism
				has_government = fascism
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_utilize_national_populism
				has_government = fascism
			}
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict CHL_the_future_of_Chile
				}
			}
		}
		traits = {
			JUNO_agricultural_national_socialist
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_USS_quincy_meeting
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_USS_quincy_meeting
	icon = GFX_focus_ARG_study_the_battle_of_the_river_plate
	cost = 5
	prerequisite = {
		focus = SAU_western_alignment
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	ai_will_do = {
		factor = 45
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 2500
			producer = USA
		}
		custom_effect_tooltip = generic_skip_one_line_tt NIC_dock_access
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		hidden_effect = {
			USA = {
				diplomatic_relation = {
					country = NIC
					relation = docking_rights
					active = yes
				}
			}
		}
	}
	x = -1
	y = 1
	relative_position_id = SAU_western_alignment
}
### Entity: National Focus
Component: ah_equipment_effort_2
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_equipment_effort_2
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = ah_equipment_effort
	}
	x = 0
	y = 2
	relative_position_id = ah_equipment_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Military Industrial Organization
Component: ITA_cantiere_oto_organization
Constructs: has_completed_focus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_cantiere_oto_organization = {
	include = generic_escort_ship_organization
	icon = GFX_idea_ITA_oto
	allowed = {
		tag = ITA
	}
	available = {
		FROM = {
			controls_state = 158
		}
		ITA_is_northern_designer = yes
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_ship_screen_ship_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_FIN
Source: game
File: common/ai_focuses/FIN.txt

Code:
ai_focus_military_equipment_FIN = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Modifier Reference
Construct: request_lease_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## request_lease_tension

* Number with 1 decimal places
* **Categories**: country
### Entity: Character
Component: RAJ_GOE_william_rhodes_davis
Constructs: has_country_flag, has_dlc, modify_building_resources
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_william_rhodes_davis = {
	name = RAJ_GOE_william_rhodes_davis
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_william_rhodes_davis_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_william_rhodes_davis
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_country_flag = RAJ_industrialists_joined_eic
		}
		on_add = {
			ROOT = {
				modify_building_resources = {
					building = synthetic_refinery
					resource = rubber
					amount = 1
				}
			}
		}
		on_remove = {
			ROOT = {
				modify_building_resources = {
					building = synthetic_refinery
					resource = rubber
					amount = -1
				}
			}
		}
		traits = {
			independent_oil_operator
		}
	}
}
### Entity: Character
Component: PER_fascist_dynasty
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PER_fascist_dynasty = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	political_power_factor = 0.05
	fascism_drift = 0.03
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: SPR_international_brigdes_r56_idea
Constructs: has_civil_war
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_international_brigdes_r56_idea = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		original_tag = SPR
		has_civil_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_civil_war = yes
	}
	modifier = {
		training_time_factor = -0.1
		army_speed_factor = 0.1
		weekly_manpower = 1000
	}
}
### Entity: Idea
Component: GRE_friendly_republicans
Constructs: stability_factor, check_variable, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_friendly_republicans = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_republican_loyalty = 1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		conscription_factor = 0.15
	}
}
### Entity: Idea
Component: MEX_left_wing_paramilitaries
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_left_wing_paramilitaries = {
	name = MEX_left_wing_paramilitaries
	picture = MEX_revolutionary_army
	allowed = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		OR = {
			has_government = communism neutrality
		}
	}
	modifier = {
		military_leader_cost_factor = 0.5
		max_command_power = 25
		communism_drift = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: AI Strategy
Component: SOV_support_opposition_with_arms
Constructs: has_country_flag, has_global_flag, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_support_opposition_with_arms = {
	allowed = {
		always = yes
	}
	enable = {
		OR = {
			AND = {
				tag = JAP
				SOV = {
					has_country_flag = SOV_CSW_transfer_vladivostok_flag
				}
			} {
				tag = JAP
				SOV = {
					has_country_flag = SOV_CSW_transfer_sakhalin_flag
				}
			} {
				tag = GER
				SOV = {
					has_country_flag = SOV_CSW_baku_oil_flag
				}
			} {
				tag = GER
				SOV = {
					has_country_flag = SOV_CSW_ukraine_germany_flag
				}
			} {
				tag = ENG
				SOV = {
					has_country_flag = SOV_CSW_belarus_uk_flag
				}
			}
			has_country_flag = SOV_supporting_trotsky_flag
		}
		NOT = {
			tag = SOV
		}
	}
	abort = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SOV
		value = 100
	} {
		type = send_lend_lease_desire
		id = SOV
		value = 300
	}
}
### Entity: Unit Template
Component: PRU_BB_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = BAP 
	fallback_name = Acorazado %d
	unique = {
		Lima Mariscal Cáceres Gloriosa
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AVolunteer_only.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Volunteer only.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Volunteer_only.png"
### Entity: Scripted Trigger
Component: SWI_councilor_is_neutrality_despotism
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_councilor_is_neutrality_despotism = {
	OR = {
		has_trait = SWI_commander_in_chief SWI_militaristic_nationalist SWI_intelligence_officer SWI_weapons_designer SWI_nationalistic_industrialist
	}
}
### Entity: Event
Component: news.226
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.226
	title = news.226.t
	desc = news.226.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.226.a
		trigger = {
			tag = GRE
		}
	} {
		name = news.226.b
		trigger = {
			NOT = {
				tag = GRE
			}
			OR = {
				has_government = fascism communism
			}
		}
	} {
		name = news.226.c
		trigger = {
			NOT = {
				OR = {
					tag = GRE
					has_government = fascism communism
				}
			}
		}
	}
}
### Entity: Idea
Component: CHL_depression1
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_depression1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.1
		industrial_capacity_factory = -0.1
	}
	picture = great_depression
}
### Entity: Character
Component: vfb_trait_officer
Constructs: political_power_gain, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_officer = {
	random = no
	political_power_gain = -0.1
	war_support_factor = 0.05
	army_org = 1
	special_forces_min = 40
}
### Entity: Idea
Component: CHI_soviet_military_cooperation_idea
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_soviet_military_cooperation_idea = {
	name = SIK_soviet_military_cooperation
	allowed = {
		always = no
	}
	picture = generic_communist_army
	removal_cost = -1
	cancel = {
		has_war_with = SOV
	}
	modifier = {
		experience_gain_army = 0.05
		army_org_factor = 0.05
		custom_modifier_tooltip = SIK_if_war_with_sov_this_disappears_tt
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_republics_leadership
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_republics_leadership
	icon = GFX_focus_ITA_democratic_leadership
	prerequisite = {
		focus = ITA_italian_socialism
	}
	x = 1
	y = 1
	relative_position_id = ITA_italian_socialism
	cost = 5
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = BBA_italy_democratic_events.01
		ITA_bop_medium_increase_democratic_side_effect = yes
	}
}
### Entity: Character
Component: PAR_vicente_almonacid
Source: game
File: common/characters/PAR.txt

Code:
PAR_vicente_almonacid = {
	advisor = {
		slot = high_command
		idea_token = PAR_vicente_almonacid
		ledger = air
		allowed = {
			original_tag = PAR
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Event
Component: lar_end_the_occupation.3
Constructs: is_triggered_only, ai_chance, limit, has_government, random_other_country, annex_country, load_focus_tree, unlock_national_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_end_the_occupation.3
	title = lar_end_the_occupation.3.t
	desc = lar_end_the_occupation.3.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = lar_end_the_occupation.3.a
		ai_chance = {
			factor = 50
		}
		random_other_country = {
			limit = {
				original_tag = FRA
				has_government = democratic
			}
			country_event = lar_end_the_occupation.4
			effect_tooltip = {
				annex_country = {
					target = VIC
					transfer_troops = yes
				}
			}
		}
	} {
		name = lar_end_the_occupation.3.b
		ai_chance = {
			factor = 50
		}
		load_focus_tree = french_focus
		unlock_national_focus = FRA_revive_the_national_bloc FRA_utilize_the_leagues FRA_national_regeneration FRA_diplomatic_freedom FRA_latin_entente
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_defence_of_cairo
Constructs: prerequisite, completion_reward, has_civil_war, has_capitulated, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_defence_of_cairo
	icon = GFX_goal_generic_city_chain_forts
	relative_position_id = EGY_expand_the_defence_department
	x = 0
	y = 2
	cost = 5
	available = {
		has_civil_war = no
		controls_state = 907
	}
	bypass = {
		OR = {
			has_capitulated = yes
			NOT = {
				controls_state = 907
			}
		}
	}
	prerequisite = {
		focus = EGY_reinforce_the_north EGY_fortify_sudan EGY_the_eastern_frontier
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		907 = {
			add_building_construction = {
				type = bunker
				province = 7011
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				province = 12004
				level = 2
				instant_build = yes
			} {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: minister_of_the_interior_aregai_no_lar
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_the_interior_aregai_no_lar = {
	random = no
	sprite = 13
	surrender_limit = 0.05
	production_speed_buildings_factor = 0.05
	improve_relations_maintain_cost_factor = -0.5
	foreign_subversive_activites = -0.1
}
### Entity: Character
Component: NZL_j_c_nichols
Source: game
File: common/characters/NZL.txt

Code:
NZL_j_c_nichols = {
	name = NZL_j_c_nichols
	portraits = {
		army = {
			small = GFX_idea_NZL_j_c_nichols
		}
	}
	advisor = {
		slot = high_command
		idea_token = NZL_j_c_nichols
		ledger = army
		allowed = {
			original_tag = NZL
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: bal_focus
Component: BAL_UNIFIED_coordinate_the_land_equipment_manufacturers
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_baltic_shared.txt

Code:
shared_focus = {
	id = BAL_UNIFIED_coordinate_the_land_equipment_manufacturers
	icon = GFX_goal_proving_grounds
	cost = 10
	prerequisite = {
		focus = BAL_UNIFIED_baltic_unification
	}
	relative_position_id = BAL_UNIFIED_baltic_unification
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_army_unification generic_recent_economic_unification
		}
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = r56_land_equipment_manufacturers_coordination
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Doctrine
Component: torpedo_primacy
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
torpedo_primacy = {
	track = screens
	name = SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY
	description = SUBDOCTRINE_SCREEN_TORPEDO_PRIMACY_DESC
	icon = GFX_doctrine_submarine_offensive_medium
	xp_cost = 100
	xp_type = navy
	ai_will_do = {
		base = 0
		modifier = {
			factor = 95
			original_tag = JAP
		}
	}
	available = {
		always = yes
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	naval_night_attack = 0.25
	rewards = {
		modern_broadsides = {
			destroyer = {
				torpedo_attack = 0.2
			}
		}
		coordinated_fire_patterns = {
			destroyer = {
				max_organisation = 20
			}
		}
		dedicated_torpedo_task_forces = {
			light_cruiser = {
				sub_attack = 0.2
				torpedo_attack = 0.2
			}
			destroyer = {
				sub_attack = 0.2
			}
		}
		improved_escort_role = {
			destroyer = {
				sub_detection = 0.2
			}
		}
		task_force_integration = {
			light_cruiser = {
				max_organisation = 20
			}
			heavy_cruiser = {
				max_organisation = 20
				sub_detection = 0.2
			}
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_economic_mobilization
Constructs: shared_focus, prerequisite, add_war_support, completion_reward
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_economic_mobilization
	icon = GFX_goal_polish_wartime_industry
	prerequisite = {
		focus = PLY_the_polynesian_industrial_fund
	}
	relative_position_id = PLY_the_polynesian_industrial_fund
	x = 1
	y = 1
	cost = 10
	available = {
		threat = > 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.1
		upgrade_economy_law = yes
	}
}
### Entity: Event
Component: MAN_56_event.16
Constructs: is_triggered_only, limit, remove_ideas, add_stability, add_political_power, set_country_flag, every_state, is_core_of
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.16
	title = MAN_56_event.16.t
	desc = MAN_56_event.16.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = MAN_56_event.16.a
		hidden_effect = {
			MAN = {
				country_event = CHI_warlords.19
			}
		}
		MAN = {
			set_country_flag = MAN_chi_refused_cooperation
		} {
			remove_ideas = CHI_hates_japan
		}
		add_political_power = -50
	} {
		name = MAN_56_event.16.b
		add_stability = 0.03
		hidden_effect = {
			MAN = {
				country_event = CHI_warlords.20
			}
		}
		every_state = {
			limit = {
				is_core_of = ROOT MAN
			}
			remove_core_of = ROOT
		}
		custom_effect_tooltip = CHI_remove_chinese_cores_tt
	}
}
### Entity: Event
Component: PER_imperial_events.141
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_war_with, set_autonomy, is_in_faction_with, declare_war_on
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.141
	title = PER_imperial_events.141.t
	desc = PER_imperial_events.141.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.141.a
		ai_chance = {
			base = 90
		}
		hidden_effect = {
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
					end_wars = yes
					end_civil_wars = no
				}
			}
			every_owned_state = {
				teleport_armies = {
					limit = {
						NOT = {
							tag = ROOT
						}
						OR = {
							tag = FROM
							is_in_faction_with = FROM
						}
					}
					to_state_array = owned_controlled_states
				}
			}
		}
		IF = {
			limit = {
				FROM = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				leave_faction = yes
			}
		}
		ROOT = {
			declare_war_on = {
				target = FROM
				type = independence_wargoal
			}
			every_other_country = {
				limit = {
					has_war_with = FROM ROOT
				}
				white_peace = ROOT
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_expand_guadalcanal_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_guadalcanal_bases = {
	name = expand_guadalcanal_bases_goal_name
	description = expand_guadalcanal_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		634 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		634 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 3
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 634
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				original_tag = AST NZL
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america asia
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA_OR_ASIA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = australia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_AUSTRALIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_special_forces
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_special_forces
	icon = GFX_focus_eng_special_air_service
	prerequisite = {
		focus = SWE_the_threat_of_the_iron_curtain
	}
	x = 1
	y = 1
	relative_position_id = SWE_the_threat_of_the_iron_curtain
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden.25
			hours = 1
		}
	}
}