Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, has_war_with, add_war_support, has_country_flag, fire_only_once, add_political_power
Source: game
File: common/decisions/CZE.txt

Code:
political_actions = {
	CZE_restore_civilian_leadership = {
		priority = 11
		icon = GFX_decision_hol_war_on_pacifism
		allowed = {
			original_tag = CZE
		}
		ai_will_do = {
			base = 5
		}
		visible = {
			has_country_leader = {
				character = CZE_jan_syrovy
				ruling_only = yes
			}
		}
		available = {
			NOT = {
				has_country_flag = CZE_jan_syrovy_was_recently_made_leader_flag
			}
			has_war = no
			has_country_leader = {
				character = CZE_jan_syrovy
				ruling_only = yes
			}
		}
		complete_effect = {
			remove_country_leader_role = {
				character = CZE_jan_syrovy
				ideology = conservatism
			}
			retire_country_leader = yes
		}
	}
	CZE_recall_zdenko_hudecek = {
		priority = 10
		icon = GFX_decision_SWE_set_navy_budget
		allowed = {
			original_tag = CZE
		}
		visible = {
			if = {
				limit = {
					has_dlc = Peace For Our Time
				}
				has_completed_focus = CZE_reform_the_naval_detachment
			}
			else = {
				has_completed_focus = CZE_access_to_the_sea
			}
		}
		available = {
			if = {
				limit = {
					has_dlc = Peace For Our Time
				}
				has_completed_focus = CZE_reform_the_naval_detachment
			}
			else = {
				has_completed_focus = CZE_access_to_the_sea
			}
		}
		custom_cost_trigger = {
			command_power = > 24
		}
		custom_cost_text = decision_cost_CP_25
		fire_only_once = yes
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			set_country_flag = CZE_unlock_zdenko_hudecek_flag
			if = {
				limit = {
					has_dlc = Peace For Our Time
				}
				show_unit_leaders_tooltip = CZE_zdenko_hudecek
				custom_effect_tooltip = generic_skip_one_line_tt available_theorist generic_skip_one_line_tt available_chief_of_navy generic_skip_one_line_tt available_military_high_command
				show_ideas_tooltip = CZE_zdenko_hudecek_theorist_mun CZE_zdenko_hudecek_navy_chief_mun CZE_zdenko_hudecek_high_command_mun
			}
			else = {
				custom_effect_tooltip = available_chief_of_navy generic_skip_one_line_tt available_military_high_command
				show_ideas_tooltip = CZE_zdenko_hudecek_navy_chief CZE_zdenko_hudecek_high_command
			}
		}
	}
	CZE_sudeten_promise_mission = {
		priority = 12
		icon = GFX_decision_CHL_carabineros
		allowed = {
			always = no
		}
		days_mission_timeout = 365
		available = {
			OR = {
				any_country_with_original_tag = {
					original_tag_to_check = CZE
					OR = {
						controls_state = 69 972 74
					}
					
# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_cruiser_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_cruiser_effort
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = VNZ_large_navy VNZ_flexible_navy
	}
	relative_position_id = VNZ_large_navy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cl_tech ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_develop_cities
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_develop_cities
	icon = GFX_focus_generic_low_cost_housing
	prerequisite = {
		focus = PER_tehran_power_plant
	}
	x = 0
	y = 1
	relative_position_id = PER_tehran_power_plant
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		266 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		419 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Technology
Component: advanced_ship_hull_cruiser
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_cruiser_4
	}
	enable_equipment_modules = {
		cruiser_ship_engine_4
	}
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 20
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			OR = {
				tag = ENG USA
			}
		}
	}
	categories = {
		naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Music Config
Component: base_music/claustrophobic_march
Constructs: has_government, has_stability, has_idea_with_trait
Source: game
File: music/mtg_songs.txt

Code:
music = {
	song = claustrophobic_march
	chance = {
		factor = 1
		modifier = {
			not = {
				original_tag = ENG
			}
			factor = 0.25
		} {
			has_stability = < 0.5
			factor = 1.5
		} {
			original_tag = ENG
			has_idea_with_trait = fascist_demagogue
			not = {
				has_government = fascism
			}
			factor = 2
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_wherever_the_cross_points
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_timed_idea, set_party_name
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_wherever_the_cross_points
	icon = GFX_focus_HUN_wherever_the_cross_points
	prerequisite = {
		focus = wuw_HUN_heirs_of_the_huns wuw_HUN_sway_the_count
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_heirs_of_the_huns
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = HUN_arrow_cross_idea
			days = 800
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = fascism
			long_name = HUN_arrow_cross_party_long
			name = HUN_arrow_cross_party
		}
	}
}
### Entity: Modifier Reference
Component: PAR_airforce_modifier
Constructs: industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
PAR_airforce_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PAR_airforce
	air_doctrine_cost_factor = JUNO_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = JUNO_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = JUNO_airforce_modifier_air_range_factor
	air_superiority_efficiency = JUNO_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = JUNO_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = JUNO_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = JUNO_airforce_modifier_air_agility_factor
	ground_attack_factor = JUNO_airforce_modifier_ground_attack_factor
	experience_gain_air = JUNO_airforce_modifier_experience_gain_air
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = JUNO_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = JUNO_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = JUNO_airforce_modifier_air_cas_present_factor
	air_defence_factor = JUNO_airforce_modifier_air_defence_factor
}
### Entity: Idea
Component: r56_CAN_quebec_conscription_idea_02
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_quebec_conscription_idea_02 = {
	name = r56_CAN_quebec_conscription_idea
	picture = r56_CAN_quebec_conscription_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = quebec_conscription_02_tt
	}
}
### Entity: Idea
Component: BUL_government_reforms_communists_01
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_government_reforms_communists_01 = {
	picture = generic_political_support
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		conscription = 0.02
	}
}
### Entity: Idea
Component: GER_deutsche_reichsbahn_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_deutsche_reichsbahn_improved = {
	name = GER_deutsche_reichsbahn
	picture = GER_deutsche_reichsbahn
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_kriegslokomotiven
	}
	cost = 150
	research_bonus = {
		train_tech = 0.15
	}
	equipment_bonus = {
		train_equipment_2 = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	traits = {
		improved_railway_company
	}
}
### Entity: Character
Component: HOL_anton_de_kom
Constructs: has_completed_focus, has_government, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_anton_de_kom = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_anton_de_kom
		allowed = {
			OR = {
				original_tag = HOL SWE CHL INS
			}
			has_dlc = Man the Guns
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			OR = {
				AND = {
					original_tag = HOL
					has_government = communism
					has_completed_focus = HOL_decolonization
				} {
					original_tag = INS
					has_government = communism
				}
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			colonial_communist
		}
	}
	name = HOL_anton_de_kom
	portraits = {
		army = {
			small = GFX_idea_HOL_anton_de_kom
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AFrance_National_Focus_Tree.jpeg.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
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The following pages link to File:France National Focus Tree.jpeg:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:France_National_Focus_Tree.jpeg"
### Entity: Character
Component: KHM_ma_buqing
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_buqing = {
	name = Ma Buqing
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = army_chief
		idea_token = KHM_ma_buqing
		allowed = {
			original_tag = KHM
		}
		traits = {
			army_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Country History
Country: FSA
Component: FSA_technology
Constructs: set_technology
Source: game
File: history/countries/FSA - Federation of South Arabia.txt

Code:
# Starting Technologies for FSA
set_technology = {
	infantry_weapons = 1
}
### Entity: Unit Template
Component: KUR_MTN_01
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		KUR
	}
	can_use = {
		NOT = {
			is_puppet_of = FRA
		}
	}
	division_types = {
		mountaineers
	}
	fallback_name = Dabeşkirina Çiya %d
	ordered = {
		1 = {
			Dabeşkirina Çiya %d
		}
		2 = {
			Dabeşkirina Çiya %d
		}
		3 = {
			Dabeşkirina Çiya %d
		}
		4 = {
			Dabeşkirina Çiya %d
		}
		5 = {
			Dabeşkirina Çiya %d
		}
		6 = {
			Dabeşkirina Çiya %d
		}
		7 = {
			Dabeşkirina Çiya %d
		}
		8 = {
			Dabeşkirina Çiya %d
		}
		9 = {
			Dabeşkirina Çiya %d
		}
		10 = {
			Dabeşkirina Çiya %d
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Electrify_the_Network
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Electrify_the_Network
	icon = GFX_goal_generic_railroad
	cost = 10
	prerequisite = {
		focus = RAJ_Foster_Private_Investment RAJ_Establish_the_Planning_Commission
	}
	mutually_exclusive = {
		focus = RAJ_Cross_Country_Railways
	}
	ai_will_do = {
		factor = 5
	}
	x = 2
	relative_position_id = RAJ_Cross_Country_Railways
	completion_reward = {
		add_ideas = RAJ_electrification_railways
		add_power_balance_value = {
			id = r56_south_asia_religious_bop
			value = -0.05
		}
	}
}
### Entity: Event
Component: wtt_germany.41
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.41
	title = wtt_germany.41.t
	desc = wtt_germany.41.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = excellent
		hidden_effect = {
			news_event = {
				id = wtt_news.16
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: RAJ_pratap_singh_rao_gaekwad
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_pratap_singh_rao_gaekwad = {
	name = RAJ_pratap_singh_rao_gaekwad
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_pratap_singh_rao_gaekwad
			small = GFX_portrait_RAJ_pratap_singh_rao_gaekwad_small
		}
		army = {
			large = GFX_portrait_RAJ_pratap_singh_rao_gaekwad
			small = GFX_portrait_RAJ_pratap_singh_rao_gaekwad_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_financial_strategist
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = WIS
					has_country_leader = {
						ruling_only = yes
						character = RAJ_pratap_singh_rao_gaekwad
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_pratap_singh_rao_gaekwad
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_costly_reformer
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_invite_japanese_investors
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_invite_japanese_investors
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = MAN_tsr_first_five_year_plan
	}
	x = -3
	y = 1
	relative_position_id = MAN_tsr_first_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				328
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP = {
			country_event = {
				id = tsr_manchukuo.13
				hours = 4
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_ussr_academy_of_sciences_dynamic_modifier
Constructs: research_speed_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_ussr_academy_of_sciences_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_ussr_academy_of_sciences_ccp_2d_sov_compatibility
	research_speed_factor = SOV_academy_of_sciences_research_speed_factor
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_worker_communes
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_form_worker_communes
	icon = GFX_social_welfare
	x = 0
	y = 1
	cost = 8
	prerequisite = {
		focus = AFG_form_weekh_zalmian
	}
	relative_position_id = AFG_form_weekh_zalmian
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = AFG_worker_communes
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: argentina.34
Constructs: is_triggered_only
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.34
	title = argentina.34.t
	desc = argentina.34.d
	is_triggered_only = yes
	option = {
		name = argentina.34.a
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/AIR/maritime_patrol
Constructs: has_war, limit, has_war_with, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/AIR/maritime_patrol = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/AIR/maritime_patrol_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/maritime_patrol = global.EAI_ON
					}
				}
				OR = {
					AND = {
						date = > 1942.1.1
						num_of_military_factories = > 250
						check_variable = {
							num_fighters_deployed = > 15000
						}
						NOT = {
							surrender_progress = > 0
						} {
							any_home_area_neighbor_country = {
								has_war_with = ROOT
							}
						}
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/maritime_patrol = FROM: [?EAI_FOCUS/AIR/maritime_patrol] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/AIR/maritime_patrol = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/AIR/maritime_patrol = global.EAI_OFF
					}
				}
				OR = {
					AND = {
						date = > 1942.1.1
						OR = {
							AND = {
								num_of_military_factories = < 75
							} {
								has_war = yes
								OR = {
									surrender_progress = > 0.1
									check_variable = {
										num_fighters_deployed = < 2000
									}
								}
							}
						}
					}
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/AIR/maritime_patrol = FROM: [?EAI_FOCUS/AIR/maritime_patrol] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/AIR/maritime_patrol = global.EAI_OFF
			}
		}
	}
}
### Entity: Unit Template
Component: MAL_INF_07
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_07 = {
	name = Special Forces Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Rejimen Gerak Khas
	ordered = {
		1 = {
			%d Rejimen Gerak Khas
		}
		2 = {
			%d Rejimen Gerak Khas
		}
		3 = {
			%d Rejimen Gerak Khas
		}
		4 = {
			%d Rejimen Gerak Khas
		}
		5 = {
			%d Rejimen Gerak Khas
		}
	}
}
### Entity: Character
Component: SKK_paljor_namgyal
Source: game
File: common/characters/SKK.txt

Code:
SKK_paljor_namgyal = {
	name = Paljor Namgyal
	portraits = {
		army = {
			large = gfx/leaders/SKK/r56_portrait_SKK_Paljor_Namgyal.dds
			small = GFX_idea_asia_generic_land_3
		}
	}
	advisor = {
		cost = 100
		slot = air_chief
		idea_token = SKK_paljor_namgyal
		allowed = {
			original_tag = SKK
		}
		traits = {
			air_chief_reform_1
		}
	}
	corps_commander = {
		traits = {
			air_force_ties
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Decision
Component: NOR_historical_deploy_prep_decisions_category
Constructs: has_completed_focus, has_defensive_war
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_historical_deploy_prep_decisions_category = {
	icon = GFX_decision_category_NOR_democratic_deploy_prep
	picture = GFX_decision_cat_picture_develop_norway
	priority = 7
	visible = {
		has_completed_focus = NOR_broken_gun_policies NOR_weathering_the_storm_to_come
		has_defensive_war = yes
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_car_and_oil_rationing
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_car_and_oil_rationing
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = CZE_national_defense_act
	}
	relative_position_id = CZE_national_defense_act
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_truck_attrition_factor = -0.05
			tooltip = truck_attrition_factor_tt
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 200
		}
		add_timed_idea = {
			idea = CZE_car_and_oil_rationing_idea
			days = 730
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_super_low_increase_effect = yes
			unlock_decision_tooltip = CZE_bop_car_rationing
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Unit Template
Component: PRU_BC_HISTORICAL
Source: game
File: common/units/names_ships/PRU_ship_names.txt

Code:
PRU_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		PRU
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = BAP 
	fallback_name = Crucero de Batalla %d
	unique = {
		Lima Mariscal Cáceres Gloriosa
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_regimental_loyalty
Constructs: prerequisite, completion_reward, has_war_support, has_dynamic_modifier, cancel_if_invalid, add_to_variable, remove_agrarian_society_if_void
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_regimental_loyalty
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = RAJ_legacy_of_military_service
	}
	x = 2
	y = 0
	relative_position_id = RAJ_relax_agrarian_society_criteria
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_support = > 0.4
	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_relax_agrarian_society_criteria_tt
		add_to_variable = {
			RAJ_agrarian_society_conscription_factor = 0.09
			tooltip = conscription_factor_tt
		} {
			RAJ_agrarian_society_mobilization_speed = 0.09
			tooltip = mobilization_speed_tt
		} {
			RAJ_agrarian_society_mobilization_laws_cost_factor = -0.27
			tooltip = mobilization_laws_cost_factor_tt
		}
		remove_agrarian_society_if_void = yes
	}
}
### Entity: Order of Battle
Component: air_wing_137
Source: game
File: history/units/SOV_1936_air_bba.txt

Code:
air_wings = {
	137 = {
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 54
			version_name = DB-3
		}
	}
}