Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_mahatma
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_mahatma
	icon = GFX_focus_RAJ_mahatma
	prerequisite = {
		focus = RAJ_purna_swaraj
	}
	x = -6
	y = 8
	relative_position_id = RAJ_purna_swaraj
	mutually_exclusive = {
		focus = RAJ_league_against_gandhism
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = RAJ_great_depression_price_controls RAJ_his_majestys_loyal_government RAJ_league_against_gandhism
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = RAJ_GOE_jawaharlal_nehru RAJ_mahatma_mohandas_gandhi
		unlock_decision_tooltip = {
			decision = RAJ_GOE_urge_non_violence
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_jerusalem_strategy
Constructs: prerequisite, limit, has_war_with, completion_reward, add_dynamic_modifier, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_jerusalem_strategy
	icon = GFX_goal_generic_defense_of_the_lands
	relative_position_id = ISR_begin_approach
	x = 0
	y = 1
	cost = 3
	prerequisite = {
		focus = ISR_begin_approach
	}
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
		}
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_war_with = PAL JOR EGY SYR IRQ LEB
				}
			}
			if = {
				limit = {
					controls_state = 1016
				}
				1016 = {
					add_dynamic_modifier = {
						modifier = r56_ISR_jerusalem_strategy
						scope = ISR
					}
				}
			}
			else = {
				1016 = {
					add_dynamic_modifier = {
						modifier = r56_ISR_retake_jerusalem
						scope = ISR
					}
				}
			}
		}
		else = {
			1016 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = 1086
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Unterseeboots Flotte
Source: game
File: history/units/GER_1939_naval_mtg.txt

Code:
fleet = {
	name = Unterseeboots Flotte
	naval_base = 6389
	task_force = {
		name = I. U-Boots-Flot. Weddigen
		location = 6389
		ship = {
			ordered_name = 9
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 13
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 15
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 17
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 19
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 21
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 23
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		}
	} {
		name = II. U-Boots-Flot. Saltzwedel
		location = 241
		ship = {
			ordered_name = 25
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 26
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = GER
					version_name = Type II
				}
			}
		} {
			ordered_name = 27
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GER
					version_name = Type VII
				}
			}
		} {
			ordered_name = 28
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GER
					version_name = Type VII
				}
			}
		} {
			ordered_name = 29
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GER
					version_name = Type VII
				}
			}
		} {
			ordered_name = 30
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = GER

# ... (truncated)
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Floating_Fortresses
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, has_focus_autohide_rule_trigger_r56, has_subdoctrine_in_track, add_daily_mastery
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Floating_Fortresses
	icon = GFX_focus_generic_navy_battleship2
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = 3
	y = 1
	prerequisite = {
		focus = RAJ_Reform_the_Royal_Indian_Navy
	}
	relative_position_id = RAJ_Reform_the_Royal_Indian_Navy
	offset = {
		x = -2
		trigger = {
			has_completed_focus = RAJ_asias_regional_naval_power_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = carriers
			}
			add_daily_mastery = {
				name = RAJ_Floating_Fortresses
				amount = 0.4
				days = 180
				track = carriers
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = RAJ_Floating_Fortresses
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		add_tech_bonus = {
			name = RAJ_Floating_Fortresses
			bonus = 1
			uses = 1
			category = ca_tech bb_tech bc_tech
		} {
			name = RAJ_Floating_Fortresses
			bonus = 0.75
			uses = 2
			technology = basic_medium_battery improved_medium_battery basic_heavy_battery improved_heavy_battery
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Military Industrial Organization
Component: UKR_factory_183_organization
Source: game
File: common/military_industrial_organization/organizations/UKR_organization.txt

Code:
UKR_factory_183_organization = {
	name = UKR_generic_motorized_equipment_manufacturer
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_1
	allowed = {
		tag = UKR
	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: AI Strategy
Component: ROM_train_and_support_equipment_minimum
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_train_and_support_equipment_minimum = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 1
	} {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: Wiki Documentation
Construct: Use
Source: wiki
File: wiki/Template%3ATemplate_doc_page_transcluded.html

Doc:
Use

```
<includeonly>{{Template doc page transcluded}}</includeonly>
```

or
```
<includeonly>{{Template doc page transcluded|pagename}}
```

Place at the top of a template documentation page (usually a "Template:Template name/doc" page) that is transcluded on the template's own page (Template:Template name). If the documentation page is not named "doc" and/or its transclusion is via another subpage (e.g. "Template:Template name/example"), use the second form of syntax above and replace pagename accordingly (i. e. with "example"; it is always supposed that the documentation is on a subpage of the template page.
### Entity: Character
Component: MZB_awt
Source: game
File: common/characters/MZB.txt

Code:
MZB_awt = {
	advisor = {
		slot = theorist
		idea_token = MZB_awt
		ledger = air
		allowed = {
			original_tag = MZB
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: GER_iron_pact_italy
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_iron_pact_italy = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ITA = {
			has_completed_focus = ITA_pact_of_steel
			exists = yes
		}
	}
	abort = {
		NOT = {
			country_exists = ITA
		}
	}
	ai_strategy = {
		type = befriend
		id = ITA
		value = 100
	} {
		type = alliance
		id = ITA
		value = 100
	}
}
### Entity: Event
Component: mandate_palestine.71
Constructs: fire_only_once, has_country_leader, retire_country_leader
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.71
	title = mandate_palestine.71.t
	desc = mandate_palestine.71.d
	picture = GFX_report_event_MPL_macmichael
	trigger = {
		TAG = MPL
		date = > 1944.8.30
		has_country_leader = {
			character = MPL_harold_macmichael
		}
	}
	fire_only_once = yes
	option = {
		name = mandate_palestine.71.a
		retire_country_leader = yes
		promote_character = MPL_alan_cunningham
	}
}
### Entity: Character
Component: HOL_hendrik_seyffardt
Constructs: has_government, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_hendrik_seyffardt = {
	advisor = {
		slot = army_chief
		idea_token = HOL_hendrik_seyffardt
		allowed = {
			OR = {
				original_tag = HOL INS
			}
			has_dlc = Man the Guns
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			has_government = fascism
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_hendrik_seyffardt
	portraits = {
		army = {
			small = GFX_idea_HOL_hendrik_seyffardt
		}
	}
}
### Entity: Order of Battle
Component: Minamitorishima Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Minamitorishima Kichi Shubitai
	location = 13026
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: CRO_CAV_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Konjièka Divizija
	ordered = {
		1 = {
			%d. Konjièka Divizija
		}
		2 = {
			%d. Konjièka Divizija
		}
		3 = {
			%d. Konjièka Divizija
		}
		4 = {
			%d. Konjièka Divizija
		}
		5 = {
			%d. Konjièka Divizija
		}
		6 = {
			%d. Konjièka Divizija
		}
		7 = {
			%d. Konjièka Divizija
		}
		8 = {
			%d. Konjièka Divizija
		}
		9 = {
			%d. Konjièka Divizija
		}
		10 = {
			%d. Konjièka Divizija
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_draw_new_mobilization_plans
Constructs: shared_focus, prerequisite, completion_reward, unlock_decision_category_tooltip, unlock_decision_tooltip, add_command_power
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_draw_new_mobilization_plans
	icon = GFX_focus_LAT_threat_on_our_border
	prerequisite = {
		focus = LAT_general_modernization_plan
	}
	relative_position_id = LAT_general_modernization_plan
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_category_tooltip = LAT_mobilization_plans
		unlock_decision_tooltip = {
			decision = LAT_plan_A
			show_effect_tooltip = yes
		} {
			decision = LAT_plan_D
			show_effect_tooltip = yes
		} {
			decision = LAT_plan_K
			show_effect_tooltip = yes
		}
		add_command_power = 50
	}
}
### Entity: Character
Component: SPR_jose_asensio_torrado
Constructs: has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_jose_asensio_torrado = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_jose_asensio_torrado
		portraits = {
			army = {
				large = GFX_portrait_SPR_jose_asensio_torrado
				small = GFX_portrait_SPR_jose_asensio_torrado_small
			}
		}
		corps_commander = {
			traits = {
				career_officer infantry_leader
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
			legacy_id = 1101
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_jose_asensio_torrado
		portraits = {
			army = {
				large = GFX_portrait_SPR_jose_asensio_torrado
				small = GFX_portrait_SPR_jose_asensio_torrado_small
			}
		}
		corps_commander = {
			traits = {
				defensive_doctrine organisational_leader
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 1
			legacy_id = 1100
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_a_humiliation
Constructs: has_country_flag, completion_reward, allow_branch, add_popularity
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_a_humiliation
	icon = GFX_goal_generic_crisis
	x = 5
	y = 0
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	cost = 1
	allow_branch = {
		has_country_flag = ISR_suez_contested_event_happened
	}
	completion_reward = {
		add_popularity = {
			ideology = EGY
			popularity = -0.05
		}
	}
}
### Entity: AI Strategy
Component: JAP_naval_blockade
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_naval_blockade = {
	objective_type = naval_blockade
	available_for = {
		JAP
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Idea
Component: SPR_national_strikes_5
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_5 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		production_speed_buildings_factor = -0.2
	}
}
### Entity: AI Strategy
Component: EAI_ADVISOR_war_industrialist
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_war_industrialist = {
	name = EAI_ADVISOR_war_industrialist
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_war_industrialist_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		war_industrialist = 50000
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_New_Fighter_Designs
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_New_Fighter_Designs
	icon = GFX_goal_zero_blue
	cost = 10
	prerequisite = {
		focus = PAK_Form_the_Air_Force
	}
	x = 37
	y = 2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_New_Fighter_Designs
			uses = 1
			bonus = 1
			category = light_air
		}
	}
}
### Entity: Event
Component: kmt.190
Constructs: is_triggered_only, limit, is_faction_leader, add_to_faction, add_to_war
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.190
	title = kmt.190.t
	desc = kmt.190.d
	picture = GFX_report_event_japanese_soldiers_01
	is_triggered_only = yes
	option = {
		name = kmt.190.a
		effect_tooltip = {
			if = {
				limit = {
					JAP = {
						is_faction_leader = yes
					}
				}
				JAP = {
					add_to_faction = ROOT
				}
			}
			add_to_war = {
				targeted_alliance = JAP
				enemy = CHI
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_rallying_the_adjective_people
Constructs: prerequisite, add_ideas, completion_reward, is_subject
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_rallying_the_adjective_people
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = HOA_a_jagged_alliance
	}
	x = 0
	y = 1
	relative_position_id = HOA_a_jagged_alliance
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = HOA_rallying_the_people_idea
	}
}
### Entity: Order of Battle
Component: Army High Command
Constructs: division_template
Source: game
File: history/units/IRE_1936.txt

Code:
division = {
	name = Army High Command
	location = 11293
	division_template = Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: SWE_vattenfall
Constructs: has_country_flag, has_dlc, research_bonus
Source: game
File: common/ideas/sweden.txt

Code:
SWE_vattenfall = {
	picture = SWE_vattenfall
	allowed = {
		original_tag = SWE
		has_dlc = Arms Against Tyranny
	}
	visible = {
		NOT = {
			has_country_flag = SWE_has_unlocked_vattenfall_upgrade
		}
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {
		custom_modifier_tooltip = SWE_vattenfall_upgrade_tt
	}
}
### Entity: AI Strategy
Component: FRA_army_production_early
Constructs: has_capitulated, build_army
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_army_production_early = {
	allowed = {
		tag = FRA
	}
	enable = {
		OR = {
			date = > 1939.1.1
		}
		has_capitulated = no
	}
	abort = {
		has_capitulated = yes
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 12
	} {
		type = build_army
		id = garrison
		value = 5
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_abolish_agrarian_society_criteria
Constructs: prerequisite, completion_reward, has_war_support, has_war_with_major, has_dynamic_modifier, cancel_if_invalid, remove_agrarian_society_if_void
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_abolish_agrarian_society_criteria
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = RAJ_relax_agrarian_society_criteria RAJ_regimental_loyalty
	}
	x = -1
	y = 1
	relative_position_id = RAJ_regimental_loyalty
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_support = > 0.68
		OR = {
			has_war_with_major = yes
			surrender_progress = > 0.2
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = idea_RAJ_agrarian_society
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = RAJ_abolish_agrarian_society_criteria_tt
		subtract_from_variable = {
			RAJ_recruitment_offices_timeout_max = 3
		}
		remove_agrarian_society_if_void = yes
	}
}
### Entity: Effect Reference
Construct: remove_country_leader_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_country_leader_trait

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

```
Remove country leader trait from the scoped character or scoped country's leader.
In scoped character, will need to give the ideology if the character has several country leader roles.
Example 1: SOV_joseph_stalin = { remove_country_leader_trait = underage_monarch }
Example 2: HUN_miklos_horthy = { remove_country_leader_trait = { ideology = oligarchism trait = anti_communist } }
Example 3: SOV = { remove_country_leader_trait = underage_monarch }
```
### Entity: Character
Component: PRC_guerilla_warfare_theorist
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_guerilla_warfare_theorist = {
	random = no
	sprite = 13
	planning_speed = 0.1
	supply_consumption_factor = -0.05
	out_of_supply_factor = -0.05
	guerilla_war_mastery_gain_factor = 0.15
	peoples_war_mastery_gain_factor = 0.15
}
### Entity: Idea
Component: EAI_HARD/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: POL_Ford_Polska
Constructs: has_completed_focus, has_war_with, has_country_flag, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Ford_Polska = {
	allowed = {
		original_TAG = POL
	}
	available = {
		NOT = {
			has_war_with = USA
		}
		OR = {
			has_country_flag = POL_Invest_In_Ford POL_Invited_Foreign_Motor_Companies
			has_completed_focus = POL_Attract_Foreign_Investment
		}
	}
	picture = ford_motor_company
	cost = 75
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		mechanized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	modifier = {

	}
}
### Entity: Trigger Reference
Construct: is_fighting_in_terrain
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_fighting_in_terrain

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check what terrain is in combat
```
### Entity: National Focus
Tree: pol_focus
Component: POL_air_innovations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_air_innovations
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = POL_air_base_expansion
	}
	x = -1
	y = 1
	relative_position_id = POL_air_base_expansion
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_air_innovations
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Character
Component: CZE_bohumil_lausman
Constructs: limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_bohumil_lausman = {
	name = CZE_bohumil_lausman
	portraits = {
		army = {
			small = GFX_idea_CZE_bohumil_lausman
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_bohumil_lausman
		allowed = {
			original_tag = CZE
		}
		available = {

		}
		cost = 150
		traits = {
			captain_of_industry
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_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_increase_effect = yes
				}
			}
		}
	}
}
### Entity: Character
Component: OCC_acr
Source: game
File: common/characters/OCC.txt

Code:
OCC_acr = {
	advisor = {
		slot = air_chief
		idea_token = OCC_acr
		allowed = {
			original_tag = OCC
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Character
Component: HUN_the_regent_2
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_the_regent_2 = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = 0.05
	political_power_factor = -0.05
	neutrality_drift = 0.01
}