Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_seize_the_production
Constructs: prerequisite, limit, completion_reward, add_autonomy_score, has_variable, check_variable, add_to_variable, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_seize_the_production
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = DEN_seek_industrial_investments
	}
	relative_position_id = DEN_seek_industrial_investments
	x = 0
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_seize_the_production
		}
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = yes
			}
			if = {
				limit = {
					has_variable = DEN_political_edicts_conscription_factor
				}
				if = {
					limit = {
						check_variable = {
							DEN_political_edicts_conscription_factor = < 0.11
						}
					}
					custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
					add_to_variable = {
						DEN_political_edicts_conscription_factor = 0.15
						tooltip = conscription_factor_tt
					}
				}
			}
			else = {
				custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
				add_to_variable = {
					DEN_political_edicts_conscription_factor = 0.15
					tooltip = conscription_factor_tt
				}
			}
		} {
			limit = {
				OR = {
					check_variable = {
						DEN_industrial_capability_local_resources = < 0.06
					} {
						DEN_industrial_capabilities_consumer_goods = < 0.06
					} {
						DEN_industrial_capabilities_retention_efficiency = < 0.06
					} {
						DEN_industrial_capabilities_factory_output = < 0.06
					} {
						DEN_industrial_capabilities_dockyard_output = < 0.06
					} {
						DEN_industrial_capabilities_equipment_conversion = < 0.06
					}
				}
			}
			add_to_variable = {
				DEN_industrial_improvement_tracker_var = 2
			}
			DEN_improve_industrial_capabilities_NS = yes
		} {
			limit = {
				check_variable = {
					DEN_industrial_capability_local_resources = < 0.06
				}
			}
			add_to_variable = {
				DEN_industrial_capability_local_resources = 0.1
				tooltip = local_resources_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_industrial_capabilities_consumer_goods = < 0.16
				}
			}
			add_to_variable = {
				DEN_industrial_capabilities_consumer_goods = 0.1
				tooltip = consumer_goods_factor_tt
			}
		} {
			limit = {
				check_variable = {
					DEN_industrial_capabilities_retention_efficiency = < 0.06
				}
			}
			add_to_vari
# ... (truncated)
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_9
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_9
	icon = GFX_goal_generic_amphibious_assault
	ai_will_do = {
		factor = 2
	}
	x = 32
	y = 3
	prerequisite = {
		focus = MAL_RND_6
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 0.75
			uses = 2
			category = marine_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: MON_1935_state_visit_to_moscow_category
Constructs: limit, has_country_flag, has_country_leader, has_country_leader_with_trait
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_1935_state_visit_to_moscow_category = {
	priority = 120
	icon = generic_crisis
	picture = GFX_decision_cat_MON_foreign_negotiations
	allowed = {
		original_tag = MON
	}
	visible = {
		OR = {
			has_country_leader = {
				character = MON_peljidiin_genden
				ruling_only = yes
			}
			has_country_flag = mon_1935_defence_soviet_imprison_genden_or_empty_train
		}
		if = {
			limit = {
				has_country_flag = MON_political_paths_are_unlocked mon_1935_defence_soviet_imprison_genden_or_empty_train
			}
			OR = {
				NOT = {
					has_country_flag = MON_genden_rescued
				} {
					has_country_flag = MON_genden_was_executed
				}
			}
		} {
			limit = {
				has_country_flag = MON_political_paths_are_unlocked
				NOT = {
					has_country_flag = mon_1935_defence_soviet_imprison_genden_or_empty_train
				}
			}
			has_country_leader_with_trait = out_of_office_trait
		}
	}
	on_map_area = {
		name = MON_path_of_gendens_train
		target_array = global.r56_formables_states_array
		target_trigger = {
			if = {
				limit = {
					ROOT = {
						has_country_flag = MON_genden_route_kiev
					}
				}
				FROM = {
					OR = {
						state = 202 193 224 205 219 253 252 256 249 399 398 573 653 403 571 570 569 568 567 566
					}
				}
			}
			else_if = {
				limit = {
					ROOT = {
						has_country_flag = MON_genden_route_kharkov
					}
				}
				FROM = {
					OR = {
						state = 221 240 260 258 257 255 250 251 652 651 573 572 403 571 570 569 568 567 566
					}
				}
			} {
				limit = {
					ROOT = {
						has_country_flag = MON_genden_route_rostov
					}
				}
				FROM = {
					OR = {
						state = 218 234 235 828 821 232 229 584 830 405 732 586 589 588 654
					}
				}
			}
			else = {
				FROM = {
					OR = {
						state = 219 253 252 256 249 399 398 573 653 403 571 570 569 568 567 566 564 820 330
					}
				}
			}
		}
		zoom = 450
	}
}
### Entity: Event
Component: mtg_news.41
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.41
	title = mtg_news.41.t
	desc = mtg_news.41.desc
	picture = GFX_news_event_ger_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.41.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.41.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Character
Component: CZE_frantisek_machnik
Constructs: has_completed_focus, limit, has_government, has_dlc, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_frantisek_machnik = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_frantisek_machnik
		portraits = {
			army = {
				small = GFX_portrait_CZE_frantisek_machnik_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_frantisek_machnik
			allowed = {
				original_tag = CZE
			}
			available = {
				has_completed_focus = CZE_placate_benes_faction
				has_government = democratic
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CZE_appeal_to_the_castle CZE_increase_funding_from_moscow CZE_negotiations_with_the_autonomous_bloc
					}
				}
			}
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
					}
				}
			}
			traits = {
				CZE_minister_of_defense CZE_benes_lackey
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_frantisek_machnik
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_1
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_frantisek_machnik_dod
			allowed = {
				original_tag = CZE
			}
			available = {
				has_completed_focus = CZE_arms_exports_1
			}
			traits = {
				war_industrialist
			}
		}
	}
}
### Entity: Order of Battle
Component: Kxngthạph Pldpl̀xy S̄yām
Constructs: division_template
Source: game
File: history/units/SIA_comm_revolution.txt

Code:
division = {
	name = Kxngthạph Pldpl̀xy S̄yām
	location = 4392
	division_template = Kxngthạph bk
	start_experience_factor = 0.4
}
### Entity: Effect Reference
Construct: add_to_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_variable

* Supported Scopes: any
* Supported Targets: none

Adds a value, a variable, or a [math expression](script_math_expression.md) to a variable.
### Entity: Doctrine
Component: fire_concentration
Constructs: xp_cost, enable_tactic
Source: game
File: common/doctrines/subdoctrines/land/combat_support_subdoctrines.txt

Code:
fire_concentration = {
	track = combat_support
	name = SUBDOCTRINE_FIRE_CONCENTRATION
	description = SUBDOCTRINE_FIRE_CONCENTRATION_DESC
	icon = GFX_doctrine_fire_concentration_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			original_tag = SOV
		} {
			factor = 75
			original_tag = ENG
		} {
			factor = 75
			original_tag = FRA
		}
	}
	enable_tactic = tactic_overwhelming_fire
	category_line_artillery = {
		defense = 0.05
		max_organisation = 5
	}
	rewards = {
		predicted_fire = {
			category_line_artillery = {
				defense = 0.05
			}
		}
		standing_barrage = {
			artillery_brigade = {
				combat_width = -0.8
			}
			rocket_artillery_brigade = {
				combat_width = -0.8
			}
		}
		artillery_groups = {
			category_regimental_support_artillery = {
				soft_attack = 0.05
				breakthrough = 0.1
			}
			category_support_artillery = {
				soft_attack = 0.05
				breakthrough = 0.1
			}
			category_line_artillery = {
				soft_attack = 0.05
				breakthrough = 0.1
			}
		}
		dedicated_air_support = {
			category_anti_air = {
				air_attack = 0.1
			}
		}
		weakpoint_studies = {
			anti_tank_brigade = {
				ap_attack = 0.1
				hard_attack = 0.1
			}
			artillery_brigade = {
				soft_attack = 0.05
			}
			rocket_artillery_brigade = {
				soft_attack = 0.05
			}
		}
	}
}
### Entity: Decision
Component: SIA_limited_war_cat
Constructs: has_completed_focus, has_capitulated, is_subject
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_limited_war_cat = {
	allowed = {
		original_tag = SIA
	}
	icon = GFX_decision_category_generic_propaganda
	picture = GFX_decision_cat_picture_NOR_building_fascist_support
	priority = 40
	visible = {
		OR = {
			has_completed_focus = SIA_recover_indochina SIA_retake_lost_british_states
		}
		has_capitulated = no
		is_subject = no
		exists = yes
	}
}
### Entity: Modifier Reference
Component: capital_screening_bonus
Constructs: sortie_efficiency
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
capital_screening_bonus = {
	naval_retreat_speed = 0.2
	sortie_efficiency = 0.1
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_approach_the_coordinating_committee
Constructs: prerequisite, add_ideas, has_government, completion_reward, allow_branch, has_capitulated
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_approach_the_coordinating_committee
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = NOR_the_kings_no
	}
	x = -1
	y = 1
	relative_position_id = NOR_the_kings_no
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_capitulated = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			NOR_coordinating_committee
		}
	}
}
### Entity: Character
Component: scientist_trait_rocketry_specialist
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_rocketry_specialist = {
	specialization = {
		specialization_air
	}
	modifier = {
		sp_tag_rocket_speed_factor = 0.05
	}
}
### Entity: Unit Template
Component: NZL_RGR_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_RGR_01 = {
	name = Jungle Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %d NZ Jungle Division
	link_numbering_with = {
		AST_INF_01
	}
	ordered = {
		1 = {
			%dst NZ Jungle Division
		}
		2 = {
			%dnd NZ Jungle Division
		}
		3 = {
			%drd NZ Jungle Division
		}
		4 = {
			%dth NZ Jungle Division
		}
		5 = {
			%dth NZ Jungle Division
		}
		6 = {
			%dth NZ Jungle Division
		}
		7 = {
			%dth NZ Jungle Division
		}
		8 = {
			%dth NZ Jungle Division
		}
		9 = {
			%dth NZ Jungle Division
		}
		10 = {
			%dth NZ Jungle Division
		}
		11 = {
			%dth NZ Jungle Division
		}
		12 = {
			%dth NZ Jungle Division
		}
		13 = {
			%dth NZ Jungle Division
		}
		14 = {
			%dth NZ Jungle Division
		}
		15 = {
			%dth NZ Jungle Division
		}
		16 = {
			%dth NZ Jungle Division
		}
		17 = {
			%dth NZ Jungle Division
		}
		18 = {
			%dth NZ Jungle Division
		}
		19 = {
			%dth NZ Jungle Division
		}
		20 = {
			%dth NZ Jungle Division
		}
		21 = {
			%dst NZ Jungle Division
		}
		22 = {
			%dnd NZ Jungle Division
		}
		23 = {
			%drd NZ Jungle Division
		}
		24 = {
			%dth NZ Jungle Division
		}
		25 = {
			%dth NZ Jungle Division
		}
		26 = {
			%dth NZ Jungle Division
		}
		27 = {
			%dth NZ Jungle Division
		}
		28 = {
			%dth NZ Jungle Division
		}
		29 = {
			%dth NZ Jungle Division
		}
		30 = {
			%dth NZ Jungle Division
		}
		31 = {
			%dst NZ Jungle Division
		}
		32 = {
			%dnd NZ Jungle Division
		}
		33 = {
			%drd NZ Jungle Division
		}
		34 = {
			%dth NZ Jungle Division
		}
		35 = {
			%dth NZ Jungle Division
		}
		36 = {
			%dth NZ Jungle Division
		}
		37 = {
			%dth NZ Jungle Division
		}
		38 = {
			%dth NZ Jungle Division
		}
		39 = {
			%dth NZ Jungle Division
		}
		40 = {
			%dth NZ Jungle Division
		}
		41 = {
			%dst NZ Jungle Division
		}
		42 = {
			%dnd NZ Jungle Division
		}
		43 = {
			%drd NZ Jungle Division
		}
		44 = {
			%dth NZ Jungle Division
		}
		45 = {
			%dth NZ Jungle Division
		}
		46 = {
			%dth NZ Jungle Division
		}
		47 = {
			%dth NZ Jungle Division
		}
		48 = {
			%dth NZ Jungle Division
		}
		49 = {
			%dth NZ Jungle Division
		}
		50 = {
			%dth NZ Jungle Division
		}
		51 = {
			%dst NZ Jungle Division
		}
		52 = {
			%dnd NZ Jungle Division
		}
		53 = {
			%drd NZ Jungle Division
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_expand_the_rand_mines
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_expand_the_rand_mines
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = SAF_south_african_steel
	}
	x = 1
	y = 4
	relative_position_id = SAF_south_african_railways
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SAF_gold_exports
	}
}
### Entity: Character
Component: MOL_acr
Source: game
File: common/characters/MOL.txt

Code:
MOL_acr = {
	advisor = {
		slot = air_chief
		idea_token = MOL_acr
		allowed = {
			original_tag = MOL
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_acr
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_work_with_the_bund
Constructs: prerequisite, has_war_with, add_stability, add_opinion_modifier, completion_reward, has_civil_war, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_work_with_the_bund
	icon = GFX_goal_generic_dangerous_deal
	x = -2
	y = 2
	prerequisite = {
		focus = USA_send_lindbergh_to_germany
	}
	relative_position_id = USA_invite_foreign_support
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		not = {
			has_war_with = GER
		}
	}
	bypass = {
		has_civil_war = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = USA_work_with_the_bund
			}
		}
		set_country_flag = MTG_work_with_the_bund
		custom_effect_tooltip = USA_work_with_the_bund_tt
	}
}
### Entity: Effect Reference
Construct: every_faction_member
Constructs: limit, every_faction_member, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_faction_member

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every faction member of the country's faction in scope (if country does not have a faction it will only work on itself) (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_faction_member = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```
### Entity: National Focus
Tree: ast_focus
Component: AST_red_solidarity
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction, add_to_faction, add_to_war
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_red_solidarity
	icon = GFX_focus_GER_proletarian_solidarity
	prerequisite = {
		focus = AST_chinese_relations
	}
	relative_position_id = AST_chinese_relations
	x = 0
	y = 1
	cost = 10
	available = {
		PRC = {
			has_war_with = CHI
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				PRC = {
					is_in_faction = no
				}
				is_in_faction = yes
			}
			add_to_faction = PRC
		}
		else_if = {
			limit = {
				PRC = {
					is_in_faction = yes
				}
				is_in_faction = no
			}
			PRC = {
				add_to_faction = AST
			}
		}
		else = {
			add_to_war = {
				targeted_alliance = PRC
				enemy = CHI
				hostility_reason = asked_to_join
			}
		}
		custom_effect_tooltip = AST_red_solidarity_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: mongol_greater_mongolia.18
Constructs: ai_chance, has_completed_focus, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once, is_subject
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.18
	title = mongol_greater_mongolia.18.t
	desc = mongol_greater_mongolia.18.d
	picture = GFX_report_event_chinese_officers
	fire_only_once = yes
	trigger = {
		has_country_flag = MON_prepairing_ulaabaatar_conference_flag
		MON = {
			NOT = {
				has_completed_focus = MON_gather_ulaanbaatar_conference
			}
			focus_progress = {
				focus = MON_gather_ulaanbaatar_conference
				progress = > 0.6
			}
		}
		PRC = {
			exists = yes
			is_subject = no
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = mongol_greater_mongolia.18.a
		trigger = {
			NOT = {
				has_war_with = PRC
			}
		}
		ai_chance = {
			base = 1
		}
		CHI = {
			add_opinion_modifier = {
				target = ROOT
				modifier = protest_action
			}
		}
		PRC = {
			country_event = mongol_greater_mongolia.20
		}
	} {
		name = mongol_greater_mongolia.18.b
	}
}
### Entity: AI Strategy
Component: EAI_destroyer_B
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_destroyer_role.txt

Code:
EAI_destroyer_B = {
	category = naval
	roles = {
		naval_screen
	}
	priority = {
		base = 0
		modifier = {
			add = 9000
			check_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
			}
		}
	}
	BASIC_DESTROYER_B = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = current
				}
				fixed_ship_torpedo_slot = {
					any_of = {
						ship_torpedo
					}
					upgrade = current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = current
				}
				rear_1_custom_slot = empty
			}
		}
	}
	IMPROVED_DESTROYER_B = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = current
				}
				fixed_ship_torpedo_slot = {
					any_of = {
						ship_torpedo
					}
					upgrade = current
				}
				front_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = current
				}
				mid_1_custom_slot = empty
				rear_1_custom_slot = empty
			}
		}
	}
	ADVANCED_DESTROYER_B = {
		role_icon_index = 2
		priority = {
			base = 0
			modifier = {
				add = 40000
				has_tech = advanced_ship_hull_
# ... (truncated)
### Entity: National Focus
Tree: mon_focus
Component: MON_central_asia_defensive_pact
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, is_subject, is_in_faction, is_faction_leader, set_rule
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_central_asia_defensive_pact
	icon = GFX_goal_MON_defence
	x = -3
	y = 1
	relative_position_id = MON_stay_on_guard
	cost = 10
	prerequisite = {
		focus = MON_stay_on_guard MON_true_hero_for_the_people
	}
	mutually_exclusive = {
		focus = MON_dream_of_greater_mongolia MON_open_up_the_country
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction = yes
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		is_faction_leader = yes
	}
	completion_reward = {
		add_political_power = 60
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional
			name = kurultai_pact_faction
		}
		unlock_decision_category_tooltip = MON_central_asian_diplomacy
		MON_soviet_low_influence_decrease_effect = yes
		MON_jap_low_influence_decrease_effect = yes
		MON_chi_low_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ALLIANCE FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: AI Strategy
Component: ENG_raiding_fleet_2
Source: game
File: common/ai_navy/fleet/ENG_fleet_templates.txt

Code:
ENG_raiding_fleet_2 = {
	required_taskforces = {
		ENG_ConvoyRaiding_1 = 3
	}
	optional_taskforces = {
		ENG_ConvoyRaiding_1 = 4
	}
}
### Entity: Idea
Component: KMT_the_young_china
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_young_china = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	cancel = {
		has_government = CUG
	}
	modifier = {
		research_speed_factor = 0.03
		production_speed_buildings_factor = 0.05
	}
}