Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MEN_disorganized_army_idea_3
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/mengkukuo.txt

Code:
MEN_disorganized_army_idea_3 = {
	name = MEN_disorganized_army_idea
	picture = HUN_heirs_of_the_huns
	removal_cost = -1
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		conscription_factor = -0.05
		army_org_factor = -0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_mass_industrialization
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_mass_industrialization
	icon = GFX_goal_generic_strenght_through_industry
	relative_position_id = AUS_empower_the_industrialists
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_empower_the_industrialists
	} {
		focus = AUS_reorganize_the_heimwehr AUS_integrate_into_the_bundesheer
	}
	cost = 10
	completion_reward = {
		add_timed_idea = {
			idea = AUS_mass_industrialization
			days = 365
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_tier_2
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_tier_2 = {
	OR = {
		has_idea = JAP_army_faction_tier_2_equal_navy JAP_army_faction_tier_2_greater_1 JAP_army_faction_tier_2_lesser_1 JAP_army_faction_tier_2_lesser_2 JAP_army_faction_tier_2
	}
}
### Entity: AI Strategy
Component: comintern_avoid_starting_wars_during_endgame
Constructs: has_government, has_war_with, is_in_faction_with, is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/default.txt

Code:
comintern_avoid_starting_wars_during_endgame = {
	allowed = {
		OR = {
			original_tag = SOV
			is_in_faction_with = SOV
		}
	}
	enable = {
		is_historical_focus_on = yes
		SOV = {
			has_government = communism
		}
		OR = {
			USA = {
				has_capitulated = no
				has_war_with = JAP
			}
			ENG = {
				has_capitulated = no
				has_war_with = JAP
			}
		}
		date = > 1943.1.1 < 1945.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = avoid_starting_wars
		value = -400
	} {
		type = conquer
		id = POL
		value = -400
	} {
		type = befriend
		id = POL
		value = 200
	} {
		type = conquer
		id = JAP
		value = 400
	} {
		type = conquer
		id = FIN
		value = 400
	} {
		type = conquer
		id = PER
		value = 400
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Capitals
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Capitals
	icon = GFX_goal_generic_navy_battleship
	cost = 10.0
	prerequisite = {
		focus = SPR_Naval_2
	}
	x = 17
	y = 2
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = SRP_Ship_Bonus
			bonus = 1
			uses = 1
			category = bb_tech bc_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_invest_in_the_railways
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_invest_in_the_railways
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = ARG_economic_tax_reforms
	}
	x = 1
	y = 1
	relative_position_id = ARG_economic_tax_reforms
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_invest_in_railways_idea
			days = 365
		}
		custom_effect_tooltip = CHL_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = ARG_ferrocarriles_argentinos
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_ARMOR_armored_engineer_production_focus
Constructs: has_tech, is_special_project_completed
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_ARMOR_armored_engineer_production_focus = {
	num_of_military_factories = > 80
	has_tech = sp_armored_engineer_tech
	is_special_project_completed = sp:sp_land_flamethrower_tank
	OR = {
		EAI_LARM_equipment_production = yes
		EAI_MARM_equipment_production = yes
		EAI_HARM_equipment_production = yes
		EAI_MODARM_equipment_production = yes
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
		EAI_DESIGN_MARINE_amphibious_heavy_armor_production_focus = yes
	}
}
### Entity: AI Strategy
Component: SOV_alternate_plan_1
Constructs: has_completed_focus, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_alternate_strategy_plan.txt

Code:
SOV_alternate_plan_1 = {
	name = Soviet alternate plan 1: Germany Opposed Ribbentrop but still fascist
	desc = Behavior for the Soviets if Germany goes ahistorical and opposes Ribbentrop.
	allowed = {
		original_tag = SOV
	}
	enable = {
		GER = {
			OR = {
				has_completed_focus = GER_heed_von_neuraths_concerns GER_monarchist_sentiment
			}
		}
		has_game_rule = {
			rule = SOV_ai_behavior
			option = DEFAULT
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_desperate_measures SOV_fourth_five_year_plan SOV_recover_the_kuril_islands SOV_heavy_industry SOV_the_path_of_marxism_leninism SOV_the_centre SOV_the_stalin_constitution SOV_the_zinovyevite_terrorist_center SOV_infrastructure_effort_nsb SOV_strengthen_the_mobilization_plan SOV_restore_cossack_units SOV_found_the_pcdi SOV_the_comintern SOV_the_anti_soviet_trotskyist_center SOV_addressing_internal_affairs SOV_the_workers_dictatorship SOV_pc_of_mechanical_engineering SOV_transpolar_flights SOV_the_military_conspiracy SOV_finish_the_five_year_plan SOV_socialism_in_one_country SOV_third_five_year_plan SOV_the_bloc_of_rights_and_trotskyites SOV_the_threat_from_the_land_of_the_rising_sun SOV_expand_the_agitprop SOV_national_specialists SOV_eastern_development SOV_rehabilitated_military SOV_support_the_kuomintang SOV_develop_the_urals SOV_the_ussr_academy_of_sciences SOV_the_gobi_gambit SOV_baltic_security SOV_claims_in_baltic SOV_military_reorganization SOV_secure_leningrad SOV_policy_of_collective_security SOV_military_engineering_university SOV_anti_capitalist_policies SOV_anti_fascist_policies SOV_claims_on_poland SOV_foster_flying_clubs SOV_demand_eastern_poland SOV_claim_on_bessarabia SOV_seek_a_defense_pact_with_the_allies SOV_behead_the_snake SOV_national_academies_of_sciences SOV_shift_to_armaments_production SOV_move_industry_to_the_urals SOV_the_defense_of_moscow SOV_middle_east_diplomacy SOV_women_in_aviation SOV_pc_of_mortar_armament SOV_the_means_to_wage_war SOV_leningrad_polytechnical_institute SOV_lessons_of_war SOV_support_afghan_ideology SOV_preemptive_invasion_of_iran SOV_raskovas_aviation_group SOV_expand_the_red_fleet SOV_eradicate_western_fascism SOV_penal_battalions SOV_the_road_of_life SOV_organization_of_the_partisans SOV_positive_heroism SOV_stalins_cult_of_personality SOV_revive_the_stakhanovite_movement SOV_nkvd_primacy SOV_pc_of_the_ussr_navy SOV_war_heroes SOV_
# ... (truncated)
### Entity: Character
Component: HYD_ar
Source: game
File: common/characters/HYD.txt

Code:
HYD_ar = {
	advisor = {
		slot = high_command
		idea_token = HYD_ar
		ledger = army
		allowed = {
			original_tag = HYD
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L31
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L31 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^31 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L31
		value = 5000
	} {
		type = support
		id = L31
		value = 5000
	} {
		type = diplo_action_desire
		id = L31
		target = lend_lease
		value = 2000
	}
}
### Entity: Name List
Component: TAT
Source: game
File: common/names/00_names.txt

Code:
TAT = {
	male = {
		names = {
			Alim Almas Anvar Arslan Ayaz Aydar Aynur Ayrat Azat Bikbay Bikbulat Bulat Damir Deniz Idris Ildar Ildus Ilgiz Ilham Ilfat Ilnar Ilnar Ilnaz Ilnur Ilsat Irek Isbulat Fanir Fanis Farhat Mansour Mahmud Marat Narat Niaz Ramil Razil Rasim Tahir Tajmas Timer Tulpar Ural Uraz Yuldash Zufar Äxmät Ämir Färit Ibragim Iskändär Kamil Kärim Nail Rail Rawil Röstäm Zöfär Ghinghis Elbrus Kazbek Ruslan Timur Marsel Engel Damir Lenar Radiq Rinat Vilen Vildan Erik Emil Artur Ferdinant
		}
	}
	female = {
		names = {
			Aliya Alsu Aslanbika Aygöl Aysilu Culpan Damira Gölchächäk Güzäl Ilnara Ilnura Ilsiya Ilzira Yulduz Zukhra Zulfia Zemfira
		}
	}
	surnames = {
		Abdrashitov Nigmatulin Khamatova Nureyev Litvinov Bronson Baibekov Basharov Gaziev Kazani Akhmetov Tariko Rahimkulov Bragin Opaca Izmaylov Shabaev Gildeeva Abdrazakov Bogdanoff Bogdakov Sharafutidinov Syabitov Sadiqov Avzalov Bilan Garifullina Garipova Hayroudinoff Yaruilin Djangirov Dinov Cihanov Yakhin Ichmouratov Saidashev Gubaidulin Wahapov Kamalov Birkin Cantemiresti Chelischev Kochubey Sibirsky Meschchersky Urusov Verderevsky Yaushev Yenikeyev Bekbulatovich Borhan Glinskaya Naryshkina Davydov Gavrilov Tuqay Jalil Derzhavin Galiev Arat Sagdeev Kim Bragin Hakimsan Nasib Mustafin Shayk Kursawi Chagatay Dagci Isäbät Ishaki Arsal Akchura Qutuy Alish Taqtash Ämirxan Isänbät Kamal Minjullin Atimatov Zaripov Karamzim
	}
	callsigns = {

	}
}
### Entity: Character
Component: BEL_albert_de_vleeschauwer
Constructs: has_country_flag, is_subject
Source: game
File: common/characters/COG.txt

Code:
BEL_albert_de_vleeschauwer = {
	name = BEL_albert_de_vleeschauwer
	portraits = {
		army = {
			small = GFX_portrait_BEL_albert_de_vleeschauwer_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BEL_albert_de_vleeschauwer
		allowed = {
			original_tag = BEL
		}
		visible = {
			is_subject = yes
			NOT = {
				has_country_flag = COG_albert_is_gone_flag
			}
		}
		available = {
			is_subject = yes
		}
		traits = {
			BEL_minister_of_colonies
		}
		can_be_fired = no
		ai_will_do = {
			base = 0
		}
	}
}
### Entity: Event
Component: himalaya_tibet.23
Constructs: limit, remove_ideas, has_government, fire_only_once, is_subject, is_subject_of, has_country_leader, add_popularity
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.23
	title = himalaya_tibet.23.t
	desc = himalaya_tibet.23.desc
	picture = GFX_report_event_potala
	fire_only_once = yes
	mean_time_to_happen = {
		days = 20
	}
	trigger = {
		original_tag = TIB
		is_subject = yes
		has_government = fascism
		OR = {
			is_subject_of = JAP CHI XSM PRC GUA SHX SIC XIC GDC HBC SND
		}
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = TIB_chao_kung
			}
		}
	}
	option = {
		name = himalaya_tibet.23.a
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		promote_character = TIB_chao_kung
		if = {
			limit = {
				has_idea = TIB_dalai_lama
			}
			remove_ideas = TIB_dalai_lama
		}
	}
}
### Entity: State History
Component: 586
Constructs: add_core_of
Source: game
File: history/states/586-Kyrgyzstan.txt

Code:
state = {
	id = 586
	name = STATE_586
	resources = {
		steel = 20.0
		chromium = 12.0
		tungsten = 4.0
		aluminium = 10.0
	}
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		buildings = {
			infrastructure = 2
			industrial_complex = 3
		}
		victory_points = {
			1591 3
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
			}
		}
	}
	provinces = {
		1591 1840 4773 4845 7706 10146 10547 10603 12640 12658
	}
	manpower = 2563404
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 2.0
}
### Entity: Idea
Component: EAI_HARD/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Character
Component: POL_Foreign_Trade_Advocate
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Foreign_Trade_Advocate = {
	sprite = 10
	trade_opinion_factor = 0.25
	subversive_activites_upkeep = -0.15
	production_speed_buildings_factor = 0.05
	join_faction_tension = 0.05
}
### Entity: Idea
Component: HOA_jagged_alliance_idea
Constructs: has_dlc
Source: game
File: common/ideas/aussa.txt

Code:
HOA_jagged_alliance_idea = {
	picture = generic_deal_with_the_devil2
	allowed = {
		OR = {
			original_tag = AFA ORO QEM TIG BEG HAR SID GBA
		}
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		join_faction_tension = -0.3
	}
}
### Entity: Idea
Component: KMT_doolittle_raid
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_doolittle_raid = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = air_support_focus
	modifier = {
		stability_factor = 0.05
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_appeal_to_european_democracies
Constructs: prerequisite, limit, has_government, is_major, add_stability, completion_reward, is_subject, is_on_continent
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_appeal_to_european_democracies
	icon = GFX_france_first
	prerequisite = {
		focus = MON_open_up_the_country
	}
	x = -2
	y = 1
	relative_position_id = MON_open_up_the_country
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		is_subject = no
		OR = {
			has_government = democratic
			democratic = > 0.4
		}
		any_other_country = {
			capital_scope = {
				is_on_continent = europe
			}
			has_government = democratic
			OR = {
				is_faction_leader = yes
				is_major = yes
			}
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = democratic
				OR = {
					is_faction_leader = yes
					is_major = yes
				}
			}
			country_event = {
				id = mongol_democratic.3
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Protectionist_Tariffs
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Protectionist_Tariffs
	icon = GFX_focus_RAJ_all_india_forward_bloc
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = democratic fascism
		}
	}
	prerequisite = {
		focus = RAJ_Establish_the_Planning_Commission
	}
	mutually_exclusive = {
		focus = RAJ_International_Division_of_Labour
	}
	x = -3
	y = 1
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		add_timed_idea = {
			idea = RAJ_Tariff_Income
			days = 140
		}
		if = {
			limit = {
				OR = {
					has_idea = free_trade export_focus
				}
			}
			add_ideas = limited_exports
		}
		else = {
			custom_effect_tooltip = generic_skip_one_line_tt
			add_political_power = 75
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_CL_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_CL_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_CL_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_light
		value = 10
	}
}
### Entity: Unit Template
Component: POL_INF_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_INF_01 = {
	name = Infantry Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Dywizja Piechoty
	ordered = {
		1 = {
			%d Dywizja Piechoty Legionów
		}
		2 = {
			%d Dywizja Piechoty Legionów
		}
		3 = {
			%d Dywizja Piechoty Legionów
		}
		4 = {
			%d Dywizja Piechoty
		}
		5 = {
			%d Dywizja Piechoty
		}
		6 = {
			%d Dywizja Piechoty
		}
		7 = {
			%d Dywizja Piechoty
		}
		8 = {
			%d Dywizja Piechoty
		}
		9 = {
			%d Dywizja Piechoty
		}
		10 = {
			%d Dywizja Piechoty
		}
		11 = {
			%d Karpacka Dywizja Piechoty
		}
		12 = {
			%d Dywizja Piechoty
		}
		13 = {
			%d Kresowa Dywizja Piechoty
		}
		14 = {
			%d Wielkopolska Dywizja Piechoty
		}
		15 = {
			%d Wielkopolska Dywizja Piechoty
		}
		16 = {
			%d Pomorska Dywizja Piechoty
		}
		17 = {
			%d Wielkopolska Dywizja Piechoty
		}
		18 = {
			%d Dywizja Piechoty
		}
		19 = {
			%d Dywizja Piechoty
		}
		20 = {
			%d Dywizja Piechoty
		}
		23 = {
			%d Górnośląska Dywizja Piechoty
		}
		24 = {
			%d Dywizja Piechoty
		}
		25 = {
			%d Dywizja Piechoty
		}
		26 = {
			%d Dywizja Piechoty
		}
		27 = {
			%d Dywizja Piechoty
		}
		28 = {
			%d Dywizja Piechoty
		}
		29 = {
			%d Dywizja Piechoty
		}
		30 = {
			%d Poleska Dywizja Piechoty
		}
		21 = {
			%d Dywizja Piechoty
		}
		22 = {
			%d Dywizja Piechoty
		}
		31 = {
			%d Dywizja Piechoty
		}
		32 = {
			%d Dywizja Piechoty
		}
		34 = {
			%d Dywizja Piechoty
		}
		40 = {
			%d Dywizja Piechoty
		}
		42 = {
			%d Dywizja Piechoty
		}
		43 = {
			%d Dywizja Piechoty
		}
		46 = {
			%d Dywizja Piechoty
		}
		47 = {
			%d Dywizja Piechoty
		}
		48 = {
			%d Dywizja Piechoty
		}
		49 = {
			%d Dywizja Piechoty
		}
		51 = {
			%d Dywizja Piechoty
		}
		52 = {
			%d Dywizja Piechoty
		}
		53 = {
			%d Dywizja Piechoty
		}
		54 = {
			%d Dywizja Piechoty
		}
		76 = {
			%d Dywizja Piechoty
		}
		77 = {
			%d Dywizja Piechoty
		}
		78 = {
			%d Dywizja Piechoty
		}
		79 = {
			%d Dywizja Piechoty
		}
		80 = {
			%d Dywizja Piechoty
		}
		81 = {
			%d Dywizja Piechoty
		}
		85 = {
			%d Dywizja Piechoty
		}
		88 = {
			%d Dywizja Piechoty
		}
		89 = {
			%d Dywizja Piechoty
		}
		90 = {
			%d Dywizja Piechoty
		}
	}
}
### Entity: Order of Battle
Component: 1. Državna Straža
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SER_state_guard.txt

Code:
division = {
	name = 1. Državna Straža
	location = 11586
	division_template = Državna Straža
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Scripted Effect
Component: play_order_of_the_day_effect
Constructs: set_global_flag
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_order_of_the_day_effect = {
	hidden_effect = {
		play_song = order_of_the_day
	}
	set_global_flag = d_day_happened
}
### Entity: AI Strategy
Component: destroyers
Constructs: is_major, has_tech
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
destroyers = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 2500
		modifier = {
			factor = 2
			is_major = no
		}
	}
	destroyer_early = {
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_light_battery ship_anti_air ship_torpedo ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	destroyer_basic = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_light_battery ship_anti_air ship_torpedo ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	destroyer_improved = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_light
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = ship_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				front_1_custom_slot = ship_anti_air
				m
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_interventionism
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, set_rule
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_interventionism
	icon = GFX_goal_AFG_international_mujahideen
	ai_will_do = {
		factor = 2
	}
	relative_position_id = INS_form_the_home_guard
	prerequisite = {
		focus = INS_form_the_home_guard INS_raaf_assistance
	}
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = INS_volunteers_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: USA_dewitt_clinton_ramsey
Source: game
File: common/characters/USA.txt

Code:
USA_dewitt_clinton_ramsey = {
	name = USA_dewitt_clinton_ramsey
	portraits = {
		army = {
			small = GFX_idea_dewitt_clinton_ramsey
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = dewitt_clinton_ramsey
		ledger = navy
		allowed = {
			original_tag = USA
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_industrial_expansion
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_industrial_expansion
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = ARG_banco_central_de_la_republica_argentina
	}
	x = -2
	y = 1
	relative_position_id = ARG_banco_central_de_la_republica_argentina
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ARG_industrial_expansion_bonus
			bonus = 0.5
			uses = 2
			category = industry
		}
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_aat
Constructs: has_war
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_aat = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
	}
}