Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_public_works
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_public_works
	icon = GFX_focus_generic_public_works
	prerequisite = {
		focus = CHI_cooperation_with_the_communists CHI_opposition
	}
	x = -1
	y = 2
	relative_position_id = CHI_opposition
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHI_public_works
	}
}
### Entity: Decision
Component: AST_election_approaching_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_election_approaching_cat = {
	priority = 110
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_picture_government_in_exile
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Character
Component: SOL_communist_guy
Constructs: has_government
Source: game
File: common/characters/SOL.txt

Code:
SOL_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SOL_communist_guy
		allowed = {
			original_tag = SOL
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Modifier Reference
Component: CZE_improve_cross_border_rail_connections_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_improve_cross_border_rail_connections_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_railways
	remove_trigger = {

	}
	state_production_speed_infrastructure_factor = 0.1
	state_production_speed_rail_way_factor = 0.1
}
### Entity: Character
Component: MOR_abdelkhaleq_torres
Constructs: has_government
Source: game
File: common/characters/MOR.txt

Code:
MOR_abdelkhaleq_torres = {
	name = Abdelkhaleq Torrès
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_abdelkhaleq_torres
		traits = {
			paramilitarist
		}
		ai_will_do = {
			factor = 2
		}
		available = {
			has_government = fascism
		}
	}
}
### Entity: Character
Component: JAP_tsuneyoshi_takeda
Source: game
File: common/characters/JAP.txt

Code:
JAP_tsuneyoshi_takeda = {
	name = JAP_tsuneyoshi_takeda
	portraits = {
		army = {
			large = GFX_portrait_JAP_tsuneyoshi_takeda
			small = GFX_portrait_JAP_tsuneyoshi_takeda_military_small
		}
		civilian = {
			small = GFX_portrait_JAP_tsuneyoshi_takeda_civilian_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected JAP_samurai_lineage infantry_officer JAP_royal_lineage
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: State History
Component: 32
Constructs: add_core_of
Source: game
File: history/states/32-Rhone Alpes.txt

Code:
state = {
	id = 32
	name = STATE_32
	manpower = 1007500
	state_category = town
	resources = {
		steel = 16
		aluminium = 30
	}
	history = {
		owner = FRA
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			3768 1
		}
		add_core_of = OCC FRA
	}
	provinces = {
		762 780 3589 3768 6784 11713
	}
	local_supplies = 9.0
}
### Entity: Modifier Reference
Construct: military_industrial_organization_size_up_requirement
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## military_industrial_organization_size_up_requirement

* Number with 0 decimal places
* **Categories**: war_production
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_a_beacon_of_ideology_in_the_middle_kingdom
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, is_subject_of, swap_ideas, remove_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_a_beacon_of_ideology_in_the_middle_kingdom
	icon = GFX_focus_CHL_union_of_hispanic_republics
	prerequisite = {
		focus = KMT_chinese_industry_in_the_shadow_of_the_overlord
	} {
		focus = KMT_winning_the_hearts_and_minds_of_the_people
	}
	available = {

	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	relative_position_id = KMT_chinese_industry_in_the_shadow_of_the_overlord
	completion_reward = {
		IF = {
			limit = {
				is_subject_of = COV
			}
			COV = {
				country_event = KMT_event.60
			}
		} {
			limit = {
				has_government = fascism
			}
			swap_ideas = {
				remove_idea = KMT_unpopular_government3
				add_idea = KMT_beacon_of_fascism
			}
		}
		else_if = {
			limit = {
				has_government = neutrality
			}
			swap_ideas = {
				remove_idea = KMT_unpopular_government3
				add_idea = KMT_beacon_of_authoritarianism
			}
		} {
			limit = {
				has_government = democratic
			}
			swap_ideas = {
				remove_idea = KMT_unpopular_government3
				add_idea = KMT_beacon_of_democracy_puppet
			}
		}
		else = {
			swap_ideas = {
				remove_idea = KMT_unpopular_government3
				add_idea = KMT_beacon_of_communism
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_87
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_87 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 87
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 87
	}
}
### Entity: Joint Focus
Component: INSHOL_east_indies_navy
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_east_indies_navy
	icon = GFX_focus_generic_large_navy
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_reform_knil
	}
	mutually_exclusive = {

	}
	x = -6
	y = 0
	relative_position_id = INSHOL_foundations_of_defense
	cost = 5
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			navy_experience = 50
			add_tech_bonus = {
				bonus = 0.35
				uses = 3
				category = ship_modules_tech
				name = INSHOL_east_indies_navy
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			navy_experience = 50
			add_tech_bonus = {
				bonus = 0.35
				uses = 3
				category = ship_modules_tech
				name = INSHOL_east_indies_navy
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_oust_genden
Constructs: create_country_leader, prerequisite, limit, add_ideas, has_country_flag, completion_reward, has_civil_war, has_character
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_oust_genden
	icon = GFX_focus_spr_masters_of_our_own_fate
	x = 0
	y = 2
	relative_position_id = MON_provide_for_the_people
	cost = 7.16
	prerequisite = {
		focus = MON_provide_for_the_people
	}
	mutually_exclusive = {
		focus = MON_leader_of_the_equal
	}
	available = {
		has_country_flag = MON_choibalsan_revolted MON_soviet_backed_coup_happened
		has_civil_war = no
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_character = MON_peljidiin_genden
			}
			retire_character = MON_peljidiin_genden
		}
		hidden_effect = {
			create_country_leader = {
				name = Anarchist Commune
				picture = GFX_portrait_SPR_anarchist_commune
				ideology = anarchist_communism
				traits = {
					divided_interests r56_trait_opposed_to_democracy r56_trait_opposed_to_fascism
				}
				expire = 1965.1.1
			} {
				name = Free Peoples Commune
				picture = GFX_portrait_SPR_anarchist_commune
				ideology = anarchism
				traits = {
					our_right_to_survive r56_trait_opposed_to_fascism
				}
				expire = 1965.1.1
			} {
				name = General League
				picture = GFX_portrait_SPR_anarchist_commune
				ideology = rexism
				traits = {
					divided_interests r56_trait_opposed_to_democracy r56_trait_opposed_to_communism
				}
				expire = 1965.1.1
			} {
				name = United Mongolian Society
				picture = GFX_portrait_SPR_anarchist_commune
				ideology = liberalism
				traits = {
					our_right_to_survive r56_trait_opposed_to_fascism
				}
				expire = 1965.1.1
			}
		} {
			every_other_country = {
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = -100
				}
			}
		}
		set_rule = {
			can_join_factions = no
		}
		add_ideas = MON_anarcho_communist_idea
		set_cosmetic_tag = MON_ANCOM_COMMUNE
	}
}
### Entity: Unit Template
Component: MAL_CA_HISTORICAL
Source: game
File: common/units/names_ships/MAL_ship_names.txt

Code:
MAL_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		MAL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = KD 
	fallback_name = Heavy Cruiser %d
	unique = {
		Jebat Lekiu Kuala Lumpur Kuantan Mersing Kulai Skudai Kluang Balok Chukai Kuala Dungun Georgetown Butterworth Jelutong Bukit Mertajam Kuching Sibu Bintulu Miri Tawau Sandakan Lahad Datu Kudat Ipoh Kota Barhu
	}
}
### Entity: Order of Battle
Component: 1. Ustaška vojnica
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/CRO_ustashe_militia.txt

Code:
division = {
	name = 1. Ustaška vojnica
	location = 11581
	division_template = Ustaška vojnica
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Event
Component: news.265
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.265
	title = news.265.t
	desc = news.265.desc
	picture = GFX_news_event_stalin_meeting
	major = yes
	is_triggered_only = yes
	option = {
		name = news.265.a
		trigger = {
			TAG = FRA
		}
	} {
		name = news.265.b
		trigger = {
			TAG = SAF
		}
	} {
		name = news.265.c
		trigger = {
			NOT = {
				TAG = FRA SOV SAF
			}
		}
	} {
		name = news.265.d
		trigger = {
			TAG = SOV
		}
	}
}
### Entity: Event
Component: prc.2
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.2
	title = prc.2.t
	desc = prc.2.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.2.a
		effect_tooltip = {
			add_ideas = PRC_integrated_army
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_first_five_year_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_first_five_year_plan
	icon = GFX_focus_generic_communist_industry
	x = 1
	y = 1
	relative_position_id = JAP_fukumotoism
	prerequisite = {
		focus = JAP_fukumotoism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_the_five_year_plan_idea
			days = 1825
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_acquire_modern_equipment_r56
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_acquire_modern_equipment_r56
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = SIA_continue_sending_cadets_abroad_r56 SIA_amend_the_military_service_act_r56
	}
	cost = 8
	x = 3
	y = 1
	relative_position_id = SIA_continue_sending_cadets_abroad_r56
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = SIA_acquire_modern_equipment_r56
			bonus = 0.75
			uses = 2
			category = infantry_weapons artillery
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			producer = JAP
			amount = 2000
		} {
			type = artillery_equipment
			producer = ENG
			amount = 50
		} {
			type = anti_air_equipment
			amount = 50
			producer = ENG
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_nort_west_frontier_rebels
Constructs: prerequisite, limit, random_country, owns_state, has_country_flag, completion_reward, add_core_of, is_owned_and_controlled_by
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_support_nort_west_frontier_rebels
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = AFG_form_the_khuddamul_furqan AFG_enforce_the_pashtunwali
	}
	x = 1
	y = 1
	relative_position_id = AFG_form_the_khuddamul_furqan
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		442 = {
			add_core_of = ROOT
		}
		987 = {
			add_core_of = ROOT
		}
		IF = {
			limit = {
				442 = {
					NOT = {
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AFG_occupy_peshawar_tt generic_skip_one_line_tt
			random_country = {
				limit = {
					owns_state = 442
					NOT = {
						has_country_flag = has_already_recieved_waziristan_event_flag
					}
				}
				country_event = {
					id = AFG_political_events.172
					days = 1
				}
			}
			442 = {
				transfer_state_to = ROOT
			}
		} {
			limit = {
				987 = {
					NOT = {
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AFG_occupy_waziristan_tt generic_skip_one_line_tt
			random_country = {
				limit = {
					owns_state = 987
					NOT = {
						has_country_flag = has_already_recieved_waziristan_event_flag
					}
				}
				country_event = {
					id = AFG_political_events.172
					days = 3
				}
			}
			987 = {
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Country History
Country: WLA
Component: WLA_army
Source: game
File: history/countries/WLA - Welsh Argentina.txt

Code:
# OOB & Army Setup for WLA
oob = WLA_1936
### Entity: Technology
Component: tech_special_forces
Constructs: allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_special_forces = {
		acclimatization_hot_climate_gain_factor = 0.05
		acclimatization_cold_climate_gain_factor = 0.05
	}
	allow_branch = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	path = {
		leads_to_tech = advanced_special_forces
		research_cost_coeff = 1
	} {
		leads_to_tech = improved_special_forces
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1938
	folder = {
		name = infantry_folder
		position = {
			x = 6
			y = @1938
		}
	}
	categories = {
		mountaineers_tech marine_tech para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: Idea
Component: KMT_usa_investment
Constructs: limit, has_government, has_war_with, removal_cost, is_subject, has_civil_war, has_capitulated, is_embargoing
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_usa_investment = {
	removal_cost = -1
	allowed = {
		always = no
	}
	available = {
		IF = {
			limit = {
				has_government = communism
			}
			USA = {
				NOT = {
					has_government = fascism
				}
			}
		}
		USA = {
			exists = yes
			is_subject = no
			has_civil_war = no
			has_capitulated = no
		}
		NOT = {
			has_war_with = USA
		} {
			is_embargoing = USA
		} {
			USA = {
				is_embargoing = CHI
			}
		}
	}
	on_remove = {
		set_variable = {
			KMT_eco_usa = 0
		}
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = USA
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Event
Component: prc.5
Constructs: is_triggered_only, has_government, has_country_flag, fire_only_once, has_country_leader, set_global_flag, add_country_leader_role
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.5
	title = prc.5.t
	desc = prc.5.d
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = counter_purge
		}
		has_government = communism
		has_country_leader = {
			character = SOV_iosif_stalin
			ruling_only = yes
		}
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			news_event = {
				id = kns.4
				hours = 5
			}
			set_global_flag = stalin_dead
			add_country_leader_role = {
				character = SOV_georgy_malenkow
				country_leader = {
					ideology = marxism
					traits = {
						sov_power_truggle
					}
					expire = 1965.3.1.1
				}
				promote_leader = yes
			}
		}
	}
	option = {
		name = prc.5.a
		effect_tooltip = {
			add_country_leader_role = {
				character = SOV_georgy_malenkow
				country_leader = {
					ideology = marxism
					traits = {
						sov_power_truggle
					}
					expire = 1965.3.1.1
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: Idea
Component: ARG_FJC_empowered_idea
Constructs: war_support_factor, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_FJC_empowered_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_empower_the_fjc
	modifier = {
		communism_drift = 0.02
		conscription_factor = 0.05
		conscription = 0.005
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: ITA_the_backbone_of_the_party
Constructs: army_defence_factor, political_power_gain, army_attack_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_the_backbone_of_the_party = {
	name = ITA_the_backbone_of_the_party
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_the_backbone_of_the_party
	modifier = {
		political_power_gain = 0.35
		army_leader_start_level = 1
		army_leader_start_attack_level = 1
		army_chief_cost_factor = -0.25
		high_command_cost_factor = -0.25
		army_org_factor = -0.05
		mobilization_speed = -0.15
		max_planning = -0.25
		army_attack_factor = -0.1
		army_defence_factor = -0.1
		land_doctrine_cost_factor = 0.4
	}
}
### Entity: Idea
Component: POR_radicalize_salazars_allies_idea
Constructs: has_government, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_radicalize_salazars_allies_idea = {
	name = POR_disgruntled_republicans
	picture = EST_democratic_opposition
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.003
		political_power_factor = -0.3
		democratic_drift = 0.01
		fascism_drift = 0.01
	}
}
### Entity: Event
Component: INS_industrial_events.30
Constructs: is_triggered_only, ai_chance, clr_country_flag, add_to_variable, has_resources_in_country
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.30
	title = INS_industrial_events.28.t
	desc = INS_industrial_events.28.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.28.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 32
				tooltip = country_resource_cost_rubber_tt
			}
			army_experience = 25
			air_experience = 25
			navy_experience = 25
		}
	} {
		name = INS_industrial_events.28.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_resources_in_country = {
				resource = rubber
				amount = > 31
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_rubber
				value = 32
				tooltip = country_resource_cost_rubber_tt
			}
			army_experience = 25
			air_experience = 25
			navy_experience = 25
		}
		activate_decision = INS_rubber_for_xp
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Doc_Bonus_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Doc_Bonus_2
	icon = GFX_goal_generic_army_artillery
	cost = 10.0
	prerequisite = {
		focus = SPR_Doctrine
	}
	x = 10
	y = 4
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Art_bonus
			bonus = 1
			uses = 2
			category = artillery cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_protect_workers_rights
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_protect_workers_rights
	icon = GFX_BEL_union_agreement
	x = -2
	y = 1
	relative_position_id = VEN_isaias_angarita
	cost = 10
	prerequisite = {
		focus = VEN_isaias_angarita
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = COL_workers_protection_idea
	}
}
### Entity: Name List
Component: FER
Source: game
File: common/names/00_names.txt

Code:
FER = {
	male = {
		names = {
			Aleksander Alexei Andrei Anton Boris Dmitry Fyodor Gennady Giorgi Grigoriy Igor Ilya Ivan Kirill Konstantin Lavr Leonid Lev Maxim Mikhail Nikita Nikolai Oleg Pavel Pyotr Roman Semyon Sergei Valery Vasily Viktor Vladimir Vladislav Yegor Yevgeny Yuri
		}
	}
	female = {
		names = {
			Jelena Ludmila Ella Svetlana Margarita Elena Natalya Lydia Valentina Olga Alexandra Sofia Albina
		}
	}
	surnames = {
		Alexseyev Antonov Azarov Badanov Brusilov Budyonny Chibisov Denikin Dragomirov Frolov Golivin Grishin Gurko Ivanov Ivannikov Konev Konstantinov Kornilov Kolchak Kuropatkin Lazarev Makarov Menshikov Nakhimov Nebogatov Nikolaevich Nikitin Ostrovsky Pavlov Putyatin Romanov Rozhestvensky Skobelev Shuvalov Surkov Tukhachevsky Yegorov Yudenich Vorontsov Voroshilov Zavoyko
	}
	callsigns = {
		Anvil Hammer Fury Arrow Storm Bear White Lily Devil Eagle Falcon Fox Snowflake Greasy Guardian Gunman Hawk Hardball Howl Blizzard Husky Ice Killer Steel Iron Skull Striker Thunder Warrior Wardog Vodka
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = CRO_army_maneuvers
	}
	bypass = {
		has_tech = motorised_infantry
	}
	relative_position_id = CRO_army_maneuvers
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: NGA_pot
Source: game
File: common/characters/NGA.txt

Code:
NGA_pot = {
	advisor = {
		slot = political_advisor
		idea_token = NGA_pot
		allowed = {
			original_tag = NGA
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Modifier Reference
Construct: equipment_upgrade_xp_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## equipment_upgrade_xp_cost

* Number with 0 decimal places
* **Categories**: country