Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: RAJ_GOE_yahya_khan
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_yahya_khan = {
	name = RAJ_GOE_yahya_khan
	portraits = {
		army = {
			large = GFX_portrait_RAJ_yahya_khan
			small = GFX_portrait_RAJ_yahya_khan_small
		}
	}
	advisor = {
		slot = army_chief
		ledger = army
		idea_token = RAJ_GOE_yahya_khan
		allowed = {
			OR = {
				original_tag = PAK AFG
				AND = {
					original_tag = RAJ
					has_completed_focus = RAJ_the_mughal_uprising
				}
			}
		}
		traits = {
			army_chief_offensive_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			politically_connected harsh_leader loyalty_to_pakistan
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_completed_focus = RAJ_royal_indian_navy_mutiny
			}
		}
	}
}
### Entity: Event
Component: poland.186
Constructs: is_triggered_only, create_field_marshal, create_corps_commander
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.186
	title = poland.186.t
	desc = poland.186.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		create_field_marshal = {
			name = Antoni Szylling
			picture = gfx/leaders/POL/r56_portrait_POL_Antoni_Szylling.dds
			traits = {
				old_guard inflexible_strategist defensive_doctrine thorough_planner
			}
			skill = 3
			attack_skill = 1
			defense_skill = 5
			planning_skill = 4
			logistics_skill = 2
		}
		create_corps_commander = {
			name = Mikołaj Bołtuć
			picture = gfx/leaders/POL/r56_portrait_POL_Mikolaj_Boltuc.dds
			traits = {
				trait_reckless ranger
			}
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
		}
	}
	option = {
		name = poland.186.a
	}
}
### Entity: Modifier Reference
Component: FRA_coordinate_rearmament
Constructs: is_in_faction_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
FRA_coordinate_rearmament = {
	valid_relation_trigger = {
		FROM = {
			is_in_faction_with = ROOT
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 100
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AStub/doc.html

Doc:
This is the documentation page for Template:Stub. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Stub can be used to highlight stub articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Event
Component: AAT_finland_misc_events.03
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, clear_variable
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.03
	title = AAT_finland_misc_events.03.t
	desc = AAT_finland_misc_events.03.desc
	picture = GFX_report_event_FIN_petsamo_melting_plant
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.03.a
		ai_chance = {
			base = 10
		}
		add_to_variable = {
			FIN_mineral_wealth_development_resource_amount = 1
		} {
			FIN_mineral_wealth_development_aluminium_amount = 2
		}
	} {
		name = AAT_finland_misc_events.03.b
		ai_chance = {
			base = 0
		}
		clear_variable = FIN_faction_leader_recieving_resource_rights
	}
}
### Entity: Scripted Effect
Component: ROM_increase_artillery_research
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_increase_artillery_research = {
	if = {
		limit = {
			has_idea = r56_ROM_poor_artillery_research_3
		}
		remove_ideas = r56_ROM_poor_artillery_research_3
	} {
		limit = {
			has_idea = r56_ROM_poor_artillery_research_2
		}
		swap_ideas = {
			remove_idea = r56_ROM_poor_artillery_research_2
			add_idea = r56_ROM_poor_artillery_research_3
		}
	} {
		limit = {
			has_idea = r56_ROM_poor_artillery_research_1
		}
		swap_ideas = {
			remove_idea = r56_ROM_poor_artillery_research_1
			add_idea = r56_ROM_poor_artillery_research_2
		}
	}
}
### Entity: Event
Component: mtg_netherlands.30
Constructs: is_triggered_only, limit, has_country_flag, send_equipment, clr_country_flag
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.30
	title = mtg_netherlands.30.t
	desc = mtg_netherlands.30.d
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.30.a
		if = {
			limit = {
				FROM = {
					has_country_flag = secret_staff_talks_infantry_equipment
				}
			}
			FROM = {
				send_equipment = {
					equipment = infantry_equipment
					amount = 2000
					target = ROOT
				}
				clr_country_flag = secret_staff_talks_infantry_equipment
			}
		} {
			limit = {
				FROM = {
					has_country_flag = secret_staff_talks_support_equipment
				}
			}
			FROM = {
				send_equipment = {
					equipment = support_equipment
					amount = 250
					target = ROOT
				}
				clr_country_flag = secret_staff_talks_support_equipment
			}
		} {
			limit = {
				FROM = {
					has_country_flag = secret_staff_talks_artillery_equipment
				}
			}
			FROM = {
				send_equipment = {
					equipment = artillery_equipment
					amount = 200
					target = ROOT
				}
				clr_country_flag = secret_staff_talks_artillery_equipment
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_german_military_mission
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, is_power_balance_in_range
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_german_military_mission
	text = ITA_german_military_assistance
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = LIE_attract_german_investment
	}
	x = -1
	y = 1
	relative_position_id = LIE_attract_german_investment
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = LIE_landtag_balance_of_power
			range = < LIE_balance_range
		}
		NOT = {
			has_war_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = ITA_german_military_assistance
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_bathe_in_hellfire
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_bathe_in_hellfire
	icon = GFX_focus_RAJ_bathe_in_hellfire
	prerequisite = {
		focus = RAJ_contamination_cleanup_crew
	} {
		focus = RAJ_jaguar
	}
	x = 2
	y = 1
	relative_position_id = RAJ_contamination_cleanup_crew
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		custom_effect_tooltip = RAJ_bathe_in_hellfire_desc_tt
	}
}
### Entity: Event
Component: greece.55
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.55
	title = greece.55.t
	desc = greece.55.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = greece.55.a
		add_opinion_modifier = {
			target = SOV
			modifier = small_decrease
		}
		SOV = {
			add_opinion_modifier = {
				target = GRE
				modifier = small_decrease
			}
		}
	}
}
### Entity: Character
Component: YUN_miao_jiaming
Constructs: has_country_leader
Source: game
File: common/characters/YUN.txt

Code:
YUN_miao_jiaming = {
	name = YUN_miao_jiaming
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = YUN_miao_jiaming
		allowed = {
			original_tag = YUN
		}
		cost = 200
		traits = {
			the_banker captain_of_industry
		}
		available = {
			NOT = {
				has_country_leader = {
					character = YUN_miao_jiaming
					ruling_only = yes
				}
			}
		}
		ai_will_do = {
			factor = 5.0
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			the_banker captain_of_industry
		}
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Character
Component: INS_sam_ratulangi
Constructs: has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_sam_ratulangi = {
	name = INS_sam_ratulangi
	portraits = {
		army = {
			small = GFX_portrait_INS_sam_ratulangi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_sam_ratulangi
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {

		}
		traits = {
			INS_nationalist_scholar
		}
		ai_will_do = {
			base = 0.25
			modifier = {
				OR = {
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_loyalist = yes
					INS_check_plan_true_historical = yes
				}
				add = 1.5
			}
		}
	}
}
### Entity: Modifier Reference
Construct: _cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_cost"></span><Operation>_cost

* **Description**: Operation cost modifier.
* Number with 0 decimal places
* **Categories**: intelligence_agency

* **Modified types**: FRA_coup_in_central_africa, FRA_coup_in_indochina, FRA_coup_in_madagascar, FRA_coup_in_north_africa, FRA_coup_in_syria, FRA_coup_in_west_africa, FRA_instigate_workers_revolution_britain, FRA_instigate_workers_revolution_germany, FRA_instigate_workers_revolution_italy, FRA_instigate_workers_revolution_spain, bruneval_raid, capture_tito, heavy_water_raid, murder_trotsky, nuclear_espionage, operation_boost_resistance, operation_capture_cipher, operation_collaboration_government, operation_coordinated_strike, operation_coup, operation_coup_government, operation_fake_intel, operation_infiltrate, operation_infiltrate_armed_forces_airforce, operation_infiltrate_armed_forces_army, operation_infiltrate_armed_forces_navy, operation_infiltrate_civilian, operation_make_resistance_contacts, operation_rescue_general, operation_rescue_operative, operation_steal_tech_airforce, operation_steal_tech_army, operation_steal_tech_civilian, operation_steal_tech_navy, operation_targeted_sabotage_industry, operation_targeted_sabotage_infrastructure, operation_targeted_sabotage_resources, operation_warsaw_uprising, raid_trotskys_villa, rescue_mussolini, target_sabotage
### Entity: Scripted Trigger
Component: EAI_light_battery_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_light_battery_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/destroyer = global.EAI_A_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/destroyer = global.EAI_C_DD_DESIGN
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_mobilization_of_the_indian_army
Constructs: prerequisite, limit, add_ideas, completion_reward, add_timed_idea, has_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_mobilization_of_the_indian_army
	icon = GFX_focus_RAJ_indianisation_of_army
	prerequisite = {
		focus = RAJ_linlithgows_declaration_of_war RAJ_consult_with_congress_leaders
	}
	x = 1
	y = 1
	relative_position_id = RAJ_linlithgows_declaration_of_war
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = RAJ_mobilization_of_the_indian_army
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				OR = {
					has_idea = disarmed_nation volunteer_only
				}
			}
			add_ideas = limited_conscription
		}
		else_if = {
			limit = {
				has_idea = limited_conscription
			}
			add_ideas = extensive_conscription
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_heavy_armor_3
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_heavy_armor_3 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 200
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 190
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = heavy_tank_chassis
		value = 4
	}
}
### Entity: Idea
Component: NIU_church_dominance
Constructs: has_completed_focus, stability_factor, political_power_gain, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_church_dominance = {
	picture = MEX_church_power_5
	allowed = {
		always = yes
	}
	cancel = {
		has_completed_focus = GEN_Collectivist_Propaganda
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
		conscription = 0.05
		political_advisor_cost_factor = 0.15
		political_power_gain = -0.25
		industrial_capacity_factory = -0.1
	}
}
### Entity: Character
Component: SPR_alejandro_lerroux
Source: game
File: common/characters/SPR.txt

Code:
SPR_alejandro_lerroux = {
	name = SPR_alejandro_lerroux
	portraits = {
		civilian = {
			large = GFX_portrait_SPR_alejandro_lerroux
		}
	}
	country_leader = {
		ideology = centrism
		expire = 1965.1.1.1
		id = 1100
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_nationalism
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_nationalism
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ARG_argentinas_destiny
	}
	mutually_exclusive = {
		focus = ARG_land_of_the_worker
	}
	x = 43
	y = 2
	cost = 7.2
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
}
### Entity: Decision
Component: BUL_macedonian_revolutionary_organizations
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, has_war, limit, remove_ideas, has_government, every_country
Source: game
File: common/decisions/BUL.txt

Code:
BUL_macedonian_revolutionary_organizations = {
	BUL_repress_imro_propaganda = {
		priority = 10
		icon = GFX_decision_eng_propaganda_campaigns
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_country_flag = BUL_macedonian_affairs_ongoing_flag
			}
		}
		days_remove = 60
		fire_only_once = yes
		visible = {
			has_completed_focus = BUL_condemn_macedonian_organizations
			has_civil_war = no
		}
		cost = 50
		complete_effect = {
			set_country_flag = BUL_macedonian_affairs_ongoing_flag {
				flag = BUL_repress_imro_flag
				value = 1
			}
		}
		remove_effect = {
			swap_ideas = {
				remove_idea = BUL_imro_01
				add_idea = BUL_imro_02
			}
			clr_country_flag = BUL_macedonian_affairs_ongoing_flag
		}
	}
	BUL_repress_imro_persecute_activists = {
		priority = 9
		icon = GFX_decision_generic_police_action
		ai_will_do = {
			base = 10
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_country_flag = BUL_macedonian_affairs_ongoing_flag
			}
			has_manpower = > 2000
			has_equipment = {
				support_equipment = > 199
			} {
				infantry_equipment = > 799
			}
		}
		days_remove = 60
		fire_only_once = yes
		visible = {
			has_country_flag = {
				flag = BUL_repress_imro_flag
				value = 1
			}
			has_civil_war = no
		}
		cost = 25
		complete_effect = {
			set_country_flag = BUL_macedonian_affairs_ongoing_flag {
				flag = BUL_repress_imro_flag
				value = 2
			}
			add_manpower = -2000
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -200
				producer = BUL
			} {
				type = infantry_equipment
				amount = -800
				producer = BUL
			}
		}
		remove_effect = {
			swap_ideas = {
				remove_idea = BUL_imro_02
				add_idea = BUL_imro_03
			}
			clr_country_flag = BUL_macedonian_affairs_ongoing_flag
		}
	}
	BUL_repress_imro_destroy_organization = {
		priority = 8
		icon = GFX_decision_oppression
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0
				BUL_is_historical_ai = yes
			} {
				factor = 2
				OR = {
					has_government = communism democratic
				}
			}
		}
		allowed = {
			original_tag = BUL
		}
		available = {
			NOT = {
				has_country_flag = BUL_macedonian_affairs_ongoing_flag
			}
			has_war = no
			divisions_in_border_state = {
				size = > 1
				state = 48
				border_state = 106
			} {
				size = > 3
				state = 212
				border_state = 7
# ... (truncated)
### Entity: State History
Component: 974
Constructs: add_core_of
Source: game
File: history/states/974 - South Transdanubia.txt

Code:
state = {
	id = 974
	name = STATE_974
	manpower = 732535
	state_category = large_town
	resources = {
		oil = 1
		aluminium = 20
		coal = 2
	}
	history = {
		owner = HUN
		add_core_of = HUN
		victory_points = {
			11610 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
		}
	}
	provinces = {
		682 3680 6685 9624 9643 11610
	}
	local_supplies = 0.0
}
### Entity: Character
Component: CSA_yvan_gerard
Source: game
File: common/characters/CSA.txt

Code:
CSA_yvan_gerard = {
	advisor = {
		slot = high_command
		idea_token = CSA_yvan_gerard
		ledger = navy
		allowed = {
			original_tag = CSA
		}
		traits = {
			navy_naval_air_defense_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Modifier Reference
Component: POL_anti_german_offensive
Constructs: army_defence_factor, army_attack_factor, breakthrough_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
POL_anti_german_offensive = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	army_attack_factor = 0.1
	army_defence_factor = 0.2
	breakthrough_factor = 0.15
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_request_handover_of_coastal_cities
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction_with, is_literally_china_tooltip, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_request_handover_of_coastal_cities
	icon = GFX_focus_PRC_dare_to_struggle
	prerequisite = {
		focus = CHI_victory_over_the_invaders
	}
	x = 2
	y = 1
	relative_position_id = CHI_victory_over_the_invaders
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			NOT = {
				is_in_faction_with = ENG
			}
			326 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			729 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			728 = {
				state_is_fully_controlled_by_ROOT_or_subject = no
				controller = {
					OR = {
						is_literally_china_tooltip = no
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {
		326 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		729 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		728 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china_tooltip = no
				OR = {
					controls_state = 326 729 728
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			display_individual_scopes = yes
			country_event = {
				id = SEA_PRC_misc_events.18
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_reach_out_to_the_soviets
Constructs: add_equipment_to_stockpile, prerequisite, has_war_with, add_war_support, add_opinion_modifier, completion_reward, add_popularity, add_manpower
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_reach_out_to_the_soviets
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = MEN_radicalize_the_peasants
	}
	mutually_exclusive = {
		focus = MEN_contact_the_communists
	}
	x = -1
	y = 1
	bypass = {
		has_war_with = SOV PRC
		NOT = {
			country_exists = SOV PRC
		}
	}
	available = {
		NOT = {
			has_war_with = SOV
		}
		country_exists = SOV
	}
	relative_position_id = MEN_radicalize_the_peasants
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = SOV
			modifier = medium_increase
		}
		custom_effect_tooltip = MEN_upon_civil_war_start
		effect_tooltip = {
			add_manpower = 5000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = SOV
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Unit Template
Component: BHU_MAR_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Marine Division
	ordered = {
		1 = {
			%dst Marine Division
		}
		2 = {
			%dnd Marine Division
		}
		3 = {
			%drd Marine Division
		}
		4 = {
			%dth Marine Division
		}
		5 = {
			%dth Marine Division
		}
		6 = {
			%dth Marine Division
		}
		7 = {
			%dth Marine Division
		}
		8 = {
			%dth Marine Division
		}
		9 = {
			%dth Marine Division
		}
		10 = {
			%dth Marine Division
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_naval_bombers
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_naval_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = YUG_contest_the_adriatic YUG_coastal_defense
	}
	x = 2
	y = 2
	relative_position_id = YUG_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_naval_bombers
			bonus = 1.0
			uses = 1
			category = naval_bomber
		}
	}
}