Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_armor_effort
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_armor_effort
	icon = GFX_goal_generic_army_tanks
	text = GRE_armor_effort
	prerequisite = {
		focus = GRE_army_reform
	}
	x = 2
	y = 1
	relative_position_id = GRE_army_reform
	cost = 5
	ai_will_do = {
		factor = 2
	}
	bypass = {
		has_tech = improved_light_tank
	}
	completion_reward = {
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = spap
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = GRE_armor_effort
				bonus = 3
				uses = 1
				technology = gwtank
			}
		} {
			limit = {
				NOT = {
					has_war_with = FRA
					has_tech = gwtank
				}
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
			}
			add_tech_bonus = {
				name = GRE_armor_effort
				bonus = 0.5
				uses = 1
				technology = basic_light_tank
			}
		} {
			limit = {
				NOT = {
					has_war_with = FRA
				}
				has_tech = gwtank
			}
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 10
				producer = FRA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_subvert_irgun_influence
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_subvert_irgun_influence
	icon = GFX_goal_generic_break_army
	cost = 2
	relative_position_id = ISR_dealing_with_irgun
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_dealing_with_irgun
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_political_power = -25
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_third_brother
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, is_subject, is_core_of, is_owned_and_controlled_by, has_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_third_brother
	icon = GFX_goal_SWE_sweden_denmark
	prerequisite = {
		focus = SWE_unite_scandinavia
	}
	relative_position_id = SWE_unite_scandinavia
	x = 0
	y = 1
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_completed_focus = SWE_the_scandinavian_council
		}
		any_state = {
			is_core_of = DEN
			is_owned_and_controlled_by = SWE
		}
	}
	bypass = {
		has_idea = SWE_scandinavianism_good
	}
	completion_reward = {
		custom_effect_tooltip = SWE_third_brother_tt
		set_country_flag = SWE_third_brother
		add_political_power = 75
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_defense_treaty_with_the_soviet
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_guaranteed_by, has_guaranteed
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_defense_treaty_with_the_soviet
	icon = GFX_focus_GER_SOV_defence_treaty
	prerequisite = {
		focus = GER_sign_the_second_treaty_of_berlin
	}
	x = -1
	y = 1
	relative_position_id = GER_sign_the_second_treaty_of_berlin
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			is_subject = no
			has_government = communism
		}
	}
	bypass = {
		OR = {
			SOV = {
				is_subject = yes
			}
			AND = {
				is_guaranteed_by = SOV
				has_guaranteed = SOV
			}
			any_country = {
				original_tag = SOV
				OR = {
					exists = no
					NOT = {
						has_government = communism
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ai_strategy = {
			type = befriend
			id = SOV
			value = 100
		}
		SOV = {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		} {
			country_event = {
				id = wuw_GER_mutual_guarantees.1
				hours = 12
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			give_guarantee = SOV
			SOV = {
				give_guarantee = GER
			}
		}
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = GER_ernst_thalmann
				}
			}
			hidden_effect = {
				SOV = {
					country_event = {
						id = wuw_GER_diplomacy.91
						hours = 12
					}
				}
			}
		}
	}
}
### Entity: Character
Component: LAT_ulmanis
Source: game
File: common/country_leader/r56_traits.txt

Code:
LAT_ulmanis = {
	random = no
	political_power_factor = 0.05
	political_advisor_cost_factor = -0.05
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_motorized_equipment_3
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_motorized_equipment_3 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_motorized_equipment_3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	}
}
### Entity: Event
Component: mtg_britain.65
Constructs: is_triggered_only, limit, add_ideas, has_government, set_politics, add_popularity
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.65
	title = mtg_britain.65.t
	desc = mtg_britain.65.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = mtg_britain.65.a
		effect_tooltip = {
			if = {
				limit = {
					ENG = {
						has_government = fascism
					}
				}
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.2
				}
				add_ideas = fascist_influence
			} {
				limit = {
					ENG = {
						has_government = communism
					}
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.2
				}
				add_ideas = communist_influence
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.32
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_26w_marine_role
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_26w_marine_role = {
	set_country_flag = {
		flag = EAI_MARINE_ROLE
		value = 2
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 211
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_B_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 221
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/infantry_design = global.EAI_C_INF_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MARINE_TEMPLATE
			value = 231
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_pacific_war_COMBINED_init
Constructs: limit, has_country_flag, set_temp_variable, set_country_flag, clear_array, add_to_temp_variable, every_state, is_coastal
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_COMBINED_pacific_war.txt

Code:
EAI_MILITARY_pacific_war_COMBINED_init = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_pacific_war_COMBINED_init
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_combined_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_pacific_war_COMBINED_init
		} {
			limit = {
				tag = USA
			}
			set_temp_variable = {
				prio = 1000
			} {
				step = -100
			}
		} {
			limit = {
				tag = JAP
			}
			set_temp_variable = {
				prio = 0
			} {
				step = 100
			}
		}
		set_country_flag = EAI_MILITARY_pacific_war_COMBINED_init
		clear_array = EAI_MILITARY_COMBINED_id EAI_MILITARY_COMBINED_prio
		add_to_temp_variable = {
			prio = step
		} {
			prio = step
		} {
			prio = step
		} {
			prio = step
		} {
			prio = step
		} {
			prio = step
		} {
			prio = step
		} {
			prio = step
		}
		every_state = {
			limit = {
				OR = {
					region = 218 118
				}
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				OR = {
					region = 167
				}
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				OR = {
					region = 158
				}
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				OR = {
					region = 187
				}
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				OR = {
					region = 159
				}
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				region = 160
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		} {
			limit = {
				region = 154
				is_coastal = yes
			}
			add_to_array = {
				PREV.EAI_MILITARY_COMBINED_id = THIS.id
			} {
				PREV.EAI_MILITARY_COMBINED_prio = prio
			}
		}
		add_to_array = {
			EAI_MILITARY_COMBINED_region_id = 79
		} {
			EAI_MILITARY_COMBINED_region_prio = prio
		} {
			EAI_MILITARY_COMBINED_region_id = 106
		} {
			EAI
# ... (truncated)
### Entity: Event
Component: mongol.41
Constructs: is_triggered_only, fire_only_once, set_autonomy, set_rule
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.41
	title = mongol.41.t
	desc = mongol.41.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mongol.41.a
		effect_tooltip = {
			SOV = {
				set_autonomy = {
					target = MON
					autonomous_state = autonomy_dominion
					freedom_level = 0.3
				}
			}
			set_rule = {
				can_decline_call_to_war = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_mass_assault
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_mass_assault = {
	check_variable = {
		EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
	}
}
### Entity: Event
Component: new_ger.47
Constructs: is_triggered_only, add_stability, add_political_power, add_popularity, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.47
	title = new_ger.47.t
	desc = new_ger.47.d
	picture = GFX_report_event_soviet_purge_officers_01
	is_triggered_only = yes
	option = {
		name = new_ger.47.a
		add_political_power = 100
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
	} {
		name = new_ger.47.b
		add_stability = -0.05
		set_country_flag = GER_ppl_are_alive
		custom_effect_tooltip = GER_maybe_commie_generals_tt
	}
}
### Entity: Event
Component: mtg_britain.71
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.71
	title = mtg_britain.71.t
	desc = mtg_britain.71.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.71.a
	}
}
### Entity: Modifier Reference
Construct: navy_carrier_air_targetting_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_carrier_air_targetting_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Component: wuw_HUN_weiss_manfred_wm_23_ezust_nyil
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_weiss_manfred_wm_23_ezust_nyil
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = wuw_HUN_expand_on_the_weiss_wm_16
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_expand_on_the_weiss_wm_16
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_weiss_manfred_wm_23_ezust_nyil
			bonus = 0.3
			uses = 1
			category = light_air
		} {
			name = wuw_HUN_weiss_manfred_wm_23_ezust_nyil
			bonus = 0.5
			uses = 1
			category = cat_air_guns
		}
	}
}
### Entity: Modifier Reference
Construct: naval_enemy_positioning_in_initial_attack
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_enemy_positioning_in_initial_attack

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Shared Focus
Component: BALTIC_crossley_motors
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_crossley_motors
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = BALTIC_ford_motors BALTIC_british_aircraft
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_ford_motors
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ENG_crossley_motors_organization
			mio:ENG_crossley_motors_organization = {
				add_mio_size = 2
			}
		}
	}
}
### Entity: Character
Component: popular_queen
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
popular_queen = {
	random = no
	stability_factor = 0.15
	industrial_capacity_factory = 0.05
	industrial_capacity_dockyard = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: denmark_occupation_event.5
Constructs: is_triggered_only, limit, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.5
	title = denmark_occupation_event.5.t
	desc = denmark_occupation_event.5.desc
	picture = GFX_report_event_DEN_resistance
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.5.a
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_target_on_our_occupied_states = 0.1
			tooltip = resistance_target_on_our_occupied_states_tt
		} {
			DEN_resistance_compliance_growth_on_our_occupied_states = -0.1
			tooltip = compliance_growth_on_our_occupied_states_tt
		} {
			DEN_resistance_damage_to_garrison_on_our_occupied_states = 0.1
			tooltip = resistance_damage_to_garrison_on_our_occupied_states_tt
		}
		hidden_effect = {
			play_song = danish_song_of_liberation
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_forced_industrial_progress
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_forced_industrial_progress
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = BHU_contact_chinese_communists BHU_contact_the_soviets
	}
	relative_position_id = BHU_contact_chinese_communists
	x = 1
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = -0.05
		add_ideas = workers_culture
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AFinland.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Finland.png &#8206;(900 × 600 pixels, file size: 28 KB, MIME type: image/png)
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_train_pilots
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, add_ace
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_train_pilots
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = CEL_build_trainer_aircrafts CEL_bimotor_aircrafts
	}
	relative_position_id = CEL_build_trainer_aircrafts
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 5
		if = {
			limit = {
				tag = SCO
			}
			add_ace = {
				name = James
				surname = Rankin
				callsign = Jamie
				type = fighter_genius_attack
			} {
				name = Robert
				surname = Boyd
				callsign = Fin
				type = fighter_genius
			} {
				name = Alexander
				surname = Rabagliati
				callsign = Sandy
				type = fighter_good
			}
		} {
			limit = {
				tag = WLS
			}
			add_ace = {
				name = Raymond
				surname = Harries
				callsign = Count
				type = fighter_genius_attack
			} {
				name = Thomas
				surname = Dalton-Morgan
				callsign = Falco
				type = fighter_genius
			} {
				name = Frederick
				surname = Higginson
				callsign = Taffy
				type = fighter_good
			}
		} {
			limit = {
				tag = NIR
			}
			add_ace = {
				name = Frederick
				surname = Hughes
				callsign = Fred
				type = fighter_genius_attack
			} {
				name = Kenneth
				surname = Mackenzie
				callsign = Willy
				type = fighter_genius
			} {
				name = Robert
				surname = Turkington
				callsign = Paddy
				type = fighter_good
			}
		} {
			limit = {
				tag = BRI
			}
			add_ace = {
				name = Yves
				surname = Mahé
				callsign = Aigle
				type = fighter_genius_attack
			} {
				name = Jean
				surname = Maridor
				callsign = Fantome
				type = fighter_genius
			} {
				name = Jean
				surname = de Vienne
				callsign = L'Autrichien
				type = fighter_good
			}
		}
		add_ideas = ITA_further_pilots_training
	}
}
### Entity: Decision
Component: GER_weltpolitik_cat
Constructs: has_completed_focus, division_template, has_war, has_government, has_country_flag, fire_only_once, is_on_continent, is_claimed_by
Source: game
File: common/decisions/GER.txt

Code:
GER_weltpolitik_cat = {
	GER_disband_the_schutztruppen = {
		icon = GFX_decision_eng_blackshirt_march
		priority = 100
		allowed = {
			original_tag = GER
		}
		available = {
			any_country_division = {
				division_has_majority_template = militia
			}
		}
		visible = {
			OR = {
				has_completed_focus = GER_weltpolitik GER_mittelafrika GER_negotiate_old_colonies_in_the_east GER_ally_chiang_kai_shek
			}
			any_state = {
				OR = {
					is_on_continent = africa asia
				} {
					is_claimed_by = ROOT
					is_controlled_by = ROOT
				}
			}
		}
		cost = 5
		complete_effect = {
			custom_effect_tooltip = GER_disband_the_schutztruppen_tt
			hidden_effect = {
				delete_units = {
					division_template = Afrikanische Schutztruppe
					disband = no
				} {
					division_template = Askari Schutztruppe
					disband = no
				} {
					division_template = Asiatische Schutztruppe
					disband = no
				}
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	GER_reorganize_african_schutztruppe = {
		icon = GFX_decision_generic_military
		priority = 99
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_completed_focus = GER_weltpolitik GER_mittelafrika
			}
			NOT = {
				has_country_flag = GER_improved_african_schutztruppe_flag
			}
		}
		available = {
			any_controlled_state = {
				is_on_continent = africa
			}
		}
		custom_cost_trigger = {
			command_power = > 19
			has_army_experience = > 14
		}
		custom_cost_text = decision_cost_CP_20_ArmXP_15
		days_remove = 35
		complete_effect = {
			hidden_effect = {
				add_command_power = -20
				army_experience = -15
			}
		}
		remove_effect = {
			set_country_flag = GER_improved_african_schutztruppe_flag
			custom_effect_tooltip = GER_reorganize_african_schutztruppe_tt
			hidden_effect = {
				add_units_to_division_template = {
					template_name = Afrikanische Schutztruppe
					regiments = {
						militia = 1
					}
					support = {
						engineer = 0
						recon = 0
					}
				} {
					template_name = Askari Schutztruppe
					regiments = {
						militia = 0
					}
				}
			}
		}
		ai_will_do = {
			base = 1
		}
	}
	GER_reorganize_asian_schutztruppe = {
		icon = GFX_decision_generic_military
		priority = 98
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_completed_focus = GER_weltpolitik GER_negotiate_old_colonies_in_the_east GER_ally_chiang_kai_shek
			}
			NOT = {
				has_country_flag 
# ... (truncated)
### Entity: Idea
Component: GER_boosting_communism_in_country_ns
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_boosting_communism_in_country_ns = {
	name = GER_boosting_communism_in_country
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Effect Reference
Construct: give_resource_rights
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## give_resource_rights

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Gives rights to take resources from specified state.
	give_resource_rights = {
		receiver = <TAG> # accepts keyword or variable
		state = <id> # accepts keyword or variable
		resources = {<Resource Name>} # [optional] If provided, only gives rights to the prodived resources.
													If not provided gives rights to all resources in the states.
	}
```
### Entity: National Focus
Component: uk_destroyer_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_destroyer_focus
	prerequisite = {
		focus = naval_rearmament_focus
	}
	icon = GFX_focus_generic_destroyer
	x = -1
	y = 2
	relative_position_id = naval_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			uses = 2
			category = dd_tech
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_improve_balkan_trade_relations
Constructs: prerequisite, limit, completion_reward, unlock_decision_category_tooltip, has_dlc, unlock_decision_tooltip
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_improve_balkan_trade_relations
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CZE_forgive_trading_debts
	}
	relative_position_id = CZE_forgive_trading_debts
	x = -4
	y = 1
	cost = 5
	completion_reward = {
		unlock_decision_category_tooltip = CZE_invest_in_the_balkans
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			unlock_decision_tooltip = CZE_skoda_select_little_entente_group
		}
		else = {
			custom_effect_tooltip = CZE_ai_nations_more_likely_to_buy_weapons_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
}