Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_keep_focus_on_weapon_exports
Constructs: has_completed_focus, prerequisite, limit, has_government, is_major, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_keep_focus_on_weapon_exports
	icon = GFX_focus_generic_arms_trade
	mutually_exclusive = {
		focus = CZE_kickstart_rapid_rearmanent
	}
	prerequisite = {
		focus = CZE_raise_more_industrial_funds
	}
	relative_position_id = CZE_raise_more_industrial_funds
	x = 7
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		if = {
			limit = {
				has_idea = CZE_industrialists_veto
			}
			has_idea = CZE_industrialists_veto
		} {
			limit = {
				has_idea = CZE_industrialists_veto_2
			}
			has_idea = CZE_industrialists_veto_2
		}
	}
	bypass = {
		if = {
			limit = {
				has_idea = CZE_industrialists_veto
			}
			NOT = {
				has_idea = CZE_industrialists_veto
			}
		} {
			limit = {
				has_idea = CZE_industrialists_veto_2
			}
			NOT = {
				has_idea = CZE_industrialists_veto_2
			}
		}
		NOT = {
			has_completed_focus = CZE_kickstart_rapid_rearmanent
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		}
		swap_ideas = {
			remove_idea = CZE_industrialists_veto
			add_idea = CZE_industrialists_veto_2
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_zbrojovka_brno_organization = {
				add_mio_funds = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
		else = {
			army_experience = 5
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		hidden_effect = 
# ... (truncated)
### Entity: Event
Component: new_ger.143
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, send_embargo, declare_war_on, puppet_wargoal_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.143
	title = new_ger.143.t
	desc = new_ger.143.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.143.a
		ai_chance = {
			base = 0
		}
		add_war_support = -0.025
	} {
		name = new_ger.143.b
		send_embargo = FROM
	} {
		name = new_ger.143.c
		ai_chance = {
			base = 0
		}
		add_political_power = -75
		declare_war_on = {
			target = FROM
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Idea
Component: SAX_arg
Source: game
File: common/ideas/saxony.txt

Code:
SAX_arg = {
	ledger = army
	picture = generic_army_europe_4
	allowed = {
		original_tag = SAX
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L06
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_L06 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^6 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L06
		value = 5000
	} {
		type = support
		id = L06
		value = 5000
	} {
		type = diplo_action_desire
		id = L06
		target = lend_lease
		value = 2000
	}
}
### Entity: Idea
Component: CHL_patagonian_giants
Constructs: removal_cost, breakthrough_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_patagonian_giants = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_patagonian_giants
	modifier = {
		breakthrough_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: SF_PARA_dispersed_drop
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SF_PARA_dispersed_drop = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_air_bonus
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, fire_only_once, is_guaranteed_by, every_other_country
Source: game
File: common/decisions/BEL_HOL_decisions.txt

Code:
political_actions = {
	BEL_declaration_of_neutrality = {
		icon = hol_draw_up_staff_plans
		allowed = {
			original_tag = BEL
		}
		activation = {
			OR = {
				has_completed_focus = BEL_stay_neutral
				has_country_flag = BEL_declared_neutrality BEL_king_martial_law
				has_government = communism fascism
				FRA = {
					has_government = communism
				} {
					has_government = fascism
				}
			}
		}
		visible = {
			is_guaranteed_by = FRA
		}
		available = {
			hidden_trigger = {
				NOT = {
					is_guaranteed_by = FRA
				}
			}
		}
		days_mission_timeout = 30
		fire_only_once = yes
		timeout_effect = {
			FRA = {
				diplomatic_relation = {
					country = BEL
					relation = guarantee
					active = no
				}
			}
			every_other_country = {
				limit = {
					OR = {
						original_tag = FRA GER ENG HOL
					}
				}
				news_event = {
					hours = 6
					id = belgium.117
				}
			}
		}
		is_good = no
	}
	WLL_move_insitutions_to_namur = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = WLL
		}
		available = {
			controls_state = 34
		}
		fire_only_once = yes
		visible = {

		}
		cost = 10
		complete_effect = {
			set_victory_points = {
				province = 3516
				value = 10
			} {
				province = 11519
				value = 5
			}
			add_stability = 0.03
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: Decision
Component: form_commonwealth_category
Constructs: limit, is_subject, has_global_flag, complete_effect, has_cosmetic_tag, set_cosmetic_tag, is_historical_focus_on
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_commonwealth_category = {
	form_commonwealth = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = POL LIT
			}
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_lithuania_required_states_tt
				controls_state = 11 189
			} {
				tooltip = form_country_poland_required_states_tt
				controls_state = 86 87 88 90 98 10 97 92 91 89 93 94 95 96 784
			}
			OR = {
				AND = {
					original_tag = POL
					core_compliance = {
						occupied_country_tag = LIT
						value = > 80
					}
				} {
					original_tag = LIT
					core_compliance = {
						occupied_country_tag = POL
						value = > 80
					}
				}
			}
		}
		visible = {
			OR = {
				original_tag = POL LIT
			}
			NOT = {
				has_global_flag = form_commonwealth_flag
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_cosmetic_tag = POL_KINGDOM_RUS
				}
				set_cosmetic_tag = PLC_UNIFIED_RUS
			}
			else = {
				set_cosmetic_tag = PLC_UNIFIED
			}
			POL_basic_form_commonwealth = yes
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_fund_communists_in_kmt
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_fund_communists_in_kmt
	icon = GFX_generic_goal_communist_reforms
	prerequisite = {
		focus = MEN_loyalty_to_the_maoists MEN_join_the_comintern
	}
	x = 1
	y = 1
	available = {
		has_government = communism
		country_exists = CHI
		CHI = {
			NOT = {
				has_government = communism
			}
		}
	}
	relative_position_id = MEN_loyalty_to_the_maoists
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_timed_idea = {
			idea = MEN_funding_chinese_communists
			days = 730
		}
		CHI = {
			add_timed_idea = {
				idea = MEN_mongolian_funds_for_chinese_communists
				days = 730
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SIA_avoid_alliances_with_starting_majors_r56
Constructs: has_completed_focus, has_government, is_subject
Source: game
File: common/ai_strategy/r56_SIA.txt

Code:
SIA_avoid_alliances_with_starting_majors_r56 = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		is_subject = no
		NOT = {
			ENG = {
				has_completed_focus = ENG_revisit_colonial_policy
			}
			JAP = {
				has_government = communism
			}
			RAJ = {
				is_subject = no
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = USA
		value = -100
	} {
		type = alliance
		id = ENG
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = alliance
		id = SOV
		value = -100
	} {
		type = alliance
		id = GER
		value = -100
	} {
		type = alliance
		id = ITA
		value = -100
	} {
		type = alliance
		id = JAP
		value = -100
	} {
		type = befriend
		id = USA
		value = 12
	} {
		type = befriend
		id = ENG
		value = 12
	} {
		type = befriend
		id = GER
		value = 12
	} {
		type = befriend
		id = ITA
		value = 12
	} {
		type = befriend
		id = JAP
		value = 12
	} {
		type = ignore
		id = SOV
		value = 10
	}
}
### Entity: Faction
Component: faction_goal_fortify_iwo_jima
Constructs: limit, has_war_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_fortify_iwo_jima = {
	name = fortify_iwo_jima_goal_name
	description = fortify_iwo_jima_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		645 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		645 = {
			air_base = > 2
			anti_air_building = > 0
			any_province_building_level = {
				province = {
					id = 13025
				}
				building = coastal_bunker
				level = > 1
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 645
			}
			add_faction_initiative = 1
		}
		645 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 13025
				instant_build = yes
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war_with = JAP
		} {
			add = 10
			original_tag = JAP
			has_navy_size = {
				size = < 10
				type = capital_ship
			} {
				type = carrier
				size = < 4
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_monumental_architecture
Constructs: prerequisite, completion_reward, add_tech_bonus, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_monumental_architecture
	icon = GFX_goal_generic_industrial_planning
	prerequisite = {
		focus = PRU_inca_heavy_industry
	} {
		focus = PRU_restore_the_kanchas
	}
	relative_position_id = PRU_crown_an_inca
	x = -4
	y = 6
	cost = 5
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_civil_works
			bonus = 1.0
			uses = 1
			category = construction_tech
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: 10 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 10 Kokkyou Keibitai
	location = 9798
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: extensive_conscription
Constructs: has_completed_focus, has_war, limit, add_ideas, has_government, has_country_flag, has_idea, has_dlc
Source: game
File: common/ideas/_manpower.txt

Code:
extensive_conscription = {
	available = {
		OR = {
			has_government = fascism communism
			if = {
				limit = {
					PHI_SEA = yes
				}
				if = {
					limit = {
						has_idea = PHI_ties_with_republican_spain
					}
					has_idea = PHI_ties_with_republican_spain
				}
				else_if = {
					limit = {
						has_idea = PHI_ties_with_republican_spain_2
					}
					has_idea = PHI_ties_with_republican_spain_2
				}
				else = {
					hidden_trigger = {
						always = no
					}
				}
			} {
				limit = {
					original_tag = DEN
					has_dlc = Arms Against Tyranny
				}
				has_country_leader = {
					ruling_only = yes
					character = DEN_christian_x
				}
			} {
				limit = {
					has_dlc = Arms Against Tyranny
					has_autonomy_state = autonomy_aat_defense_council_member
					is_subject_of = SWE
				}
			}
			else = {
				hidden_trigger = {
					always = no
				}
			} {
				hidden_trigger = {
					always = no
				}
			} {
				hidden_trigger = {
					always = no
				}
			}
			SWE_rapid_mob_manpower_law_trigger = yes
			AND = {
				has_war = yes
				enemies_strength_ratio = > 0.5
			}
		}
		has_war_support = > 0.2
		if = {
			limit = {
				original_tag = AST
			}
			IF = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				AST_conscription_level_extensive_conscription = yes
			}
			ELSE = {
				has_completed_focus = AST_citizen_military_forces AST_fight_work_or_perish
			}
		} {
			limit = {
				original_tag = CAN
				has_dlc = Together for Victory
			}
			has_completed_focus = CAN_commit_to_the_war CAN_if_day
		} {
			limit = {
				original_tag = RAJ
				has_dlc = Together for Victory
			}
			is_subject = no
		} {
			limit = {
				original_tag = ENG
				has_dlc = Man the Guns
				has_completed_focus = ENG_concessions_to_the_trade_unions
			}
			NOT = {
				has_country_flag = ENG_cannot_increase_conscription_law
			}
		} {
			limit = {
				original_tag = SPR
				has_dlc = La Resistance
			}
			NOT = {
				has_completed_focus = SPR_all_must_bear_the_torch
			}
		} {
			limit = {
				original_tag = BUL
				has_dlc = Battle for the Bosporus
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				NOT = {
					has_idea = BUL_army_restrictions_aat
				}
			}
			else = {
				NOT = {
					has_idea = BUL_army_restrictions
				}
			}
		} {
			limit = {
				DEN_aat_is_subject = yes
			}
			NOT = {
				has_country_flag = DEN_cannot_increase_conscri
# ... (truncated)
### Entity: National Focus
Tree: isr_focus
Component: ISR_middle_class_investments
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_middle_class_investments
	icon = GFX_goal_generic_civilian_production
	relative_position_id = ISR_further_industry_expansions
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_further_industry_expansions
	}
	cost = 5
	completion_reward = {
		add_political_power = 100
		add_stability = 0.05
		add_popularity = {
			ideology = ISR
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: TAOG_president_of_bank
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_president_of_bank = {
	sprite = 13
	random = no
	consumer_goods_factor = -0.1
	production_speed_buildings_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: englandmod.10
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.10
	title = englandmod.10.t
	desc = englandmod.10.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = englandmod.10.a
	}
}
### Entity: Idea
Component: SPR_anarchist_public_transport
Constructs: has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_public_transport = {
	picture = SPR_anarchist_public_transport
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_speed_factor = 0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_state_has_supply_hub
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_state_has_supply_hub = {
	OR = {
		any_province_building_level = {
			province = {
				all_provinces = yes
			}
			building = supply_node
			level = > 0
		} {
			province = {
				all_provinces = yes
			}
			building = naval_base
			level = > 0
		}
	}
}
### Entity: Trigger Reference
Construct: has_faction_goal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_faction_goal

* Supported Scopes: COUNTRY
* Supported Targets: any

Checks if the country's faction has an active or completed goal
### Entity: Scripted Trigger
Component: EAI_XP_has_navy_check_xp
Constructs: set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_XP_has_navy_check_xp = {
	set_temp_variable = {
		total_xp = EAI_XP_stored_navy_xp
	}
	add_to_temp_variable = {
		total_xp = navy_experience
	}
	NOT = {
		check_variable = {
			total_xp = < _check_xp
		}
	}
}
### Entity: Character
Component: AST_thomas_blamey
Constructs: has_dlc, has_character_flag
Source: game
File: common/characters/AST.txt

Code:
AST_thomas_blamey = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_thomas_blamey
		portraits = {
			army = {
				large = GFX_portrait_AST_thomas_blamey
				small = GFX_portrait_AST_thomas_blamey_small
			}
		}
		field_marshal = {
			visible = {
				NOT = {
					has_character_flag = AST_army_chief_dead
				}
			}
			traits = {
				organizer defensive_doctrine
			}
			skill = 3
			attack_skill = 1
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 4
			legacy_id = -1
		}
		advisor = {
			slot = army_chief
			cost = 100
			idea_token = AST_thomas_blamey
			allowed = {
				original_tag = AST
			}
			traits = {
				army_chief_defensive_2
			}
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_thomas_blamey
		portraits = {
			army = {
				large = GFX_AST_thomas_blamey
				small = GFX_portrait_AST_thomas_blamey_small
			}
		}
		corps_commander = {
			skill = 4
			attack_skill = 4
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Technology
Component: fuel_silos
Constructs: enable_building, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	enable_building = {
		building = fuel_silo
		level = 3
	}
	path = {
		leads_to_tech = synth_oil_experiments
		research_cost_coeff = 1
	} {
		leads_to_tech = fuel_refining
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1936
	folder = {
		name = industry_folder
		position = {
			x = 1
			y = 0
		}
	}
	categories = {
		industry synth_resources
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			oil = > 10
		} {
			factor = 3
			oil = > 20
		} {
			factor = 4
			oil = > 30
		} {
			factor = 2
			num_of_military_factories = > 10
		} {
			factor = 3
			num_of_military_factories = > 20
		} {
			factor = 4
			num_of_military_factories = > 30
		} {
			factor = 4
			num_of_military_factories = > 40
		} {
			factor = 4
			num_of_military_factories = > 50
		} {
			factor = 2
			num_of_naval_factories = > 10
		} {
			factor = 3
			num_of_naval_factories = > 20
		} {
			factor = 4
			num_of_naval_factories = > 30
		} {
			factor = 4
			num_of_naval_factories = > 40
		} {
			factor = 4
			num_of_naval_factories = > 50
		} {
			factor = 0.2
			date = < 1937.1.1
		} {
			factor = 0.4
			date = < 1938.1.1
		}
	}
}
### Entity: Event
Component: tfv_canada.1
Constructs: is_triggered_only, ai_chance, create_faction_from_template, add_to_faction
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.1
	title = tfv_canada.1.t
	desc = tfv_canada.1.d
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	option = {
		name = tfv_canada.1.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			create_faction_from_template = {
				template = faction_template_regional
				name = north_american_alliance
				icon = GFX_faction_logo_generic_17
			}
			add_to_faction = CAN
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.2
				}
			}
		}
	} {
		name = tfv_canada.1.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.3
				}
			}
		}
	}
}
### Entity: Character
Component: EQG_acgs
Source: game
File: common/characters/EQG.txt

Code:
EQG_acgs = {
	advisor = {
		slot = air_chief
		idea_token = EQG_acgs
		allowed = {
			original_tag = EQG
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_modernize_escort_tactics
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_modernize_escort_tactics
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = MON_support_the_mechants
	}
	x = 0
	y = 1
	relative_position_id = MON_support_the_mechants
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = MON_support_the_mechants
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		swap_ideas = {
			remove_idea = MON_trade_protection_effort_idea
			add_idea = MON_trade_protection_effort_better_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: add_rain
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_rain
* Arguments: <rain_amount>

Adds rain to the selected province
### Entity: National Focus
Tree: fin_focus
Component: FIN_pilot_training
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction, add_ace
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_pilot_training
	icon = GFX_focus_SOV_flying_clubs
	prerequisite = {
		focus = FIN_suomen_ilmavoimat
	}
	x = 1
	y = 1
	relative_position_id = FIN_suomen_ilmavoimat
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = FIN_modify_finnish_airforce_ns_intro
		add_to_variable = {
			FIN_finnish_airforce_air_weather_penalty = -0.1
			tooltip = air_weather_penalty_tt
		} {
			FIN_finnish_airforce_air_ace_generation_chance_factor = 0.1
			tooltip = air_ace_generation_chance_factor_tt
		} {
			FIN_finnish_airforce_air_home_defence_factor = 0.1
			tooltip = air_home_defence_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = FIN_pilot_training
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_ace = {
			name = Jorma
			surname = Sarvanto
			callsign = Zamba
			type = fighter_unique
		} {
			name = Jorma
			surname = Karhunen
			callsign = Joppe
			type = fighter_good
		}
	}
}