Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: USA_MAR_01
Source: game
File: common/units/names_divisions/USA_names_divisions.txt

Code:
USA_MAR_01 = {
	name = Marine Division
	for_countries = {
		USA
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Marine Division
	ordered = {
		1 = {
			%dst Marine 'The Old Breed' Div.
		}
		2 = {
			%dnd Marine 'Follow Me' 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
		}
		11 = {
			%dth Marine Division
		}
		12 = {
			%dth Marine Division
		}
		13 = {
			%dth Marine Division
		}
		14 = {
			%dth Marine Division
		}
		15 = {
			%dth Marine Division
		}
		16 = {
			%dth Marine Division
		}
		17 = {
			%dth Marine Division
		}
		18 = {
			%dth Marine Division
		}
		19 = {
			%dth Marine Division
		}
		20 = {
			%dth Marine Division
		}
		21 = {
			%dst Marine Division
		}
		22 = {
			%dnd Marine Division
		}
		23 = {
			%drd Marine Division
		}
		24 = {
			%dth Marine Division
		}
		25 = {
			%dth Marine Division
		}
		26 = {
			%dth Marine Division
		}
		27 = {
			%dth Marine Division
		}
		28 = {
			%dth Marine Division
		}
		29 = {
			%dth Marine Division
		}
		30 = {
			%dth Marine Division
		}
		31 = {
			%dst Marine Division
		}
		32 = {
			%dnd Marine Division
		}
		33 = {
			%drd Marine Division
		}
		34 = {
			%dth Marine Division
		}
		35 = {
			%dth Marine Division
		}
		36 = {
			%dth Marine Division
		}
		37 = {
			%dth Marine Division
		}
		38 = {
			%dth Marine Division
		}
		39 = {
			%dth Marine Division
		}
		40 = {
			%dth Marine Division
		}
		41 = {
			%dst Marine Division
		}
		42 = {
			%dnd Marine Division
		}
		43 = {
			%drd Marine Division
		}
		44 = {
			%dth Marine Division
		}
		45 = {
			%dth Marine Division
		}
		46 = {
			%dth Marine Division
		}
		47 = {
			%dth Marine Division
		}
		48 = {
			%dth Marine Division
		}
		49 = {
			%dth Marine Division
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_world_wide_spy_web
Constructs: prerequisite, limit, completion_reward, allow_branch, has_dlc, has_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_world_wide_spy_web
	icon = GFX_goal_generic_secret_documents
	relative_position_id = ISR_form_the_mossad
	x = 0
	y = 1
	cost = 5
	allow_branch = {
		has_dlc = La Resistance
	}
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = ISR_form_the_mossad
	}
	available = {
		has_intelligence_agency = yes
		NOT = {
			has_done_agency_upgrade = upgrade_expanded_departments
		}
	}
	bypass = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_expanded_departments
				}
			}
			upgrade_intelligence_agency = upgrade_expanded_departments
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_commando_training
				}
			}
			upgrade_intelligence_agency = upgrade_commando_training
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_240
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_240 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 240
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 240
	}
}
### Entity: Character
Component: head_of_the_nkvd_yezhov
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_yezhov = {
	random = no
	sprite = 13
	stability_factor = -0.1
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.1
	civilian_intel_to_others = -10
	agency_upgrade_time = -0.1
	custom_modifier_tooltip = SOV_head_of_the_nkvd_yezhov_tt SOV_head_of_the_nkvd_locked_tt
}
### Entity: AI Strategy
Component: JAP_invade_burma
Constructs: is_ally_with
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_invade_burma = {
	enable = {
		SIA = {
			is_ally_with = JAP
		}
		336 = {
			controller = {
				OR = {
					is_ally_with = JAP
					original_tag = JAP
				}
			}
		}
	}
	ai_strategy = {
		type = invade
		id = BRM
		value = 500
	} {
		type = invasion_unit_request
		state = 431
		value = 120
	} {
		type = invasion_unit_request
		state = 430
		value = 100
	} {
		type = invasion_unit_request
		state = 997
		value = 60
	} {
		type = invasion_unit_request
		state = 995
		value = 50
	} {
		type = naval_invasion_focus
		value = 200
	}
	abort_when_not_enabled = yes
}
### Entity: Event
Component: AAT_Sweden_flashpoints.17
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.17
	title = AAT_Sweden_flashpoints.17.t
	desc = AAT_Sweden_flashpoints.17.desc
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.17.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.05
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.18
				days = 2
			}
		}
	} {
		name = AAT_Sweden_flashpoints.17.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.13
				days = 4
			}
		}
	}
}
### Entity: Order of Battle
Component: 2. Division d'Infanterie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLL_home_guard.txt

Code:
division = {
	name = 2. Division d'Infanterie
	location = 11519
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_the_tale_of_two_brothers
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_ally_with, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_the_tale_of_two_brothers
	icon = GFX_goal_CHI_continue_the_peoples_tutelage
	prerequisite = {
		focus = TIB_implement_the_three_principles
	}
	relative_position_id = TIB_implement_the_three_principles
	mutually_exclusive = {
		focus = TIB_a_strong_and_united_tibet
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
		CHI = {
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		CHI = {
			is_faction_leader = no
			has_war_with = ROOT
			is_in_faction_with = ROOT
			is_subject_of = ROOT
		}
	}
	completion_reward = {
		CHI = {
			country_event = {
				id = generic.2
				hours = 18
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: HUN_fascist_prime_minister
Constructs: war_support_factor, neutrality_drift, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_fascist_prime_minister = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	war_support_factor = 0.05
	neutrality_drift = 0.02
	fascism_drift = 0.03
}
### Entity: Idea
Component: idea_EFR_shattered_economy
Constructs: has_government, production_speed_buildings_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/etat_francais.txt

Code:
idea_EFR_shattered_economy = {
	picture = great_depression
	allowed = {
		is_subject_of = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = -0.15
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Di 1 Jiandui
Source: game
File: history/units/PRC_1936_naval_legacy.txt

Code:
fleet = {
	name = Di 1 Jiandui
	naval_base = 7014
	task_force = {
		name = Di 1 Jiandui
		location = 7014
		ship = {
			name = Yingrui
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Ninghai
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Hairong
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Zhaohe
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Haiqi
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Dadong
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PRC
				}
			}
		} {
			name = Zejiang
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PRC
				}
			}
		}
	}
}
### Entity: Country History
Country: SOO
Component: SOO_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/SOO - OSSETIA.txt

Code:
# Leaders & Characters for SOO
create_country_leader = {
	name = Military Junta
	desc = 
	picture = gfx/leaders/SOO/soo_military_junta.jpg
	expire = 1953.3.1
	ideology = despotism
	traits = {

	}
}
recruit_character = NOA_vasily_lemayev
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_11
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_11 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 11
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 11
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ARG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ARG
		}
		requested_factories = 1
		progress = 0.19
		efficiency = 100
	}
}
### Entity: Technology
Component: marines_commandoes
Constructs: limit, is_ai, force_use_small_tech_layout, enable_subunits, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		} {
			limit = {
				is_ai = yes
			}
			always = no
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = marines_commandos_demolition
		research_cost_coeff = 1
	}
	xor = {
		marines_expeditionary
	}
	enable_subunits = {
		marine_commando
	}
	on_research_complete = {
		custom_effect_tooltip = SF_MARINES_exfiltration_effect_tt
	}
	acclimatization_cold_climate_gain_factor = 0.1
	acclimatization_hot_climate_gain_factor = 0.1
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 6
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_italian_african_police
Constructs: prerequisite, limit, completion_reward, is_on_continent, set_country_flag, every_controlled_state, has_resistance, add_compliance
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_italian_african_police
	icon = GFX_goal_arrests
	text = ITA_polizia_dell_africa_italiana
	x = 1
	y = 1
	prerequisite = {
		focus = AOI_organize_the_police_structure
	} {
		focus = AOI_warm_climate_training
	}
	relative_position_id = AOI_organize_the_police_structure
	cost = 10
	available = {
		any_controlled_state = {
			is_on_continent = africa
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ITA_polizia_dell_africa_italiana_occupation_law_tt
		set_country_flag = ITA_colonial_police_final_flag
		every_controlled_state = {
			limit = {
				has_resistance = yes
			}
			add_compliance = 5
			add_resistance = -5
		}
	}
}
### Entity: Wiki Documentation
Construct: tag_color
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
tag_color
|
Test setting a country's color
|

|

browser [url]
|
Show browser window
|

|

browser_base_url [url]
|
Set browser base url
|

|
### Entity: Event
Component: DOD_romania.11
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.11
	title = DOD_romania.11.t
	desc = DOD_romania.11.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = DOD_romania.11.a
		add_to_faction = FROM
	}
}
### Entity: Modifier Reference
Construct: weekly_casualties_war_support
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## weekly_casualties_war_support

* Number with 2 decimal places
* **Categories**: country
### Entity: National Focus
Tree: usa_focus
Component: USA_invite_foreign_support
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_invite_foreign_support
	icon = GFX_goal_generic_military_deal
	x = 3
	y = 1
	prerequisite = {
		focus = USA_ally_with_the_silver_shirts
	}
	relative_position_id = USA_ally_with_the_silver_shirts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = USA_foreign_support
		custom_effect_tooltip = USA_foreign_support_tt
	}
}
### Entity: Idea
Component: JAP_collapsing_government_idea
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_collapsing_government_idea = {
	picture = JAP_collapsing_government
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		political_power_gain = -0.1
	}
}
### Entity: Event
Component: JUNO_guay_events.3
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/TOA_GUAY.txt

Code:
country_event = {
	id = JUNO_guay_events.3
	title = JUNO_guay_events.3.t
	desc = JUNO_guay_events.3.desc
	picture = GFX_report_event_generic_croatia_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = JUNO_guay_events.3.a
	}
}
### Entity: Achievement
Component: everything_is_awesome
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag, is_power_balance_in_range
Source: game
File: common/achievements.txt

Code:
everything_is_awesome = {
	id = 178
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = DEN
	}
	happened = {
		tag = DEN
		date = > 1941.01.01
		NOT = {
			has_global_flag = achievement_den_has_never_been_puppeted
		} {
			has_global_flag = achievement_den_has_never_been_capitulated
		}
		is_power_balance_in_range = {
			id = DEN_balance_of_power
			range = DEN_welfare_max_range
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_the_roars_of_thunder
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_the_roars_of_thunder
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = PLY_open_university PLY_encourage_local_arms_production
	}
	relative_position_id = PLY_open_university
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = MNC_the_roars_of_thunder
			bonus = 0.5
			uses = 2
			category = artillery cat_anti_tank
		}
	}
}
### Entity: Music Config
Component: base_music/iran_military_glory_of_cyrus_the_great
Constructs: has_war_with, has_war
Source: game
File: music/goe_songs.txt

Code:
music = {
	song = iran_military_glory_of_cyrus_the_great
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = PER
			}
		} {
			factor = 5
			original_tag = PER
			has_war = yes
		} {
			factor = 10
			has_war_with = PER
		}
	}
}
### Entity: Character
Component: ARM_valerian_surabekov
Source: game
File: common/characters/ARM.txt

Code:
ARM_valerian_surabekov = {
	name = ARM_valerian_surabekov
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_europe_generic_navy_5.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = ARM_valerian_surabekov
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			navy_submarine_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: AI Strategy
Component: AUS_ally_demo_GER_when_communist
Constructs: has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_ally_demo_GER_when_communist = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		has_government = communism
		GER = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = GER
		value = 400
	} {
		type = befriend
		id = GER
		value = 400
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_enpower_the_pcv
Constructs: prerequisite, remove_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_enpower_the_pcv
	icon = GFX_goal_VEN_communism
	relative_position_id = VEN_rebellion
	x = -5
	y = 1
	cost = 5
	available = {
		NOT = {
			has_war_with = VCW
		}
	}
	prerequisite = {
		focus = VEN_rebellion
	}
	mutually_exclusive = {
		focus = VEN_bolivarian_socialist_theory VEN_cult_of_creole
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.34
		}
		hidden_effect = {
			remove_ideas = VEN_ARDI_resurgence
		}
	}
}
### Entity: Idea
Component: idea_SIA_nsb_service_by_requirement
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_service_by_requirement = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.05
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.11
Constructs: is_triggered_only, ai_chance, limit, has_opinion, is_guaranteed_by, has_non_aggression_pact_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.11
	title = AAT_finland_diplomacy.11.t
	desc = AAT_finland_diplomacy.11.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.11.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 3
				has_opinion = {
					target = FROM
					value = > 89
				}
			} {
				factor = 1.5
				is_guaranteed_by = FROM
			} {
				factor = 1.2
				has_non_aggression_pact_with = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			} {
				factor = 100
				is_subject_of = FROM
			} {
				factor = 100
				FROM = {
					is_ai = no
				}
				OR = {
					is_in_faction_with = FROM
					is_subject_of = FROM
				}
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				FROM = {
					transfer_state = PREV
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.12
					hours = 1
				}
			}
		}
	} {
		name = AAT_finland_diplomacy.11.b
		ai_chance = {
			base = 200
			modifier = {
				factor = 0
				is_subject_of = FROM
			}
		}
		custom_effect_tooltip = generic_could_lead_to_tt
		hidden_effect = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				add_to_array = {
					PREV.target_states_array = THIS
				}
			}
		} {
			FROM = {
				country_event = {
					id = AAT_finland_diplomacy.13
					hours = 1
				}
			}
		}
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					OR = {
						state = 213 215 216
					}
				}
				add_claim_by = FROM
			}
			FROM = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.target_states_array
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_dominion_of_india
Constructs: every_owned_state, prerequisite, limit, add_war_support, add_stability, completion_reward, is_subject_of, has_autonomy_state
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_dominion_of_india
	icon = GFX_focus_RAJ_the_dominion_of_india
	prerequisite = {
		focus = RAJ_the_punjab_accord
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_punjab_accord
	cost = 10
	available = {
		is_subject_of = ENG
		has_autonomy_state = autonomy_dominion
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_modify_a_loyal_government_tt generic_skip_one_line_tt generic_skip_one_line_tt RAJ_the_dominion_of_india_every_owned_state_compliance_tt generic_skip_one_line_tt RAJ_loyalist_branch_capstone_focuses_become_free_tt
		add_to_variable = {
			RAJ_a_loyal_government_extra_trade_to_overlord_factor = -0.25
			tooltip = extra_trade_to_overlord_factor_tt
		} {
			RAJ_a_loyal_government_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		add_stability = 0.1
		add_war_support = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		every_owned_state = {
			limit = {
				has_resistance = yes
				compliance = < 100
			}
			add_compliance = 15
		}
	}
}
### Entity: Idea
Component: fabrique_nationale
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
fabrique_nationale = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = BEL
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Character
Component: GXC_ma_bacui
Source: game
File: common/characters/GXC.txt

Code:
GXC_ma_bacui = {
	name = Ma Bacui
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_14
			large = GFX_portrait_asia_generic_land_14
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_ma_bacui
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer homeland_connoisseur
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = RUT_carpathian_sich
	}
	bypass = {
		has_tech = motorised_infantry
	}
	relative_position_id = RUT_carpathian_sich
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}