Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_alliance_with_the_ussr
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, is_major, add_opinion_modifier
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_alliance_with_the_ussr
	icon = GFX_focus_GER_alliance_with_the_ussr
	prerequisite = {
		focus = GER_treaty_with_the_ussr
	}
	mutually_exclusive = {
		focus = GER_war_with_the_ussr
	}
	x = 0
	y = 1
	relative_position_id = GER_treaty_with_the_ussr
	cost = 10
	bypass = {
		SOV = {
			is_in_faction_with = GER
		}
	}
	available = {
		is_subject = no
		has_government = fascism
		has_war = no
		SOV = {
			has_war = no
			NOT = {
				has_war_with = GER
			}
			is_subject = no
		}
	}
	ai_will_do = {
		base = 0.01
		modifier = {
			add = -0.01
			NOT = {
				is_in_faction_with = POL
			}
			country_exists = POL
		} {
			add = 15
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
			CZE = {
				has_capitulated = no
				OR = {
					is_in_faction_with = POL
					PREV = {
						any_allied_country = {
							is_neighbor_of = ROOT
							strength_ratio = {
								tag = ROOT
								ratio = > 0.7
							}
						}
					}
				}
			}
			FRA = {
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_in_faction_with = CZE
					has_guaranteed = CZE
				}
			}
			SOV = {
				NOT = {
					OR = {
						is_in_faction_with = CZE
						has_guaranteed = CZE
					}
				}
			}
		} {
			factor = 0
			OR = {
				has_war_with = POL FRA
			}
		} {
			factor = 1.1
			CZE = {
				is_major = yes
				is_ai = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			custom_effect_tooltip = ger_sov_buddies_tooltip_2
		}
		custom_effect_tooltip = ger_sov_buddies_tooltip if_they_accept_tt
		effect_tooltip = {
			if = {
				limit = {
					is_faction_leader = yes
				}
				dismantle_faction = yes
			}
			else_if = {
				limit = {
					is_in_faction = yes
				}
				remove_from_faction = GER
			}
			create_faction_from_template = {
				template = faction_template_regional_anti_democratic
				name = the_berlin_moscow_axis
			}
			add_timed_idea = {
				idea = soviet_german_friendship
				days = 730
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_sov_alliance_focus
			}
			country_event = germany.89
		}
	}
}
### Entity: State History
Component: 110
Constructs: add_core_of
Source: game
File: history/states/110-Norway.txt

Code:
state = {
	id = 110
	name = STATE_110
	manpower = 1057185
	state_category = large_town
	resources = {

	}
	history = {
		victory_points = {
			6115 13
		} {
			11151 2
		}
		owner = NOR
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 2
			dockyard = 1
			air_base = 4
			6115 = {
				naval_base = 6
				coastal_bunker = 3
			}
		}
		add_core_of = NOR
	}
	provinces = {
		14 3007 3171 6115 9103 11078 11151 11184
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_the_khidmatgars
Constructs: prerequisite, limit, has_war_with, add_stability, completion_reward, is_subject, is_neighbor_of, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_support_the_khidmatgars
	icon = GFX_focus_generic_workers
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_two_sides_one_people
	}
	relative_position_id = AFG_two_sides_one_people
	available = {
		is_subject = no
		PAK = {
			controls_state = 442
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		442 = {
			add_resistance = 15
			if = {
				limit = {
					442 = {
						NOT = {
							has_dynamic_modifier = {
								modifier = AFG_slight_pashtun_resistance
							}
						}
					}
				}
				442 = {
					add_dynamic_modifier = {
						modifier = AFG_slight_pashtun_resistance
					}
				}
			}
			else_if = {
				limit = {
					442 = {
						has_dynamic_modifier = {
							modifier = AFG_slight_pashtun_resistance
						}
					}
				}
				442 = {
					remove_dynamic_modifier = {
						modifier = AFG_slight_pashtun_resistance
					}
				} {
					add_dynamic_modifier = {
						modifier = AFG_mild_pashtun_resistance
					}
				}
			} {
				limit = {
					442 = {
						has_dynamic_modifier = {
							modifier = AFG_mild_pashtun_resistance
						}
					}
				}
				442 = {
					remove_dynamic_modifier = {
						modifier = AFG_mild_pashtun_resistance
					}
				} {
					add_dynamic_modifier = {
						modifier = AFG_severe_pashtun_resistance
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: MEK_pot
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Country History
Country: FRA
Component: FRA_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/FRA - France.txt

Code:
# Politics & Parties for FRA
set_politics = {
	ruling_party = democratic
	last_election = 1932.5.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 64
	fascism = 1
	neutrality = 15
	communism = 20
}
add_ideas = {
	FRA_victors_of_wwi FRA_disjointed_government FRA_protected_by_the_maginot_line limited_conscription FRA_full_employment FRA_political_violence FRA_inefficient_economy_2
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_76
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_76 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 76
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 76
	}
}
### Entity: Order of Battle
Component: Azad Hind Fauj
Constructs: division_template
Source: game
File: history/units/RAJ_nationalist_army_otc.txt

Code:
division = {
	name = Azad Hind Fauj
	location = 12146
	division_template = Topakhaane Vibhaajan
	start_experience_factor = 0.4
}
### Entity: Order of Battle
Component: Flotte d'Extrême Orient
Source: game
File: history/units/FRA_1936_naval_legacy.txt

Code:
fleet = {
	name = Flotte d'Extrême Orient
	naval_base = 4401
	task_force = {
		name = Flotte d'Extrême Orient
		location = 4401
		ship = {
			name = Suffren
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Lamotte-Picquet
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		}
	}
}
### Entity: Idea
Component: IRQ_state_company_for_iron_and_steel
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_state_company_for_iron_and_steel = {
	picture = IRQ_state_company_for_iron_and_steel
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	available = {
		has_completed_focus = IRQ_found_the_state_company_for_iron_and_steel
	}
	research_bonus = {
		industry = 0.15
	}
	ai_will_do = {
		base = 1
	}
	traits = {
		industrial_steel_mills_trait
	}
}
### Entity: Modifier Reference
Construct: min_export
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## min_export

* Number with 0 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: tfv_south_africa.69
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.69
	title = tfv_south_africa.69.t
	desc = tfv_south_africa.69.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		TZN = {
			if = {
				limit = {
					SAF = {
						controls_state = 546
					}
				}
				transfer_state = 546
			}
		}
		SAF = {
			puppet = TZN
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		TZN = {
			if = {
				limit = {
					SAF = {
						controls_state = 546
					}
				}
				transfer_state = 546
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = TZN
		}
	}
}
### Entity: Character
Component: TUR_fahrettin_altay
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_fahrettin_altay = {
	name = TUR_fahrettin_altay
	portraits = {
		army = {
			small = GFX_idea_tur_fahrettin_altay
			large = GFX_portrait_tur_fahrettin_altay
		}
	}
	advisor = {
		slot = army_chief
		idea_token = TUR_fahrettin_altay
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		visible = {
			NOT = {
				has_country_flag = TUR_ottoman_officers_invited_back
			}
		}
		traits = {
			army_chief_maneuver_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist cavalry_officer war_hero trait_TUR_kemalist_champion hill_fighter
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 902
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_last_claimant
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, add_popularity, set_politics
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_last_claimant
	icon = GFX_focus_ETH_the-italo_ethiopian_empire
	prerequisite = {
		focus = ARM_the_triumph_over_communism
	}
	relative_position_id = ARM_the_triumph_over_communism
	mutually_exclusive = {
		focus = ARM_empower_the_nationalists
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {
		date = < 1943.12.23
		OR = {
			is_subject = no
			has_government = neutrality fascism
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					OR = {
						has_government = neutrality fascism
					}
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 35
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		swap_ideas = {
			remove_idea = ARM_fading_national_identity_right
			add_idea = ARM_fading_national_identity_royalist
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: TAOG_representative_of_welfare
Constructs: stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_representative_of_welfare = {
	sprite = 10
	random = no
	stability_factor = 0.075
	political_power_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Modding Documentation
Construct: infrastructure_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### infrastructure_level
* description: infrastructure level in the state
### Entity: National Focus
Tree: raj_focus
Component: RAJ_national_planning_committee
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_national_planning_committee
	icon = GFX_focus_generic_public_works
	prerequisite = {
		focus = RAJ_tenancy_reforms
	}
	x = 0
	y = 1
	relative_position_id = RAJ_tenancy_reforms
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_RAJ_national_planning_comittee
			days = 365
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_demand_new_brunswick
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, is_subject, every_state, add_core_of
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_demand_new_brunswick
	icon = GFX_goal_generic_revolt
	prerequisite = {
		focus = QUE_a_bright_future_ahead
	}
	relative_position_id = QUE_a_bright_future_ahead
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		is_subject = no
		has_government = communism
	}
	bypass = {
		owns_state = 465
	}
	completion_reward = {
		every_state = {
			limit = {
				state = 465 464
			}
			add_core_of = QUE
		}
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						state = 465 464
					}
				}
			}
			country_event = {
				days = 3
				id = quebec_commie.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Component: bra_pan_americano
Constructs: prerequisite, has_government, completion_reward, is_owned_by, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_pan_americano
	icon = GFX_goal_CHL_liberate_south_america
	prerequisite = {
		focus = bra_sem_urss bra_amigo_urss
	}
	available = {
		has_government = communism
	}
	relative_position_id = bra_amigo_urss
	ai_will_do = {
		factor = 0.1
	}
	bypass = {
		OR = {
			AND = {
				ARG = {
					r56_script_standard_bypass = yes
				}
				URG = {
					r56_script_standard_bypass = yes
				}
			}
			300 = {
				is_owned_by = BRA
			}
			278 = {
				is_owned_by = BRA
			}
			512 = {
				is_owned_by = BRA
			}
			511 = {
				is_owned_by = BRA
			}
			508 = {
				is_owned_by = BRA
			}
			509 = {
				is_owned_by = BRA
			}
		}
	}
	x = 1
	y = 1
	cost = 5
	will_lead_to_war_with = ARG URG
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ARG
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = URG
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_recon.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_recon.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939_Naval_Legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = battleship_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = battleship_2
			creator = ENG
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = carrier_3
			creator = ENG
		}
		requested_factories = 1
		progress = 0.5
		amount = 1
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = carrier_3
			creator = ENG
		}
		requested_factories = 1
		progress = 0.7
		amount = 1
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.9
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.85
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.8
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.7
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = ENG
			version_name = Edinburgh Class
		}
		requested_factories = 1
		progress = 0.65
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_3
			creator = ENG
		}
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = light_cruiser_3
			creator = ENG
		}
		requested_factories = 1
		progress = 0.
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_fund_praga_plants
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_fund_praga_plants
	icon = GFX_goal_generic_industrial_planning
	x = 0
	y = 1
	relative_position_id = CZE_R56_support_strategic_industries
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_R56_support_strategic_industries
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_praga_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				CZE = {
					has_tech = engine_tech_1
				}
			}
			army_experience = 20
		}
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		else = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 1
				uses = 1
				technology = engine_tech_1
			}
		}
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1.5
			uses = 1
			technology = r56_combat_service r56_convoy_highways
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Game Data
Component: cold_climate
Constructs: gain_when, change_camo_when
Source: game
File: common/acclimatation.txt

Code:
cold_climate = {
	gain_when = {
		weather_blizzard = 0.2
		weather_snow = 0.1
		weather_extreme_cold = 0.2
		weather_very_cold = 0.1
		weather_ground_snow_medium = 0.1
		weather_ground_snow_high = 0.15
	}
	weather_modifiers_reduction_factor = 0.5
	change_camo_when = {
		snow
	}
}
### Entity: National Focus
Component: wuw_HUN_the_turan
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus, create_equipment_variant
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_turan
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = wuw_HUN_quantity_over_quality
	} {
		focus = wuw_HUN_establish_the_mavag_army_division
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_quantity_over_quality
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = basic_medium_tank_chassis
		}
		ELSE_IF = {
			limit = {
				has_tech = basic_medium_tank
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_develop_tanks
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_medium_armor
		}
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					has_tech = improved_medium_tank_chassis
				}
				create_equipment_variant = {
					name = 40M Turán
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon_2
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = additional_machine_guns
						special_type_slot_2 = additional_machine_guns
					}
					upgrades = {
						tank_nsb_engine_upgrade = 3
						tank_nsb_armor_upgrade = 3
					}
				}
			} {
				limit = {
					has_tech = advanced_medium_tank_chassis
				}
				create_equipment_variant = {
					name = 43M Turán III
					type = medium_tank_chassis_3
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon_2
						turret_type_slot = tank_medium_three_man_tank_turret
						suspension_type_slot = tank_bogie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = secondary_turret_hmg
						special_type_slot_2 = additional_machine_guns
					}
					upgrades = {
						tank_nsb_engine_upgrade = 3
						tank_nsb_armor_upgrade = 7
					}
				}
			}
			ELSE = {
				custom_effect_tooltip = wuw_HUN_the_turan_40_tt
				effect_tooltip = {
					create_equipment_variant = {
						name = 40M Turán
						type = medium_tank_chassis_2
						parent_version = 0
						modul
# ... (truncated)
### Entity: Unit Leader
Component: 1
Source: game
File: common/unit_leader/00_skills.txt

Code:
1 = {
	cost = 100
	type = operative
	modifier = {

	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_straits
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_straits
	icon = GFX_goal_generic_navy_doctrines_tactics
	ai_will_do = {
		factor = 2
	}
	x = 42
	y = 0
	mutually_exclusive = {
		focus = MAL_the_island MAL_the_air
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_air_research
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_air_research
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = SWI_alpine_specialization
	}
	relative_position_id = SWI_alpine_specialization
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = SWI_air_research
			bonus = 2.0
			uses = 3
			category = air_equipment
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_SLO
Source: game
File: common/ai_focuses/SLO.txt

Code:
ai_focus_peaceful_SLO = {
	research = {
		industry = 25.0
		construction_tech = 15.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: Character
Component: HUN_laszlo_hary
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_laszlo_hary = {
	name = HUN_laszlo_hary
	portraits = {
		army = {
			small = GFX_portrait_HUN_laszlo_hary_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = HUN_laszlo_hary
		allowed = {
			original_tag = HUN
		}
		available = {
			has_completed_focus = wuw_HUN_make_the_magyar_legiero_known
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			base = 2
		}
	}
}