Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: saf_focus
Component: SAF_south_african_soviet_research_treaty
Constructs: prerequisite, has_country_flag, completion_reward, is_puppet, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_south_african_soviet_research_treaty
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = SAF_invite_soviet_advisers
	}
	x = 0
	y = 6
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		SOV = {
			exists = yes
			is_puppet = no
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

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

	}
	completion_reward = {
		SOV = {
			custom_effect_tooltip = needs_approval
			country_event = {
				id = tfv_south_africa.40
			}
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_navy_modifier_KUR
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_navy_modifier_KUR = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}
### Entity: Military Industrial Organization
Component: PRC_ordenance_bureau_organization
Constructs: has_completed_focus, limit, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_ordenance_bureau_organization = {
	include = generic_artillery_organization
	name = PRC_ordenance_bureau_organization
	icon = GFX_idea_PRC_ordenance_bureau
	allowed = {
		OR = {
			AND = {
				tag = PRC
				has_dlc = No Compromise, No Surrender
			} {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
		}
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_smugglers
			}
		}
	}
	add_trait = {
		token = PRC_ordenance_bureau_central_planning_trait
		name = PRC_ordenance_bureau_central_planning_trait
		icon = GFX_generic_mio_trait_icon_build_cost_ic
		special_trait_background = yes
		relative_position_id = generic_mio_trait_sliding_breech_block
		all_parents = {
			generic_mio_trait_sliding_breech_block
		}
		position = {
			x = 0
			y = 2
		}
		production_bonus = {
			production_cost_factor = -0.075
		}
	}
}
### Entity: Idea
Component: SIA_army_ordnance_department
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/siam.txt

Code:
SIA_army_ordnance_department = {
	name = SIA_army_ordnance_department_organzation
	picture = SIA_army_ordnance_department
	allowed = {
		original_tag = SIA
		has_dlc = Thunder at Our Gates
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Event
Component: PER_imperial_events.20
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.20
	title = PER_imperial_events.20.t
	desc = PER_imperial_events.20.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.20.a
	}
}
### Entity: Decision
Component: GER_rebuild_the_nation_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_rebuild_the_nation_cat = {
	icon = GFX_decision_category_generic_industry
	allowed = {
		original_tag = GER
	}
	priority = 6
	visible = {
		has_completed_focus = GER_revitalize_the_nation
	}
}
### Entity: Character
Component: master_armorer
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
master_armorer = {
	random = no
	sprite = 13
	equipment_conversion_speed = 0.15
	equipment_upgrade_xp_cost = -0.1
	industrial_capacity_factory = 0.05
	production_lack_of_resource_penalty_factor = -0.1
}
### Entity: Scripted Effect
Component: r56_bundeslaender_wien_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_wien_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 9
	} {
		r56_bundeslaender_div_prov = 11666
	} {
		r56_bundeslaender_div_prov = 11666
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_wien_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	}
	4 = {
		r56_bundeslaender_create_unit = yes
	} {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: Idea
Component: FRA_protected_by_the_maginot_line
Constructs: has_government, removal_cost, planning_speed
Source: game
File: common/ideas/france.txt

Code:
FRA_protected_by_the_maginot_line = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				AND = {
					has_government = democratic
					GER = {
						has_government = democratic
					}
				} {
					has_government = communism
					GER = {
						has_government = communism
					}
				} {
					has_government = fascism
					GER = {
						has_government = fascism
					}
				}
			}
		}
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		max_planning = 0.25
		planning_speed = -0.25
	}
}
### Entity: Idea
Component: INS_koolhoven
Constructs: has_completed_focus, is_subject_of, is_in_faction_with, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_koolhoven = {
	picture = koolhoven
	allowed = {
		original_tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = INS_the_test_flight_service
		OR = {
			is_subject_of = HOL
			is_in_faction_with = HOL
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/PAK_Scripted.txt

Code:
division = {
	division_name = {
		name = 1st East Pakistani Division
	}
	location = 4616
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.9
}
### Entity: Event
Component: BBA_italy_missiolinis.91
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, set_country_flag, has_intelligence_agency, random_list
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.91
	title = BBA_italy_missiolinis.91.t
	desc = BBA_italy_missiolinis.91.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_country_flag = ITA_missiolini_expand_intelligence_service_triggered_flag
			if = {
				limit = {
					has_intelligence_agency = no
				}
				set_country_flag = {
					flag = ITA_missiolini_upgrade_agency_goal_flag
					value = 1
				}
			}
			else = {
				random_list = {
					30 = {
						modifier = {
							factor = 0
							has_done_agency_upgrade = upgrade_form_department
						}
						set_country_flag = {
							flag = ITA_missiolini_upgrade_agency_goal_flag
							value = 2
						}
					}
					20 = {
						modifier = {
							factor = 0
							has_done_agency_upgrade = upgrade_army_department
						}
						set_country_flag = {
							flag = ITA_missiolini_upgrade_agency_goal_flag
							value = 3
						}
					}
					10 = {
						modifier = {
							factor = 0
							OR = {
								has_done_agency_upgrade = upgrade_anti_partisan
								NOT = {
									any_controlled_state = {
										has_resistance = yes
									}
								}
							}
						} {
							factor = 5
							any_controlled_state = {
								resistance = > 50
							}
						}
						set_country_flag = {
							flag = ITA_missiolini_upgrade_agency_goal_flag
							value = 4
						}
					}
					0 = {
						modifier = {
							factor = 0
							has_done_agency_upgrade = upgrade_passive_defense
						} {
							add = 1
							has_done_agency_upgrade = upgrade_form_department upgrade_army_department
							OR = {
								has_done_agency_upgrade = upgrade_anti_partisan
								NOT = {
									any_controlled_state = {
										has_resistance = yes
									}
								}
							}
						}
						set_country_flag = {
							flag = ITA_missiolini_upgrade_agency_goal_flag
							value = 5
						}
					}
				}
			}
		}
	}
	option = {
		name = BBA_italy_missiolinis.91.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_expand_intelligence_agency
		ITA_mussolinis_reroll_cleanup_if_necessary = yes
	} {
		name = BBA_italy_missiolinis.council
		ai_chance = {
			base = 0
		}
		trigger = {
			has_completed_focus = IT
# ... (truncated)
### Entity: Modding Documentation
Construct: num_occupied_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_occupied_states
* description: check the number of states occupied by nation
* (Auto generated using the trigger with same name)
### Entity: Special Project
Component: sp_naval_generic_reward_major_progress_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_naval_prototype_rewards.txt

Code:
sp_naval_generic_reward_major_progress_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_naval_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_naval_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.high
					set_project_flag = sp_naval_generic_reward_major_progress_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_naval
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_naval
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_naval
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_arial_defence_of_cuba
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_arial_defence_of_cuba
	icon = GFX_goal_airplane_hunt
	prerequisite = {
		focus = CUB_start_central_industrial_region
	}
	x = -1
	y = 1
	relative_position_id = CUB_start_central_industrial_region
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				994
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
			}
		} {
			prioritize = {
				315
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_force_the_industrialists_hand
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_force_the_industrialists_hand
	icon = {
		GFX_focus_spr_class_war = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_focus_RAJ_union_busting = yes
	}
	mutually_exclusive = {
		focus = CZE_embrace_corporatism
	}
	prerequisite = {
		focus = CZE_keep_focus_on_weapon_exports
	}
	available = {
		OR = {
			has_war_support = > 0.45
			threat = > 0.14
			GER = {
				has_completed_focus = GER_anschluss
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	complete_tooltip = {
		add_war_support = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = CZE_industrialists_veto_2
		if = {
			limit = {
				has_idea = civilian_economy
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = low_economic_mobilisation
			set_country_flag = CZE_i_had_civ_and_went_to_low_mob_force
		}
	}
	relative_position_id = CZE_keep_focus_on_weapon_exports
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		add_war_support = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = CZE_industrialists_veto
			}
			remove_ideas = CZE_industrialists_veto
		} {
			limit = {
				has_idea = CZE_industrialists_veto_2
			}
			remove_ideas = CZE_industrialists_veto_2
		} {
			limit = {
				has_idea = civilian_economy
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = low_economic_mobilisation
			set_country_flag = CZE_i_had_civ_and_went_to_low_mob_force
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
			effect_tooltip = {
				remove_decision = CZE_prioritize_export_contracts
			}
		} {
			limit = {
				has_character = CZE_dominik_cipera
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = remove_character_as_tt
				CHARACTER = CZE_dominik_cipera
				ROLE = political_advisor
			}
			hidden_effect = {
				retire_character = CZE_dominik_cipera
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Idea
Component: LIE_franz_ii
Constructs: has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_franz_ii = {
	name = LIE_franz_ii
	allowed = {
		has_government = democratic
		NOT = {
			OR = {
				has_country_leader = {
					character = LIE_franz_i
					ruling_only = yes
				} {
					character = LIE_franz_ii
					ruling_only = yes
				}
			}
		}
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic
			has_country_leader = {
				character = LIE_franz_ii
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	traits = {
		party_appeaser
	}
}
### Entity: Effect Reference
Construct: replace_unit_leader_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## replace_unit_leader_trait

* Supported Scopes: CHARACTER
* Supported Targets: none

```
add trait to unit leader
```
### Entity: Idea
Component: HAN_at
Source: game
File: common/ideas/hanover.txt

Code:
HAN_at = {
	ledger = air
	picture = generic_air_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Modding Documentation
Construct: total_constructed_naval_supply_hub
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_naval_supply_hub
* description: Total constructions of naval_supply_hub
### Entity: National Focus
Tree: man_focus
Component: MAN_five_equal_peoples
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_five_equal_peoples
	icon = GFX_goal_generic_national_unity
	mutually_exclusive = {
		focus = MAN_staff_the_court_with_manchus
	}
	prerequisite = {
		focus = MAN_request_control_of_the_railways
	}
	x = 1
	y = 1
	relative_position_id = MAN_request_control_of_the_railways
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.112
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.112
	title = NSB_soviet_civil_war_common.112.t
	desc = NSB_soviet_civil_war_common.112.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.112.a
	}
}
### Entity: Event
Component: news.58
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.58
	title = news.57.t
	desc = news.58.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.57.a
		trigger = {
			NOT = {
				TAG = GER ENG FRA CZE
			}
		}
	} {
		name = news.58.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.58.c
		trigger = {
			TAG = ENG
		}
	} {
		name = news.58.e
		trigger = {
			TAG = CZE
		}
	} {
		name = news.58.f
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: Character
Component: BRA_floriano_peixoto
Source: game
File: common/characters/BRA.txt

Code:
BRA_floriano_peixoto = {
	name = BRA_floriano_peixoto
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = BRA_floriano_peixoto
		allowed = {
			original_tag = BRA
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Ramp_up_Conscription
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Ramp_up_Conscription
	icon = GFX_goal_manpower
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0.1
			den_avoid_army = yes
		} {
			add = 10
			has_war = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	prerequisite = {
		focus = DEN_Reverse_the_Disarmament
	}
	x = 1
	y = 1
	relative_position_id = DEN_Reverse_the_Disarmament
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = disarmed_nation volunteer_only
				}
			}
			add_ideas = limited_conscription
		}
		else = {
			add_political_power = 100
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = DEN_Disarmed_Military
				add_idea = DEN_Disarmed_Military_conscription
			}
		}
		set_variable = {
			mob_cost_factor = 0
		}
		add_to_variable = {
			den_military_improved = 1
		}
	}
}
### Entity: Order of Battle
Component: Den Danske Flåde
Source: game
File: history/units/DEN_1936_naval_mtg.txt

Code:
fleet = {
	name = Den Danske Flåde
	naval_base = 6287
	task_force = {
		name = Den Danske Flåde
		location = 6287
		ship = {
			name = HDMS Niels Iuel
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = DEN
					version_name = Niels Iuel Class
				}
			}
		} {
			name = HDMS Peder Skram
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = DEN
					version_name = Herluf Trolle Class
				}
			}
		} {
			name = HDMS Rota
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Bellona
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Flora
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Daphne
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Dryaden
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_decentralized_command_structure
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_logistics
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_decentralized_command_structure
	icon = GFX_focus_SWE_the_nordic_decentralized_nordic_army_command
	prerequisite = {
		focus = SWE_the_scandinavian_council
	}
	mutually_exclusive = {
		focus = SWE_centralized_command_structure
	}
	relative_position_id = SWE_the_scandinavian_council
	x = -3
	y = 2
	cost = 5
	completion_reward = {
		add_ideas = SWE_decentralized_command_structure_idea
		every_army_leader = {
			add_logistics = 1
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_nuclear_bomb_project
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_nuclear_bomb_project
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = ROM_heavy_bombers
	}
	x = 1
	y = 2
	relative_position_id = ROM_strategic_bomber_force
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.75
		}
		add_tech_bonus = {
			name = ROM_nuclear_bomb_project
			bonus = 1.0
			uses = 1
			category = nuclear
		}
	}
}