Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_strike_at_the_rising_sun
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, add_timed_idea, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_strike_at_the_rising_sun
	icon = GFX_focus_GER_strike_at_the_rising_sun
	prerequisite = {
		focus = GER_instigate_middle_eastern_revolutions
	}
	x = 0
	y = 1
	relative_position_id = GER_instigate_middle_eastern_revolutions
	cost = 10
	available = {
		is_subject = no
		NOT = {
			JAP = {
				has_government = communism
				is_in_faction_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = JAP
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_pacific_blitzkrieg_ns
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = JAP
		}
		add_ai_strategy = {
			type = conquer
			id = JAP
			value = 250
		} {
			type = antagonize
			id = JAP
			value = 250
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_fund_local_construction
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, is_core_of, random_select_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_fund_local_construction
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = NOR_norwegian_school_of_economics
	}
	mutually_exclusive = {
		focus = NOR_empower_large_industrial_groups
	}
	x = 1
	y = 1
	relative_position_id = NOR_norwegian_school_of_economics
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = NOR_modify_independent_norway_TT
		add_to_variable = {
			var = NOR.NOR_independent_norway_dmod_production_speed_industrial_complex_factor
			value = 0.15
			tooltip = production_speed_industrial_complex_factor_tt
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_masses_education
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_masses_education
	icon = GFX_focus_generic_socialist_science
	x = 24
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_doctrinal_marxism
	}
	available = {
		has_government = communism
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 100
		add_ideas = COG_masses_education
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
}
### Entity: Joint Focus
Component: INSHOL_emergency_naval_purchases
Constructs: prerequisite, limit, joint_focus, is_subject_of, has_war_with_major, create_equipment_variant, create_ship
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_emergency_naval_purchases
	icon = GFX_focus_generic_refit_civilian_ships
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
		HOL = {
			has_war_with_major = yes
		}
	}
	prerequisite = {
		focus = INSHOL_emergency_dockyard_construction INSHOL_naval_program
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_emergency_dockyard_construction
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			create_equipment_variant = {
				name = Surabaya Class
				type = ship_hull_light_1
				upgrades = {
					ship_torpedo_upgrade = 0
					destroyer_engine_upgrade = 0
					ship_anti_air_upgrade = 0
					ship_ASW_upgrade = 0
				}
				modules = {
					fixed_ship_anti_air_slot = ship_anti_air_1
					fixed_ship_engine_slot = light_ship_engine_1
					mid_1_custom_slot = ship_torpedo_1
					rear_1_custom_slot = ship_mine_sweeper_1
					fixed_ship_battery_slot = ship_light_battery_1
					fixed_ship_torpedo_slot = ship_torpedo_1
				}
			}
			create_ship = {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Soerabaja
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Batavia
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Bandoeng
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Semarang
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Medan
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Padang
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Palembang
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Makassar
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Balikpapan
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = INS
				name = Hr.Ms. Tarakan
			} {
				type = ship_hull_light_1
				equipment_variant = Surabaya Class
				creator = 
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/VIN_uprising.txt

Code:
division = {
	location = 1248
	division_template = Viet Minh Partisan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: AI Strategy
Component: JAP_destroyers
Constructs: has_war
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_destroyers = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 100
	}
	destroyer_early = {
		priority = {
			factor = 10
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_basic = {
		priority = {
			factor = 100
			modifier = {
				factor = 100
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery ship_torpedo light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_improved = {
		priority = {
			factor = 250
			modifier = {
				factor = 2
				has_war = yes
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2800.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = dp_light_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_anti_air
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery ship_torpedo light_ship_engine
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AUnited_States_focus_tree.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:United States focus tree.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)United States (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:United_States_focus_tree.jpeg"
### Entity: Unit Template
Component: LIT_CV_HISTORICAL
Source: game
File: common/units/names_ships/LIT_ship_names.txt

Code:
LIT_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		LIT
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Lektuvnesio %d
	unique = {
		Silute Taurage Jurbarkas Alytus Trakai Druskininkai Dzkas Slis Skalvis
	}
}
### Entity: Modifier Reference
Construct: max_training
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_training

* Number with 2 decimal places
* **Categories**: army, aggressive
### Entity: Idea
Component: SOV_uralmash
Constructs: has_completed_focus, limit, has_global_flag, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_uralmash = {
	cost = 100
	picture = generic_tank_manufacturer_3
	name = SOV_uralmash
	available = {
		if = {
			limit = {
				has_global_flag = sov_old_focus_tree
			}
			has_completed_focus = SOV_tank_improvements
		}
		else = {
			has_completed_focus = SOV_merge_tank_and_materiel_plants
		}
	}
	allowed = {
		original_tag = SOV
	}
	research_bonus = {
		armor = 0.1
	}
	traits = {
		blank_tank_manufacturer
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			reliability = 0.15
			hard_attack = 0.05
			ap_attack = 0.05
		}
		medium_tank_destroyer_chassis = {
			reliability = 0.15
			hard_attack = 0.05
			ap_attack = 0.05
		}
		heavy_tank_destroyer_chassis = {
			reliability = 0.15
			hard_attack = 0.05
			ap_attack = 0.05
		}
		modern_tank_destroyer_chassis = {
			reliability = 0.15
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
	modifier = {
		equipment_conversion_speed = 0.1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_protect_albania
Constructs: prerequisite, has_war, has_war_with, completion_reward, is_historical_focus_on, has_full_control_of_state, is_subject, is_puppet_of
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_protect_albania
	icon = GFX_goal_italy_albanian_protectorate
	prerequisite = {
		focus = GRE_world_stage
	}
	x = 2
	y = 1
	relative_position_id = GRE_world_stage
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			is_historical_focus_on = yes
			factor = -1000
		}
	}
	available = {
		has_full_control_of_state = 185
		is_subject = no
		has_war = no
		ALB = {
			is_subject = no
			exists = yes
		}
	}
	bypass = {
		ALB = {
			OR = {
				is_puppet_of = GRE
				exists = no
				AND = {
					has_war_with = GRE
					has_capitulated = yes
					GRE = {
						controls_state = 44 805
					}
				}
			}
		}
	}
	will_lead_to_war_with = ALB
	completion_reward = {
		custom_effect_tooltip = GRE_8 if_they_accept
		ALB = {
			country_event = greece.82
		}
		effect_tooltip = {
			puppet = ALB
			transfer_state = 805
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_kabul_arsenal
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_kabul_arsenal
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available = {
		controls_state = 267
	}
	prerequisite = {
		focus = AFG_begin_rearmament
	}
	relative_position_id = AFG_begin_rearmament
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				267
			}
			limit = {
				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
			}
		} {
			prioritize = {
				267
			}
			limit = {
				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 = r56_newline
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AFG_kabul_arsenal_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		else = {
			custom_effect_tooltip = available_materiel_manufacturer
			show_ideas_tooltip = AFG_kabul_arsenal
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_support_the_colonial_plan
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_faction_leader, is_subject
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_support_the_colonial_plan
	icon = GFX_focus_CHL_support_the_colonial_plan
	relative_position_id = CHL_the_spirit_of_the_war_of_the_pacific
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_the_spirit_of_the_war_of_the_pacific
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
			has_government = fascism
		}
		URG = {
			NOT = {
				has_government = fascism
			} {
				has_war_with = ROOT
			}
			exists = yes
			is_subject = no
		}
		is_subject = no
	}
	bypass = {
		URG = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject = yes
			}
		}
	}
	completion_reward = {
		URG = {
			country_event = {
				id = CHL_political_events.41
				days = 2
			}
		}
	}
}
### Entity: Event
Component: kmt.302
Constructs: is_triggered_only, add_to_war, annex_country
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.302
	title = kmt.302.t
	desc = {
		text = kmt.302.d_1
		trigger = {
			tag = CHI
		}
	} {
		text = kmt.302.d_2
		trigger = {
			tag = PRC
		}
	}
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		trigger = {
			tag = CHI
		}
		name = kmt.302.a
		effect_tooltip = {
			FROM = {
				add_to_war = {
					targeted_alliance = CHI
					enemy = PRC
				}
			}
		}
	} {
		trigger = {
			tag = PRC
		}
		name = kmt.302.b
		effect_tooltip = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
	}
}
### Entity: Event
Component: men.10
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_stability, fire_only_once, add_political_power, add_popularity
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.10
	title = men.10.t
	desc = men.10.d
	picture = GFX_report_event_chinese_japanese_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.10.a
		if = {
			limit = {
				has_country_flag = MEN_japanese_gambit
			}
			add_political_power = 15
			add_stability = 0.03
			custom_effect_tooltip = MEN_unforseen_consequences
			hidden_effect = {
				country_event = {
					id = men.11
					hours = 12
				}
				JAP = {
					country_event = {
						id = men.15
						hours = 12
					}
				}
			}
		}
		else = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
			add_stability = 0.1
			set_country_flag = MEN_nima_odsor_not_assassinated
			effect_tooltip = {
				unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
			}
		}
		ai_chance = {
			base = 40
		}
	} {
		name = men.10.b
		trigger = {
			has_country_flag = MEN_japanese_gambit
		}
		add_political_power = -35
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_stability = -0.1
		custom_effect_tooltip = MEN_prevent_destabilization
		hidden_effect = {
			country_event = {
				id = men.12
				hours = 12
			}
			JAP = {
				country_event = {
					id = men.16
					hours = 12
				}
			}
		}
		ai_chance = {
			base = 60
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: Order of Battle
Component: Kriegsmarine
Source: game
File: history/units/GER_1939_naval_mtg.txt

Code:
fleet = {
	name = Kriegsmarine
	naval_base = 241
	task_force = {
		name = Hochseeflotte
		location = 241
		ship = {
			name = Scharnhorst
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_2 = {
					amount = 1
					owner = GER
					version_name = Scharnhorst
				}
			}
		} {
			name = Gneisenau
			pride_of_the_fleet = yes
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_2 = {
					amount = 1
					owner = GER
					version_name = Scharnhorst
				}
			}
		} {
			name = Admiral Hipper
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = GER
					version_name = Admiral Hipper
				}
			}
		} {
			name = Deutschland
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_panzerschiff = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Admiral Graf Spee
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_panzerschiff = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Nürnberg
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = GER
					version_name = Leipzig
				}
			}
		} {
			name = Leipzig
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = GER
					version_name = Leipzig
				}
			}
		} {
			ordered_name = 5
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = GER
					version_name = Zerstörer 1934A
				}
			}
		} {
			ordered_name = 6
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = GER
					version_name = Zerstörer 1934A
				}
			}
		} {
			ordered_name = 7
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = GER
					version_name = Zerstörer 1934A
				}
			}
		} {
			ordered_name = 17
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = GER
					version_name = Zerstörer 1936
				}
			}
		} {
			ordered_name = 18
			definition = destroyer
			equipmen
# ... (truncated)
### Entity: Country History
Country: KHM
Component: KHM_technology
Constructs: set_technology
Source: game
File: history/countries/KHM - Khotan Ma.txt

Code:
# Starting Technologies for KHM
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_kabul_air_college
Constructs: prerequisite, add_ideas, completion_reward, add_ace
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_kabul_air_college
	icon = GFX_focus_generic_military_academy
	x = 1
	y = 1
	relative_position_id = AFG_import_british_fighters
	prerequisite = {
		focus = AFG_import_british_fighters AFG_import_italian_fighters
	}
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 25
		add_ideas = AFG_air_officers_academy
		custom_effect_tooltip = r56_newline
		add_ace = {
			name = Muhammad Ihsan
			surname = Khan
			callsign = Shaheen
			type = fighter_good
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_hawk_75a7
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, joint_focus, completion_reward, set_technology, is_subject_of
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_hawk_75a7
	icon = GFX_focus_INS_purchase_hawk
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			AND = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			original_tag = INS
		}
	}
	prerequisite = {
		focus = INSHOL_fund_ml_knil
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_fund_ml_knil
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 0
			original_tag = HOL
			date = < 1939.1.1
		} {
			factor = 0.8
			original_tag = HOL
		} {
			factor = 1.1
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			original_tag = HOL
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.75
			original_tag = HOL
			HOL_check_plan_colonial_alternate_democratic = yes
		} {
			factor = 0.5
			original_tag = HOL
			HOL_check_plan_continental_alternate_democratic = yes
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				is_ai = no
			}
		} {
			factor = 0.5
			original_tag = HOL
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				OR = {
					INS = {
						is_subject_of = HOL
					}
					original_tag = INS
				}
			}
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				set_technology = {
					basic_small_airframe = 1
					popup = yes
				}
			} {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 600
					equipment_type = small_plane_airframe
					seller_tags = {
						USA
					}
				}
				if = {
					limit = {
						has_dlc = By Blood Alone
					}
					add_equipment_to_stockpile = {
						type = small_plane_airframe_1
						amount = 50
						producer = USA
					}
				}
				else = {
					add_equipment_to
# ... (truncated)