Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_communist_basic_plane_design
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_basic_plane_design
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = PER_the_peoples_airforce
	}
	x = 0
	y = 1
	relative_position_id = PER_the_peoples_airforce
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			set_technology = {
				iw_small_airframe = 1
			} {
				aa_lmg = 1
			} {
				early_bombs = 1
			}
			air_experience = 15
		}
		ELSE = {
			add_tech_bonus = {
				name = PER_tech_share_bonus
				bonus = 0.5
				uses = 2
				category = light_air
			}
			air_experience = 25
		}
	}
}
### Entity: Character
Component: CHL_juan_antonio_rios
Source: game
File: common/characters/CHL.txt

Code:
CHL_juan_antonio_rios = {
	name = CHL_juan_antonio_rios
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_juan_antonio_rios
			small = GFX_portrait_CHL_juan_antonio_rios_small
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_reino_de_filipinas
Constructs: prerequisite, completion_reward, add_attack, add_coordination, add_country_leader_role, set_politics, set_cosmetic_tag, swap_ideas
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_reino_de_filipinas
	icon = GFX_focus_PHI_reino_de_filipinas
	prerequisite = {
		focus = PHI_royal_exiles
	} {
		focus = PHI_war_of_independence
	}
	mutually_exclusive = {
		focus = PHI_second_philippine_republic
	}
	relative_position_id = PHI_hispanic_overtures
	x = 1
	y = 3
	cost = 10
	ai_will_do = {
		base = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		PHI_infante_juan_iii = {
			add_attack = 1
			add_coordination = 1
			custom_effect_tooltip = generic_skip_one_line_tt
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						ICE_the_navy_king
					}
				}
			}
		}
		set_politics = {
			ruling_party = neutrality
			long_name = PHI_bourbon_party_long
			name = PHI_bourbon_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PHI_unlock_unification_decision_tt PHI_unlock_conquer_decision_tt
		set_cosmetic_tag = PHI_reino_de_filipinas_tag
		swap_ideas = {
			add_idea = PHI_reignited_independence_struggle_3
			remove_idea = PHI_reignited_independence_struggle_2
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_learn_from_the_nkvd
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_learn_from_the_nkvd
	icon = GFX_focus_JAP_learn_from_the_nkvd
	x = 0
	y = 1
	relative_position_id = JAP_the_modern_ashigaru
	prerequisite = {
		focus = JAP_the_modern_ashigaru
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				create_intelligence_agency = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_add_or_modify_communist_party_modifier = yes
			add_to_variable = {
				JAP_communist_party_operative_slot = 1
				tooltip = operative_slot_tt
			} {
				JAP_communist_party_enemy_operative_detection_chance_factor = 0.15
				tooltip = enemy_operative_detection_chance_factor_tt
			} {
				JAP_communist_party_enemy_operative_intel_extraction_rate = 0.15
				tooltip = enemy_operative_intel_extraction_rate_tt
			} {
				JAP_communist_party_enemy_operative_capture_chance_factor = 0.15
				tooltip = enemy_operative_capture_chance_factor_tt
			}
		}
		ELSE = {
			add_ideas = JAP_learn_from_the_nkvd_lar
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_night_attack
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_night_attack
	icon = GFX_focus_generic_army_attack
	prerequisite = {
		focus = PRC_one_with_the_people
	}
	x = -1
	y = 1
	relative_position_id = PRC_one_with_the_people
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_land_night_attack = 0.1
			tooltip = land_night_attack_tt
		}
	}
}
### Entity: Idea
Component: CAY_coi
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = CAY
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_establish_darulaman
Constructs: prerequisite, completion_reward, set_province_name, add_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_establish_darulaman
	icon = GFX_focus_AFG_establish_darulaman
	prerequisite = {
		focus = AFG_education_for_women_and_girls
	}
	x = -1
	y = 1
	relative_position_id = AFG_education_for_women_and_girls
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		267 = {
			set_province_name = {
				id = 10737
				name = AFG_darulaman
			}
			add_dynamic_modifier = {
				modifier = BRA_new_capital_modifier
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_very_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_low_increase_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.05
	}
}
### Entity: Event
Component: PER_fascist_events.1
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_country_leader_trait
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_fascist_events.1
	title = PER_fascist_events.1.t
	desc = PER_fascist_events.1.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_fascist_events.1.a
		ai_chance = {
			base = 0
		}
		add_ideas = PER_constitutional_shah
	} {
		name = PER_fascist_events.1.b
		ai_chance = {
			base = 10
		}
		add_country_leader_trait = PER_fascist_dynasty
	}
}
### Entity: Trigger Reference
Construct: has_army_experience
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_army_experience

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Compares current country's army experience with right side value.
 has_army_experience < <value>
```
### Entity: Character
Component: the_legitimist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_legitimist = {
	random = no
	stability_factor = 0.05
	war_support_factor = 0.05
}
### Entity: National Focus
Tree: pol_focus
Component: POL_central_region_strategy
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_central_region_strategy
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = POL_the_four_year_plan
	}
	x = 4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_start_central_industrial_region_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = POL_start_central_industrial_region_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = POL_central_region_strategy
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				10
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_start_central_industrial_region_1
		} {
			prioritize = {
				90
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_start_central_industrial_region_1
		} {
			prioritize = {
				92
			}
			add_extra_state_shared_building_slots = 2
			set_state_flag = POL_start_central_industrial_region_1
		} {
			prioritize = {
				87
			}
			add_extra_state_shared_building_slots = 2
			set_state_flag = POL_start_central_industrial_region_1
		}
		add_tech_bonus = {
			name = POL_central_region_strategy
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_special_forces_focus
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_special_forces_focus
	icon = GFX_goal_generic_special_forces
	cost = 8
	prerequisite = {
		focus = SAU_camelry_expertise SAU_support_companies
	}
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_camelry_expertise
	x = 1
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAU_special_forces_focus
			bonus = 1
			uses = 3
			category = r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = special_forces_bonus
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
}
### Entity: Unit Template
Component: CSA_MEC_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		CSA_INF_01
	}
	fallback_name = %d Mechanized Division
	ordered = {
		1 = {
			%dst 'Indianhead' Division
		}
		2 = {
			%dnd 'Ivy' Division
		}
		3 = {
			%drd 'Pathfinder' Division
		}
		4 = {
			%dth 'Old Reliables' Division
		}
		5 = {
			%dth 'Old Hickory' Division
		}
		6 = {
			%dth 'Red Arrow' Division
		}
		7 = {
			%dth 'Dixie' Division
		}
		8 = {
			%dth 'Texas' Division
		}
		9 = {
			%dth 'Cyclone' Division
		}
		10 = {
			%dth 'Tough Ombres' Division
		}
		11 = {
			%dth 'Wildcat' Division
		}
		12 = {
			%dth 'Blue Ridge' Division
		}
		13 = {
			%dth 'Victory' Division
		}
		14 = {
			%dth 'Ozarks' Division
		}
		15 = {
			%dth 'Century' Division
		}
		16 = {
			%dth 'Cactus' Division
		}
		17 = {
			%dth 'Golden Acorns' Division
		}
		18 = {
			%dth 'Golden Lions' Division
		}
		19 = {
			%dth 'Black Panthers' Division
		}
		20 = {
			%dth 'Blood Fire' Division
		}
		21 = {
			%dst 'Stonewall Jackson' Division
		}
		22 = {
			%dnd 'Marmaduke' Division
		}
		23 = {
			%drd 'Alabama Volunteers' Division
		}
		24 = {
			%dth 'Tucker's Confederates' Division
		}
		25 = {
			%dth 'Georgia's Finest' Division
		}
		26 = {
			%dth 'Tennessee Rifles' Division
		}
		27 = {
			%dth 'Mississippi Rifles' Division
		}
		28 = {
			%dth 'Arkansas Avengers' Division
		}
		29 = {
			%dth 'Louisiana Volunteers' Division
		}
		30 = {
			%dth 'North Carolina Rifles' Division
		}
		31 = {
			%dst 'Battle Axe' Division
		}
		32 = {
			%dnd 'White Knights' Division
		}
		33 = {
			%drd 'Robert E. Lee' Division
		}
		34 = {
			%dth 'Dirty Bastards' Division
		}
		35 = {
			%dth 'Delta' Division
		}
		36 = {
			%dth 'Hurricane' Division
		}
		37 = {
			%dth 'Rattlesnake' Division
		}
		38 = {
			%dth 'Headhunters' Division
		}
		39 = {
			%dth 'Lions' Division
		}
		40 = {
			%dth 'Misfits' Division
		}
		41 = {
			%dst 'Black Diamonds' Division
		}
		42 = {
			%dnd 'Sam Houston' Division
		}
		43 = {
			%drd 'Banditos' Division
		}
		44 = {
			%dth 'Dust Devils' Division
		}
		45 = {
			%dth 'Volunteers' Division
		}
		46 = {
			%dth 'Davy Crockett' Division
		}
		47 = {
			%dth 'Black Tigers' Division
		}
		48 = {
			%dth 'Iron Men' Division
		}
		49 = {
			%dth 'Armadillos' Division
		}
		50 = {
			%dt
# ... (truncated)
### Entity: Country History
Country: NCY
Component: NCY_army
Source: game
File: history/countries/NCY - Northern Cyprus.txt

Code:
# OOB & Army Setup for NCY
oob = NCY_2000
### Entity: Idea
Component: GER_decrease_fascist_influence
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_decrease_fascist_influence = {
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		fascism_drift = -0.02
		fascism_acceptance = -30
	}
}
### Entity: Doctrine
Component: grand_assault
Constructs: xp_cost, coordination_bonus
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
grand_assault = {
	track = operations
	name = SUBDOCTRINE_GRAND_ASSAULT
	description = SUBDOCTRINE_GRAND_ASSAULT_DESC
	icon = GFX_doctrine_grand_assault_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			OR = {
				original_tag = ENG FRA ITA
			}
		}
	} {

	}
	max_planning = 0.1
	category_army = {
		breakthrough = 0.1
		soft_attack = 0.05
	}
	rewards = {
		central_planning = {
			max_command_power = 30
			logistics_company = {
				battalion_mult = {
					category = category_all_infantry
					defense = 0.05
				}
			}
		}
		multiple_attack_directions = {
			category_army = {
				breakthrough = 0.15
			}
			fire_support = {
				soft_attack = 0.1
			}
		}
		combined_arms_integration = {
			army_bonus_air_superiority_factor = 0.05
			coordination_bonus = 0.1
			category_tank_destroyer_regimental_support = {
				max_organisation = 5
			}
			anti_air_battery = {
				max_organisation = 5
				air_attack = 0.1
			}
			mot_fire_support = {
				max_organisation = 5
				soft_attack = 0.1
			}
		}
		forward_command_posts = {
			logistics_company = {
				battalion_mult = {
					category = category_all_infantry
					supply_consumption = -0.01
					add = yes
				}
			}
			category_recon = {
				recon = 0.1
			}
		}
		c3i_theory = {
			max_planning = 0.1
			category_all_infantry = {
				max_organisation = 8
			}
		}
	}
}
### Entity: National Focus
Component: soviet_focus
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country
Source: game
File: common/national_focus/soviet.txt

Code:
focus_tree = {
	id = soviet_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SOV
		}
	}
	default = no
	continuous_focus_position = {
		x = 55
		y = 1600
	}
	focus = {
		id = SOV_infrastructure_effort_nsb
		icon = GFX_SOV_infrastructure_effort_nsb_ccp_2d_sov_compatibility
		x = 1
		y = 0
		cost = 5
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = infrastructure_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = infrastructure
						size = < 2
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		complete_tooltip = {
			every_state = {
				limit = {
					has_state_flag = SOV_infrastructure_effort_3Inf
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
		}
		completion_reward = {
			if = {
				limit = {
					all_owned_state = {
						infrastructure = > 2
					}
				}
				random_owned_controlled_state = {
					limit = {
						free_building_slots = {
							building = infrastructure
							size = > 1
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
					set_state_flag = SOV_infrastructure_effort_3Inf
				} {
					limit = {
						free_building_slots = {
							building = infrastructure
							size = > 1
						}
					}
					add_building_construction = {
						type = infrastructure
						level = 2
						instant_build = yes
					}
					set_state_flag = SOV_infrastructure_effort_3Inf
				}
			}
			random_owned_controlled_state = {
				limit = {
					infrastructure = < 3
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_infrastructure_effort_3Inf
			} {
				limit = {
					infrastructure = < 3
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_infrastructure_effort_3Inf
			} {
				limit = {
					infrastructure = < 3
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_infrastructure_effort_3Inf
			} {
				limit = {
					infrastructure = < 3
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = y
# ... (truncated)
### Entity: National Focus
Tree: fra_focus
Component: FRA_naval_rearmament
Constructs: has_completed_focus, limit, completion_reward, has_dlc, has_game_rule, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_naval_rearmament
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 70
	y = 0
	offset = {
		x = -16
		y = 0
		trigger = {
			NOT = {
				has_dlc = La Resistance
			}
		}
	} {
		x = -12
		y = 0
		trigger = {
			NOT = {
				has_dlc = La Resistance
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_form_the_popular_front
		}
	} {
		x = -9
		y = 0
		trigger = {
			NOT = {
				has_dlc = La Resistance
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	} {
		x = -27
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_form_the_popular_front
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_invite_communist_ministers
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	} {
		x = -6
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_utilize_the_leagues
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_form_the_popular_front FRA_review_foreign_policy
		}
	} {
		x = -20
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc FRA_review_foreign_policy
		}
	} {
		x = -11
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_national_regeneration
		}
	} {
		x = -17
		y = 0
		trigger = {
			has_dlc = La Resistance
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_the_council_of_rambouillet
		}
	}
	cost = 10

# ... (truncated)
### Entity: Doctrine
Component: armored_spearhead
Constructs: is_major, xp_cost, has_dlc, enable_tactic, force_concentration
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
armored_spearhead = {
	track = armor
	name = SUBDOCTRINE_ARMORED_SPEARHEAD
	description = SUBDOCTRINE_ARMORED_SPEARHEAD_DESC
	icon = GFX_doctrine_armored_spearhead_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		has_dlc = La Resistance
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			original_tag = GER
		} {
			factor = 0.5
			is_major = no
		}
	}
	enable_tactic = tactic_breakthrough
	rewards = {
		force_concentration = {
			category_tanks = {
				max_organisation = 2
				default_morale = 0.05
			}
		}
		armored_breakthrough_exploits = {
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		local_reserves = {
			armored_car = {
				default_morale = 0.1
				max_organisation = 7
			}
			light_armor = {
				default_morale = 0.1
				max_organisation = 3
			}
			category_self_propelled_anti_air_regimental_support = {
				max_organisation = 10
				air_attack = 0.05
			}
		}
		tactical_reconnaissance = {
			category_all_armor = {
				breakthrough = 0.1
			}
		}
		assault_detachments = {
			armored_car = {
				default_morale = 0.2
				max_organisation = 3
				breakthrough = 0.2
			}
			category_tanks = {
				max_organisation = 3
				breakthrough = 0.2
			}
		}
	}
}
### Entity: Name List
Component: ZAN
Source: game
File: common/names/r56_names.txt

Code:
ZAN = {
	male = {
		names = {
			Benjamin Chief Daniel Dully Euphrase George Godfrey Hasheem Hukwe Imani Jakaya James Jayantilal Joseph Julius Juma Justinian Mangi Mizengo Mohammed Muhammed Mustafa Paul Reginald Thomas Tumi William Wilson Kasongo Umpafu Ilunga Kisula Nday Kitamba Maloba Ndaye Kumwimba Maniema
		}
	}
	female = {
		names = {
			Anna Bi Bibi Flaviana Gertrude Judith Nakaaya Nancy Rose Saida
		}
	}
	surnames = {
		Abdulaziz Abdulla Akukweti Bomani Chande Dandu Hassanali Haule Karoli Kezilahabi Kidude Kikwete Kinyonga Lilanga Marealle Matata Mbibo Mbilinyi Meli Mengi Mhando Misiani Mkapa Mkwawa Mohammed Molekane Mongella Mwakikagile Nyerere Pinda Rweyemamu Sanga Shija Sumari Sykes Thabeet Tibaijuka Zawose Nsungu Kukaya Ngombe Muzinga Kabale Konkola Kalombo Mande Nyembo
	}
	callsigns = {

	}
}