Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention_in_liechtenstein_nazi
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_country_leader, is_neighbor_of
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_intervention_in_liechtenstein_nazi
	icon = GFX_goal_AUS_invade_liechtenstein
	prerequisite = {
		focus = AUS_independent_nazi
	}
	relative_position_id = AUS_independent_nazi
	x = -4
	y = 1
	cost = 3
	allow_branch = {
		has_game_rule = {
			rule = micronation_annexation_status
			option = SHOW_MICRONATIONS
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				AND = {
					NOT = {
						has_completed_focus = AUS_ally_italy
					} {
						has_completed_focus = AUS_go_it_alone
					} {
						has_completed_focus = AUS_look_west
					}
				}
				has_country_leader = {
					character = AUS_josef_leopold
					ruling_only = yes
				} {
					character = AUS_arthur_seyss_inquart
					ruling_only = yes
				}
			}
		}
	}
	available = {
		LIE = {
			num_occupied_states = < 2
		}
		controls_state = 848
		country_exists = LIE
		is_neighbor_of = LIE
		NOT = {
			is_ally_with = LIE
			has_non_aggression_pact_with = LIE
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = SWI_border_war_liechtenstein_category
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_legacy_of_the_empire
Constructs: has_completed_focus, prerequisite, limit, add_opinion_modifier, completion_reward, has_country_leader, allow_branch, has_game_rule
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_legacy_of_the_empire
	icon = GFX_focus_AUS_legacy_of_the_empire
	prerequisite = {
		focus = AUS_reinstate_the_imperial_council
	}
	mutually_exclusive = {
		focus = AUS_the_danubian_federation AUS_seek_support_from_guarantors
	}
	x = 0
	y = 3
	relative_position_id = AUS_reinstate_the_imperial_council
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_otto_von_habsburg
			} {
				ruling_only = yes
				character = AUS_ernst_rudiger_starhemberg
			}
		}
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_hold_elections
			} {
				has_completed_focus = AUS_totalitarian_safety
			} {
				has_completed_focus = AUS_austromarxism_focus
			} {
				has_completed_focus = AUS_the_danubian_federation
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_otto_von_habsburg
				}
			}
			add_dynamic_modifier = {
				modifier = AUS_habsburg_monarchy_restored
			}
		} {
			limit = {
				HUN = {
					exists = yes
				}
			}
			HUN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AUS_imperilalist_sentiments
				}
			}
		} {
			limit = {
				CZE = {
					exists = yes
				}
			}
			CZE = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AUS_imperilalist_sentiments
				}
			}
		} {
			limit = {
				YUG = {
					exists = yes
				}
			}
			YUG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AUS_imperilalist_sentiments
				}
			}
		} {
			limit = {
				ROM = {
					exists = yes
				}
			}
			ROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AUS_imperilalist_sentiments
				}
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = AUS_austrian_monarchy_restored
			}
		}
		add_to_variable = {
			AUS_habsburg_monarchy_restored_neutrality_drift = 0.02
			tooltip = neutrality_drift_tt
		} {
			AUS_habsburg_monarchy_restored_drift_defence_factor = 0.3
			tooltip = drift_defence_factor_tt
		} {
			AUS_habsburg_monarchy_restored_war_support_factor = 0.05
			tooltip = war_support_factor_tt
	
# ... (truncated)
### Entity: Decision
Component: GER_r56_weltpolitik_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_r56_weltpolitik_cat = {
	icon = GFX_decision_category_GER_weltpolitik
	priority = 10
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	visible = {
		has_completed_focus = GER_step_back_into_the_international_community
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.73
Constructs: is_triggered_only, release_puppet_on_controlled, load_focus_tree
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.73
	picture = GFX_report_event_fascist_speech
	hidden = yes
	is_triggered_only = yes
	immediate = {
		ROOT = {
			release_puppet_on_controlled = FROM
		}
		FROM = {
			load_focus_tree = generic_focus
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_labour_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_labour_reforms
	icon = GFX_goal_generic_bills
	x = 1
	y = 1
	relative_position_id = VEN_new_republic
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_new_republic
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_labour_reforms
	}
}
### Entity: Idea
Component: JAP_army_faction_tier_4_greater_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_4_greater_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = 0.05
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = -0.05
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 32nd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 32nd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_united_states_army_forces_in_the_far_east
Constructs: completion_reward, is_ally_with, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_united_states_army_forces_in_the_far_east
	icon = GFX_focus_PHI_united_states_army_forces_in_the_far_east
	x = 8
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_american_interference_dynamic_modifier_tt
		add_to_variable = {
			PHI_american_interference_command_power_gain = 0.05
			tooltip = command_power_gain_tt
		} {
			PHI_american_interference_license_subject_master_purchase_cost = -0.4
			tooltip = license_subject_master_purchase_cost_tt
		} {
			PHI_american_interference_license_production_speed = 0.2
			tooltip = license_production_speed_tt
		}
	}
}
### Entity: Character
Component: CSA_paul-henri_spaak
Source: game
File: common/characters/CSA.txt

Code:
CSA_paul-henri_spaak = {
	advisor = {
		slot = political_advisor
		idea_token = CSA_paul-henri_spaak
		allowed = {
			original_tag = CSA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Country History
Country: LOI
Component: LOI_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/LOI - Lordship of the Isles.txt

Code:
# Politics & Parties for LOI
add_ideas = {
	limited_conscription
}
set_stability = 0.75
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1933.10.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 70
	fascism = 1
	communism = 1
	neutrality = 28
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_paratroopers
Constructs: prerequisite, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_paratroopers
	icon = GFX_focus_generic_paratrooper
	x = 3
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_reform_the_army
	} {
		focus = CHL_establish_the_airforce
	}
	ai_will_do = {
		factor = 0.3
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHL_paratrooper_bonus
			bonus = 3
			uses = 1
			category = para_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			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
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: SOV_ukrainian_reclaimation
Source: game
File: common/decisions/categories/r56_SOV_decision_categories.txt

Code:
SOV_ukrainian_reclaimation = {
	icon = sov_great_patriotic_war
	allowed = {
		original_tag = SOV
	}
	visible = {
		always = yes
	}
	priority = 20
}
### Entity: Scripted Trigger
Component: EAI_ADVISOR_pickorder_USA
Constructs: has_completed_focus, limit, has_game_rule, set_temp_variable, check_variable, has_character, is_hired_as_advisor, has_idea
Source: game
File: common/scripted_triggers/EAI_COUNTRY_advisor_triggers.txt

Code:
EAI_ADVISOR_pickorder_USA = {
	has_game_rule = {
		rule = USA_ai_behavior
		option = DEFAULT
	}
	set_temp_variable = {
		RANK = 1
	} {
		RANK = 2
	} {
		RANK = 4
	} {
		RANK = 3
	} {
		RANK = 6
	} {
		RANK = 7
	} {
		RANK = 8
	} {
		RANK = 9
	} {
		RANK = 10
	} {
		RANK = 5
	}
	if = {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_henry_morgenthau
		}
		OR = {
			AND = {
				USA_henry_morgenthau = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_robert_taft
		}
		OR = {
			AND = {
				USA_robert_taft = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_henry_stimson
		}
		OR = {
			AND = {
				USA_henry_stimson = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_dwight_d_eisenhower
		}
		OR = {
			AND = {
				USA_dwight_d_eisenhower = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_ernest_king
		}
		OR = {
			AND = {
				USA_ernest_king = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_carl_spaatz
		}
		OR = {
			AND = {
				USA_carl_spaatz = {
					is_hired_as_advisor = yes
				}
			}
			check_variable = {
				_advisor_rank = RANK
			}
		}
	} {
		limit = {
			check_variable = {
				var = _advisor_rank
				value = RANK
				compare = greater_than_or_equals
			}
			always = yes
			has_character = USA_mark_clark
		}
# ... (truncated)
### Entity: Event
Component: KMT_event.7
Constructs: is_triggered_only, complete_national_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.7
	title = KMT_event.7.t
	desc = KMT_event.7.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = KMT_event.7.a
		complete_national_focus = KMT_the_nth_national_congress KMT_the_eternal_dictator
	}
}
### Entity: Event
Component: cityfall.15
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.15
	title = cityfall.15.t
	desc = cityfall.15.d
	picture = GFX_news_event_073
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_london_ire
	}
	option = {
		name = cityfall.15.a
		trigger = {
			NOT = {
				TAG = IRE ENG
			}
		}
	} {
		name = cityfall.15.b
		trigger = {
			TAG = IRE
		}
	} {
		name = cityfall.15.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Idea
Component: why_we_fight_focus
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
why_we_fight_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
	}
}
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.6
Constructs: is_triggered_only, add_claim_by
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.6
	title = bftb_bulgaria_fate_of_the_balkans.6.t
	desc = bftb_bulgaria_fate_of_the_balkans.6.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.6.a
		FROM.FROM.FROM = {
			add_claim_by = ROOT
		}
	}
}
### Entity: AI Strategy
Component: GER_medium_tank_destroyer
Constructs: has_war, has_war_with, has_tech, has_template_containing_unit, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		} {
			has_template_containing_unit = medium_tank_destroyer_brigade
			factor = 10
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 70
			modifier = {
				has_war_with = SOV
				factor = 3
			} {
				has_template_containing_unit = medium_tank_destroyer_brigade
				factor = 10
			}
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon_2 tank_medium_cannon tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_welded_armor tank_gasoline_engine tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 100
			modifier = {
				has_template_containing_unit = medium_tank_destroyer_brigade
				factor = 10
			}
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = sloped_armor
				special_type_slot_3 = empty
				speci
# ... (truncated)
### Entity: Idea
Component: JAP_utilizing_ainu_expertize
Constructs: removal_cost, initiative_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_utilizing_ainu_expertize = {
	picture = JAP_ainu_expertise
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		winter_attrition_factor = -0.15
		initiative_factor = 0.02
	}
}
### Entity: Idea
Component: SOV_gribowski
Constructs: has_tech, research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_gribowski = {
	picture = generic_air_manufacturer_1
	name = SOV_gribowski
	allowed = {
		original_tag = SOV
	}
	available = {
		has_tech = paratroopers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		glider_manufacturer
	}
	modifier = {
		paradrop_organization_factor = 0.1
		paratrooper_aa_defense = 0.1
		extra_paratrooper_supply_grace = 48
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_kumul_rebellion_avenged
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_war_support, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_kumul_rebellion_avenged
	icon = GFX_focus_GER_end_european_communism
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = KHM_push_them_back KHM_utilize_family_contacts
	}
	relative_position_id = KHM_push_them_back
	mutually_exclusive = {
		focus = KHM_our_position_remains KHM_the_sinkiang_ma_clique
	}
	ai_will_do = {
		base = 20
	}
	available = {
		SIK = {
			exists = no
		}
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = KHM_ma_hushan
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				KUM = {
					exists = yes
					is_subject = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_wargoal = {
				type = annex_everything
				target = KUM
				generator = {
					760
				}
			}
		}
		add_stability = 0.1
		add_war_support = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		SIK = {
			every_core_state = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/POL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 15
	}
	location = 389
	division_template = Dywizja Piechoty
	start_experience_factor = 0.3
	start_equipment_factor = 0.7
}
### Entity: Event
Component: congo_independence_struggle.14
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.14
	title = congo_independence_struggle.14.t
	desc = congo_independence_struggle.14.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.14.a
		ai_chance = {
			base = 50
		}
		add_war_support = 0.01
		FROM = {
			country_event = {
				id = congo_independence_struggle.15
				days = 7
			}
		}
	} {
		name = congo_independence_struggle.14.b
		ai_chance = {
			base = 50
		}
		add_war_support = -0.01
		add_political_power = 10
		FROM = {
			country_event = {
				id = congo_independence_struggle.16
				days = 7
			}
		}
	}
}
### Entity: Character
Component: BEL_rene_lagrou
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_rene_lagrou = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = high_command
			idea_token = BEL_rene_lagrou
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_air_combat_training_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_rene_lagrou
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
	}
}
### Entity: Character
Component: map_redrawer
Constructs: annex_cost_factor, puppet_cost_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
map_redrawer = {
	random = no
	sprite = 13
	political_power_factor = -0.01
	annex_cost_factor = -0.1
	puppet_cost_factor = -0.1
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_adjective_air_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_adjective_air_fleet
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = HOA_the_capital_city_airport
	}
	x = 1
	y = 1
	relative_position_id = HOA_the_capital_city_airport
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = HOA_the_adjective_air_fleet
			bonus = 0.5
			uses = 1
			category = light_air
		} {
			name = HOA_the_adjective_air_fleet
			bonus = 0.5
			uses = 1
			category = medium_air
		} {
			name = HOA_the_adjective_air_fleet
			bonus = 0.5
			uses = 1
			category = heavy_air
		}
		air_experience = 20
	}
}
### Entity: Wiki Documentation
Construct: prices
Constructs: prices, remove_core
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
prices
|
Price Info
|

|

remove_core [<State ID>] [<Country Tag>]
|
Remove core.
|
Command does not work
|
### Entity: Idea
Component: WAF_zuhdi_shabani
Source: game
File: common/ideas/catism.txt

Code:
WAF_zuhdi_shabani = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		air_chief_safety_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_zandery_military_airport
Constructs: prerequisite, has_war, completion_reward, is_in_faction_with, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_zandery_military_airport
	available = {
		is_in_faction_with = USA
		has_war = yes
		has_full_control_of_state = 309 695
	}
	prerequisite = {
		focus = HOL_american_west_indies_protectorate
	}
	icon = GFX_goal_generic_construct_military
	x = 1
	y = 2
	relative_position_id = HOL_american_west_indies_protectorate
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		309 = {
			add_building_construction = {
				type = air_base
				level = 8
				instant_build = yes
			} {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		695 = {
			add_building_construction = {
				type = radar_station
				level = 3
				instant_build = yes
			}
		}
	}
}