Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_align_with_ussr
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_country_leader, remove_country_leader_role
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_align_with_ussr
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = AUS_promote_the_worthy
	} {
		focus = AUS_politicized_general_staff
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_promote_the_worthy
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {
		NOT = {
			has_war_with = SOU
		}
		SOU = {
			exists = yes
		}
	}
	bypass = {
		SOU = {
			exists = no
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				SOU = {
					has_completed_focus = SOV_the_centre
					has_government = communism
				}
			}
			IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_alfred_klahr
					}
				}
				AUS_alfred_klahr = {
					hidden_effect = {
						remove_country_leader_role = {
							ideology = marxism
						}
					}
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = stalinism
							expire = 1965.1.1.1
							traits = {
								staunch_stalinist
							}
						}
					}
				}
			}
			ELSE_IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_johann_koplenig
					}
				}
				AUS_johann_koplenig = {
					hidden_effect = {
						remove_country_leader_role = {
							ideology = leninism
						}
					}
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = stalinism
							expire = 1965.1.1.1
							traits = {
								staunch_stalinist
							}
						}
					}
				}
			}
			custom_effect_tooltip = AUS_austromarxism_becomes_austrostalinism generic_skip_one_line_tt AUS_austrostalinism_set_to_intro_tt
			set_variable = {
				var = AUS_austromarxism_democratic_support
				value = 0
				tooltip = democratic_drift_tt
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = AUS_austromarxism
				}
				add_dynamic_modifier = {
					modifier = AUS_austrostalinism
				}
			}
		}
		ELSE_IF = {
			limit = {
				SOU = {
					has_completed_focus = SOV_long_live_the_workers_government
					has_government = communism
				}
			}
			IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_alfred_klahr
					}
				}
				AUS_alfred_klahr = {
					hidden_effect = {
						remove_country_leader_role = {
							ideology = marxism
						}
					}
					add_count
# ... (truncated)
### Entity: Character
Component: nav_cas_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_mass_1 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.1
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: naw_norway.188
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.188
	title = naw_norway.188.t
	desc = naw_norway.188.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.188.a
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_submarine_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_submarine_effort
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = NZL_expand_devonport_naval_base
	}
	mutually_exclusive = {
		focus = NZL_destroyer_effort
	}
	x = 0
	y = 3
	relative_position_id = NZL_transfer_the_new_zealand_division
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_submarine_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_promote_tobler
Constructs: prerequisite, has_country_flag, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_country_leader_role, remove_country_leader_role, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_promote_tobler
	icon = GFX_focus_SWI_recall_robert_tobler
	prerequisite = {
		focus = SWI_abandon_neutrality
	}
	relative_position_id = SWI_abandon_neutrality
	mutually_exclusive = {
		focus = SWI_promote_henne
	}
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			SWI_AI_is_fascist = yes
		}
	}
	available = {
		fascism = > 0.6
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
		has_country_flag = SWI_viable_fascist_in_europe
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_role = {
			character = SWI_robert_tobler
			country_leader = {
				ideology = gen_nazism
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
		hidden_effect = {
			SWI_robert_tobler = {
				remove_country_leader_role = {
					ideology = fascism_ideology
				}
			}
		} {
			SWI_robert_tobler = {
				SWI_make_character_confederation_president = yes
			}
		}
		SWI_robert_tobler = {
			SWI_add_country_leader_trait_based_on_councilor_trait = yes
		}
		unlock_decision_tooltip = {
			decision = SWI_appease_fascists
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		retire_character = SWI_rolf_henne
		SWI_make_helvetia_aggressive = yes
	}
}
### Entity: Character
Component: GRE_father_dimistrios
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/GRE.txt

Code:
GRE_father_dimistrios = {
	name = GRE_father_dimistrios
	portraits = {
		army = {
			small = GFX_idea_gre_father_dimistrios
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_father_dimistrios
		allowed = {
			original_tag = GRE
			AND = {
				has_dlc = La Resistance Battle for the Bosporus
			}
		}
		available = {
			has_intelligence_agency = yes
		}
		traits = {
			head_of_intelligence
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_revive_the_colonial_plan
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_revive_the_colonial_plan
	icon = GFX_focus_ARG_revive_the_colonial_plan
	prerequisite = {
		focus = ARG_cut_ties_with_britain
	}
	x = 4
	y = 1
	relative_position_id = ARG_cut_ties_with_britain
	mutually_exclusive = {
		focus = ARG_conquer_uruguay
	}
	cost = 10
	available = {
		GER = {
			is_in_faction_with = ROOT
		}
		URG = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		URG = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			URG = {
				country_event = {
					id = ARG_political_events.19
					hours = 1
				}
			}
		}
		custom_effect_tooltip = ARG_uraguayan_ultimatum.tt
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_statute_of_westminster
Constructs: prerequisite, has_country_flag, completion_reward, add_political_power, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_statute_of_westminster
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = NZL_the_first_labor_government
	}
	mutually_exclusive = {
		focus = NZL_strengthen_the_commonwealth
	}
	x = 5
	y = 1
	relative_position_id = NZL_the_first_labor_government
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_political_power = 120
		add_autonomy_ratio = {
			value = 0.5
			localization = NZL_statute_of_westminster
		}
	}
}
### Entity: Event
Component: naw_norway.154
Constructs: is_triggered_only, ai_chance, add_to_tech_sharing_group
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.154
	title = naw_norway.154.t
	desc = naw_norway.154.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.154.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			FROM = {
				add_to_tech_sharing_group = NOR_royal_norwegian_society
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_bound_once_more
Constructs: has_completed_focus, prerequisite, completion_reward, allow_branch, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_bound_once_more
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = AST_the_ultimate_overseas_duty
	}
	relative_position_id = AST_the_ultimate_overseas_duty
	x = 0
	y = 1
	cost = 5
	allow_branch = {
		has_completed_focus = AST_the_ultimate_overseas_duty
		NOT = {
			is_subject_of = ENG
			is_in_faction_with = ENG
		}
	}
	available = {
		NOT = {
			is_subject_of = ENG
			is_in_faction_with = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			country_event = {
				id = AST_diplomatic_events.70
				days = 3
			}
		}
		effect_tooltip = {
			country_event = {
				id = AST_diplomatic_events.69
				days = 3
			}
			custom_effect_tooltip = effects_of_event_tt
			AST_bound_once_more_effect = yes
		}
	}
	search_filters = {

	}
}
### Entity: Character
Component: soviet_thaw
Constructs: autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
soviet_thaw = {
	random = no
	sprite = 13
	drift_defence_factor = 0.15
	autonomy_gain = 0.5
}
### Entity: Event
Component: CHL_political_events.50
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.50
	title = CHL_political_events.50.t
	desc = CHL_political_events.50.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.50.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			add_to_faction = FROM
		}
	}
}
### Entity: Idea
Component: idea_GUAY_father_of_the_nation_par
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_father_of_the_nation_par = {
	picture = FRA_scw_intervention_nationalists_focus
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.2
		conscription_factor = 0.15
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: BAY_aco
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_DD_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_DD_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_DD_navy_production_strategy
	}
	abort_when_not_enabled = yes
}
### Entity: National Focus
Tree: pol_focus
Component: POL_paramilitarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_paramilitarism
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = POL_authoritarianism
	}
	x = -1
	y = 1
	relative_position_id = POL_authoritarianism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = paramilitarism_focus
	}
}
### Entity: Country History
Country: PAN
Component: PAN_army
Source: game
File: history/countries/PAN - Panama.txt

Code:
# OOB & Army Setup for PAN
oob = PAN_1936
### Entity: Decision
Component: USA_combating_jim_crow
Constructs: has_completed_focus, limit, has_government, owns_state, has_country_flag, fire_only_once, has_state_flag, complete_effect
Source: game
File: common/decisions/r56_USA_decisions.txt

Code:
USA_combating_jim_crow = {
	USA_pass_a_new_civil_rights_bill = {
		icon = eng_trade_unions_demand
		available = {
			original_tag = USA
			NOT = {
				has_government = fascism
			}
			OR = {
				has_government = communism
				date = > 1954.05.17
				has_completed_focus = USA_fight_jim_crow_now
			}
			custom_trigger_tooltip = {
				tooltip = USA_pass_a_new_civil_rights_bill_tt
				any_owned_state = {
					has_state_flag = r56_jim_crow_state
				}
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				congress_high_support_trigger = yes
			}
			else = {
				congress_low_support_trigger = yes
			}
			hidden_trigger = {
				NOT = {
					OR = {
						tag = CSA
						original_tag = CSA
					}
				} {
					has_completed_focus = USA_honor_the_confederacy
				}
			}
		}
		cost = 75
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = USA_pass_a_new_civil_rights_bill_effect_tt
			set_country_flag = USA_pass_a_new_civil_rights_bill_flag
		}
	}
	USA_fight_jim_crow_in_from = {
		icon = generic_speech
		state_target = any_owned_state
		on_map_mode = map_and_decisions_view
		visible = {
			has_country_flag = USA_pass_a_new_civil_rights_bill_flag
			FROM = {
				has_state_flag = r56_jim_crow_state
			}
		}
		available = {
			original_tag = USA
			hidden_trigger = {
				ROOT = {
					owns_state = FROM
					NOT = {
						has_country_flag = r56_jim_crow_decision_inprogress
					}
				}
			}
			NOT = {
				has_government = fascism
			}
			has_country_flag = USA_pass_a_new_civil_rights_bill_flag
			FROM = {
				has_state_flag = r56_jim_crow_state
			}
		}
		cost = 25
		fire_only_once = no
		days_re_enable = 0
		days_remove = 30
		complete_effect = {
			hidden_effect = {
				set_country_flag = r56_jim_crow_decision_inprogress
			}
		}
		remove_effect = {
			FROM = {
				r56_lower_jim_crow_in_state = yes
			}
			hidden_effect = {
				clr_country_flag = r56_jim_crow_decision_inprogress
			}
		}
	}
}
### Entity: Country History
Country: UKR
Component: UKR_army
Source: game
File: history/countries/UKR - Ukraine.txt

Code:
# OOB & Army Setup for UKR
oob = UKR_1936
### Entity: Scripted Trigger
Component: EAI_MAR_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_MAR_aircraft_production = {
	OR = {
		has_tech = basic_large_airframe
	}
	EAI_MARITIME_tech_focus = yes
}
### Entity: Character
Component: SPR_juan_negrin
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_juan_negrin = {
	name = SPR_juan_negrin
	portraits = {
		army = {
			small = GFX_idea_SPR_juan_negrin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_juan_negrin
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPR_masters_of_our_own_fate SPR_communists_in_the_government
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			gran_carabinero
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_regional_defense_council_of_aragon SPR_the_anti_fascist_workers_revolution
				}
			} {
				factor = 10.0
				has_completed_focus = SPR_maintain_the_second_republic
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_bury_the_grudges_of_the_past
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, remove_ideas, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_bury_the_grudges_of_the_past
	prerequisite = {
		focus = BUL_balkan_federation_of_socialist_republics BUL_a_balkan_confederation
	}
	icon = GFX_goal_generic_major_alliance
	relative_position_id = BUL_balkan_federation_of_socialist_republics
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = BUL_second_national_catastrophe BUL_second_national_catastrophe_02
				}
			}
			remove_ideas = BUL_second_national_catastrophe_02
		} {
			limit = {
				has_completed_focus = BUL_democratic_principles
			}
			every_other_country = {
				limit = {
					BUL_is_balkan_nation = yes
					has_government = democratic
					is_in_faction = no
				}
				if = {
					limit = {
						any_owned_state = {
							is_claimed_by = ROOT
						}
					}
					every_owned_state = {
						limit = {
							is_claimed_by = ROOT
						}
						remove_claim_by = ROOT
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_old_quarrels_left_behind
				}
				hidden_effect = {
					country_event = generic.5
				}
				custom_effect_tooltip = BUL_a_balkan_confederation_faction_tt
			}
			custom_effect_tooltip = BUL_bury_the_grudges_of_the_past_explanatory_democratic_tt
		}
		else = {
			every_other_country = {
				limit = {
					BUL_is_balkan_nation = yes
					has_government = communism
					is_in_faction = no
				}
				if = {
					limit = {
						any_owned_state = {
							is_claimed_by = ROOT
						}
					}
					every_owned_state = {
						limit = {
							is_claimed_by = ROOT
						}
						remove_claim_by = ROOT
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = BUL_old_quarrels_left_behind
				}
				hidden_effect = {
					country_event = generic.5
				}
				custom_effect_tooltip = BUL_balkan_federation_of_socialist_republics_faction_tt
			}
			custom_effect_tooltip = BUL_bury_the_grudges_of_the_past_explanatory_tt
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					BUL_is_balkan_nation = yes
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 20
					}
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 20
				}
			}
		}
	}
}
### Entity: Idea
Component: POL_committee_of_international_liberation
Constructs: has_government, removal_cost, compliance_gain
Source: game
File: common/ideas/poland.txt

Code:
POL_committee_of_international_liberation = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		army_core_attack_factor = 0.025
		army_core_defence_factor = 0.025
		resistance_growth_on_our_occupied_states = 0.1
		compliance_gain = 0.15
		resistance_target = -0.05
	}
}
### Entity: Achievement
Component: we_will_build_it_in_a_day
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_tech
Source: game
File: common/achievements.txt

Code:
we_will_build_it_in_a_day = {
	id = 19
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_tech = construction5
	}
}
### Entity: Character
Component: MPL_high_commissioner
Source: game
File: common/country_leader/r56_traits.txt

Code:
MPL_high_commissioner = {
	random = no
	resistance_damage_to_garrison = -0.25
	resistance_target = -0.25
}
### Entity: Unit Template
Component: equipment_modules
Constructs: limit, has_dlc, add_stats, build_cost_ic, maximum_speed, xp_cost, build_cost_resources, allow_equipment_type
Source: game
File: common/units/equipment/modules/00_tank_modules.txt

Code:
equipment_modules = {
	limit = {
		has_dlc = No Step Back
	}
	tank_gasoline_engine = {
		abbreviation = gas
		category = tank_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			build_cost_ic = 1
			fuel_consumption = 2
			maximum_speed = 0.5
		}
		multiply_stats = {
			maximum_speed = 0.15
		}
	}
	tank_diesel_engine = {
		abbreviation = die
		category = tank_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			build_cost_ic = 1
			fuel_consumption = 2
			reliability = 0.25
		}
		multiply_stats = {

		}
	}
	tank_petrol_electric_engine = {
		abbreviation = pel
		category = tank_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			fuel_consumption = 2
			build_cost_ic = 2
			reliability = -0.5
			breakthrough = 2
			defense = 2
		}
		multiply_stats = {
			breakthrough = 0.15
			defense = 0.15
			build_cost_ic = 0.15
		}
	}
	tank_gas_turbine_engine = {
		abbreviation = tur
		category = tank_engine_type
		sfx = sfx_ui_sd_module_engine
		add_stats = {
			build_cost_ic = 3
			fuel_consumption = 4
			reliability = -0.1
			maximum_speed = 0.5
		}
		multiply_stats = {
			maximum_speed = 0.25
		}
	}
	tank_riveted_armor = {
		abbreviation = riv
		category = tank_armor_type
		sfx = sfx_ui_sd_module_sonar
		add_stats = {
			defense = 2
			breakthrough = 2
		}
		xp_cost = 8
		multiply_stats = {
			build_cost_ic = -0.2
		}
	}
	tank_cast_armor = {
		abbreviation = cas
		category = tank_armor_type
		sfx = sfx_ui_sd_module_sonar
		add_stats = {
			defense = 3
			breakthrough = 3
			hardness = 0.02
		}
		dismantle_cost_ic = 1
		xp_cost = 8
		multiply_stats = {
			build_cost_ic = 0.2
			armor_value = 0.3
		}
	}
	tank_welded_armor = {
		abbreviation = wel
		category = tank_armor_type
		sfx = sfx_ui_sd_module_sonar
		xp_cost = 8 8
		add_stats = {
			defense = 4
			breakthrough = 4
		}
		dismantle_cost_ic = 1
		multiply_stats = {
			armor_value = 0.3
		}
		build_cost_resources = {
			chromium = 1
		}
	}
	NOR_tank_rikstanken_armor = {
		abbreviation = msa
		category = tank_armor_type
		sfx = sfx_ui_sd_module_sonar
		add_stats = {
			defense = 1
			breakthrough = 0
			hardness = -0.3
		}
		xp_cost = 8
		multiply_stats = {
			build_cost_ic = -0.3
		}
	}
	tank_torsion_bar_suspension = {
		abbreviation = tor
		category = tank_suspension_type
		sfx = sfx_ui_sd_module_sonar
		add_stats = {
			build_cost_ic = 1
			reliability = 0.15
		}
		dismantle_cost_ic =
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_military_research
Constructs: prerequisite, completion_reward, add_to_variable, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_military_research
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = FIN_join_axis
	}
	x = 1
	y = 1
	relative_position_id = FIN_join_axis
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_fascist_regime_ns_intro
		add_to_variable = {
			FIN_fascist_regime_military_industrial_organization_research_bonus = 0.1
			tooltip = military_industrial_organization_research_bonus_tt
		}
		add_doctrine_cost_reduction = {
			name = FIN_military_research
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
		} {
			name = FIN_military_research
			cost_reduction = 0.75
			uses = 1
			category = air_doctrine
		} {
			name = FIN_military_research
			cost_reduction = 0.75
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = FIN_military_research
			bonus = 0.5
			uses = 2
			category = infantry_weapons motorized_equipment light_air dd_tech
		}
	}
}