Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_ally_with_the_zaibatsus
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ally_with_the_zaibatsus
	icon = GFX_focus_jap_zaibatsu
	prerequisite = {
		focus = JAP_strengthen_civilian_government
	}
	x = -1
	y = 1
	relative_position_id = JAP_strengthen_civilian_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 282 529
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = JAP_zaibatsus_factories
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = JAP_zaibatsus_factories
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_zaibatsus
			add_idea = JAP_nationalize_the_zaibatsus
		}
	}
	completion_reward = {
		JAP_small_zaibatsu_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				is_core_of = ROOT
				not = {
					OR = {
						state = 646 645 555
					}
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = JAP_zaibatsus_factories
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				NOT = {
					has_state_flag = JAP_zaibatsus_factories
				}
				is_core_of = ROOT
				not = {
					OR = {
						state = 646 645 555
					}
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = JAP_zaibatsus_factories
		}
		swap_ideas = {
			add_idea = JAP_zaibatsus_empowered
			remove_idea = JAP_zaibatsus
		}
	}
}
### Entity: Idea
Component: ISR_alei_barikadot
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_alei_barikadot = {
	picture = ISR_morale
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_org_factor = -0.05
	}
}
### Entity: Event
Component: egypt.58
Constructs: is_triggered_only
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.58
	picture = GFX_report_event_generic_usa_treaty
	title = egypt.58.t
	desc = egypt.58.d
	is_triggered_only = yes
	option = {
		name = egypt.58.a
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_support_the_faroes_industries
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_support_the_faroes_industries
	icon = GFX_focus_DEN_develop_faroes
	prerequisite = {
		focus = DEN_expand_the_industries DEN_aalborg_portland_cement_plant
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_expand_institut_for_teoretisk_fysik
	x = -1
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		337 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		337 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			add_dynamic_modifier = {
				modifier = DEN_development_projects_state_modifier
			}
		}
	}
}
### Entity: Order of Battle
Component: Armada de México
Source: game
File: history/units/MEX_1936_naval_mtg.txt

Code:
fleet = {
	name = Armada de México
	naval_base = 12810
	task_force = {
		name = Armada de México
		location = 12810
		ship = {
			name = ARM Anáhuac
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = MEX
					version_name = Anahuac Class
				}
			}
		} {
			name = ARM Nicolás Bravo
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MEX
					version_name = Nicolás Bravo Class
				}
			}
		} {
			name = ARM Durango
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MEX
					version_name = Durango Class
				}
			}
		} {
			name = ARM Guanajuato
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MEX
					version_name = Durango Class
				}
			}
		} {
			name = ARM Querétaro
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MEX
					version_name = Durango Class
				}
			}
		} {
			name = ARM Potosí
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = MEX
					version_name = Durango Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_gunther_molotov_agreement
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_gunther_molotov_agreement
	icon = GFX_goal_SWE_gunther_molotov_agreement
	prerequisite = {
		focus = SWE_denounce_fascist_aggression_europe
	}
	relative_position_id = SWE_denounce_fascist_aggression_europe
	x = 0
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = democratic
		NOT = {
			has_war_with = SOV
			has_completed_focus = SWE_intervention_in_the_winter_war
		}
	}
	completion_reward = {
		SOV = {
			country_event = sweden_nap.2
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			SOV = {
				diplomatic_relation = {
					country = SWE
					relation = non_aggression_pact
					active = yes
				}
			}
		}
	}
}
### Entity: Event
Component: prc.77
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, clr_global_flag, remove_opinion_modifier
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.77
	title = prc.77.t
	desc = prc.77.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = prc.77.a
		ai_chance = {
			base = 80
		}
		clr_global_flag = PRC_defy_sov_order
		remove_opinion_modifier = {
			target = PRC
			modifier = PRC_defy_order
		} {
			target = PRC
			modifier = PRC_defy_order_2
		}
		FROM = {
			country_event = {
				id = prc.78
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1000
				producer = SOV
			}
		}
	} {
		name = prc.77.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = prc.79
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_USA_over_there
Constructs: has_completed_focus, has_government, has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
r56_USA_over_there = {
	allowed = {
		original_tag = USA
	}
	enable = {
		date = > 1944.1.1
		ROOT = {
			exists = yes
			OR = {
				has_completed_focus = USA_arsenal_of_democracy USA_war_propaganda
			}
		}
		all_neighbor_country = {
			NOT = {
				original_tag = JAP
			} {
				has_war_with = ROOT
			}
		}
		CAN = {
			OR = {
				has_government = ROOT
				is_in_faction_with = ROOT
			}
		}
		MEX = {
			OR = {
				is_in_faction_with = ROOT
				has_government = ROOT
				NOT = {
					OR = {
						is_in_faction_with = GER JAP SOV
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_invasion_focus
		value = 55
	} {
		type = area_priority
		id = europe
		value = 100
	} {
		type = spare_unit_factor
		value = 10
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_available_free_trade
Constructs: has_completed_focus, limit, has_idea, has_dlc
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_available_free_trade = {
	NOT = {
		has_idea = free_trade
	}
	if = {
		limit = {
			original_tag = SPR
			has_dlc = La Resistance
		}
		NOT = {
			has_completed_focus = SPR_all_must_bear_the_torch
		}
	} {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_autarky_efforts
		}
	} {
		limit = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		NOT = {
			has_completed_focus = PRC_promote_paper_bills
		}
	}
}
### Entity: Order of Battle
Component: NOR_procured_destroyers_1936_mtg.txt
Source: game
File: history/units/NOR_procured_destroyers_1936_mtg.txt

Code:
units = {
	navy = {
		name = Destroyer Procurement
		base = 53
		location = 53
		ship = {
			name = HNoMS Gyller
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = NOR
					version_name = Sleipner Class
				}
			}
		} {
			name = HNoMS Odin
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = NOR
					version_name = Sleipner Class
				}
			}
		}
	}
}
### Entity: Idea
Component: arg_liberty
Constructs: removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_liberty = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.02
	}
}
### Entity: State History
Component: 175
Constructs: add_core_of
Source: game
File: history/states/175-Ciudad Real.txt

Code:
state = {
	id = 175
	name = STATE_175
	history = {
		owner = SPR
		victory_points = {
			6832 1
		}
		buildings = {
			industrial_complex = 1
			infrastructure = 3
		}
		add_core_of = SPR
	}
	provinces = {
		3953 6800 6832 6896 9778 9828 9881 11863 12081 13229
	}
	manpower = 526903
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 11.0
}
### Entity: Idea
Component: AFG_sov_attack_bonus
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_sov_attack_bonus = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_attack_soviet_union
	targeted_modifier = {
		tag = SOU
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_cooperate_with_the_ccnjp
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_cooperate_with_the_ccnjp
	icon = GFX_goal_PER_religious_warfare
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_golani_runs_power
	}
	cost = 5
	relative_position_id = PAL_golani_runs_power
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		unlock_decision_tooltip = PAL_cooperation_with_ccnjp
	}
	ai_will_do = {
		factor = 1000
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_finish_the_naval_buildup
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_state, is_fully_controlled_by, is_core_of, is_coastal
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_finish_the_naval_buildup
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -2
	y = 1
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_rebuild_the_military
	}
	relative_position_id = VIC_rebuild_the_military
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		navy_experience = 50
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_170
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_170 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 170
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 170
	}
}
### Entity: Order of Battle
Component: air_wing_550
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	550 = {
		small_plane_airframe_0 = {
			owner = ITA
			amount = 45
			version_name = CR.42
		}
		medium_plane_airframe_0 = {
			owner = ITA
			amount = 54
			version_name = Ca.133
		}
	}
}
### Entity: Order of Battle
Component: XV Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XV Brigada Internacionales
	location = 9979
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: que_focus
Component: QUE_contact_blueshirts
Constructs: division_template, prerequisite, add_ideas, has_government, completion_reward, is_subject, add_popularity, is_locked
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_contact_blueshirts
	icon = GFX_goal_CAN_arcand
	prerequisite = {
		focus = QUE_promote_interventionism QUE_all_power_to_the_leader
	}
	relative_position_id = QUE_storm_the_parliament
	x = 0
	y = 2
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		division_template = {
			name = Blueshirts
			division_names_group = QUE_MIL_01
			is_locked = no
			template_counter = 3
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
				artillery_brigade = {
					x = 0
					y = 2
				}
			}
		}
		hidden_effect = {
			random_owned_state = {
				prioritize = {
					468 860 861 862 863
				}
				create_unit = {
					division = division_template = "Blueshirts" start_experience_factor = 0 start_equipment_factor = 0
					owner = QUE
				}
			} {
				prioritize = {
					468 860 861 862 863
				}
				create_unit = {
					division = division_template = "Blueshirts" start_experience_factor = 0 start_equipment_factor = 0
					owner = QUE
				}
			}
		}
		add_ideas = QUE_blueshirt
		custom_effect_tooltip = QUE_blueshirts_deployed
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CZE_german_mon_infiltration_2
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_german_mon_infiltration_2 = {
	removal_cost = -1
	picture = HUN_hungarian_monarchy_habsburg
	allowed = {
		TAG = ROM
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.25
		stability_weekly = -0.002
		drift_defence_factor = -0.2
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_mapai_cemented
Constructs: has_completed_focus, prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_mapai_cemented
	icon = GFX_goal_generic_socdem
	relative_position_id = ISR_steady
	x = 0
	y = 2
	available = {
		has_country_flag = ISR_coalition_formed ISR_mapai_formed
		NOT = {
			has_completed_focus = ISR_hashomer_leads ISR_centre_victorious ISR_revisionist_revolution
		}
	}
	prerequisite = {
		focus = ISR_the_elections
	}
	cost = 5
	completion_reward = {
		custom_effect_tooltip = ISR_coalition_will_be_updated
	}
}
### Entity: Modifier Reference
Component: CZE_czechoslovak_army_modifier
Constructs: research_speed_factor, planning_speed, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/dynamic_modifiers/r56_CZE.txt

Code:
CZE_czechoslovak_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CZE_army_idea
	army_org_factor = CZE_bm_army_org_factor
	army_speed_factor = CZE_bm_army_speed_factor
	supply_consumption_factor = CZE_bm_supply_consumption_factor
	army_intel_to_others = CZE_bm_army_intel_to_others
	max_planning_factor = CZE_bm_max_planning_factor
	promote_cost_factor = CZE_bm_promote_cost_factor
	max_dig_in_factor = CZE_bm_max_dig_in_factor
	planning_speed = CZE_bm_planning_speed
	army_core_defence_factor = CZE_bm_army_core_defence_factor
	army_artillery_attack_factor = CZE_bm_army_artillery_attack_factor
	conscription = CZE_bm_conscription
	production_speed_bunker_factor = CZE_bm_production_speed_bunker_factor
	send_volunteer_divisions_required = CZE_bm_send_volunteer_divisions_required
	out_of_supply_factor = CZE_bm_out_of_supply
	send_volunteer_size = CZE_bm_send_volunteer_size
	army_armor_speed_factor = CZE_bm_army_armor_speed_factor
	special_forces_attack_factor = CZE_bm_special_forces_attack_factor
	special_forces_out_of_supply_factor = CZE_bm_special_forces_out_of_supply_factor
	modifier_army_sub_unit_mountaineers_defence_factor = CZE_bm_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = CZE_bm_modifier_army_sub_unit_mountaineers_max_org_factor
	special_forces_cap = CZE_bm_special_forces_cap
	dig_in_speed_factor = CZE_bm_dig_in_speed_factor
	custom_modifier_tooltip = CZE_bm2_dynamic_modifier_tt
	army_morale_factor = CZE_bm_army_morale_factor
	research_speed_factor = CZE_bm_research_speed_factor
}
### Entity: Character
Component: SIA_luang_subhachalasai
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_subhachalasai = {
	name = SIA_luang_subhachalasai
	portraits = {
		navy = {
			small = GFX_portrait_SIA_luang_subhachalasai_small
			large = GFX_portrait_SIA_luang_subhachalasai
		}
	}
	advisor = {
		slot = high_command
		idea_token = SIA_luang_subhachalasai
		ledger = navy
		allowed = {
			original_tag = SIA
		}
		traits = {
			navy_submarine_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: lar_heavy_water.1
Constructs: is_triggered_only, clr_global_flag
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_heavy_water.1
	title = lar_heavy_water.1.t
	desc = lar_heavy_water.1.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	immediate = {
		clr_global_flag = GER_heavy_water_production_underway
	}
	option = {
		name = lar_heavy_water.1.a
	}
}
### Entity: Event
Component: DOD_hungary.146
Constructs: is_triggered_only, ai_chance, limit, is_in_faction_with, has_global_flag, add_threat
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.146
	title = DOD_hungary.146.t
	desc = DOD_hungary.146.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = DOD_hungary.146.a
		ai_chance = {
			factor = 70
			modifier = {
				is_in_faction_with = HUN
				factor = 10
			}
		}
		IF = {
			limit = {
				has_global_flag = HUN_FRA_engaged
			}
			FRA = {
				country_event = {
					id = DOD_hungary.147
					days = 1
				}
			}
		} {
			limit = {
				NOT = {
					has_global_flag = HUN_FRA_engaged
				}
			}
			ROM = {
				country_event = {
					id = DOD_hungary.147
					days = 1
				}
			}
		}
		add_threat = 1
	} {
		name = DOD_hungary.146.b
		ai_chance = {
			factor = 30
		}
		HUN = {
			country_event = {
				id = DOD_hungary.148
				days = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_473
Source: game
File: history/units/CAN_1939_air_bba.txt

Code:
air_wings = {
	473 = {
		small_plane_airframe_1 = {
			owner = CAN
			amount = 24
			creator = ENG
			version_name = Hawker Hurricane
		}
		cv_small_plane_naval_bomber_airframe_0 = {
			owner = CAN
			amount = 10
			creator = ENG
			version_name = Blackburn Shark
		}
	}
}
### Entity: Doctrine
Component: air_subdoctrine_bomber_interception
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_medium_aircraft_subdoctrines.txt

Code:
air_subdoctrine_bomber_interception = {
	track = medium_aircraft
	name = SUBDOCTRINE_BOMBER_INTERCEPTION
	description = SUBDOCTRINE_BOMBER_INTERCEPTION_DESC
	icon = GFX_doctrine_home_defence_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_major = no
		}
	}
	category_heavy_fighter = {
		air_attack = 0.1
	}
	rewards = {
		night_interceptions = {
			air_night_penalty = -0.15
		}
		dispersed_fighting = {
			air_intercept_efficiency = 0.1
		}
		heavy_fighter_veteran_initiative = {
			air_ace_generation_chance_factor = 0.05
			air_mission_xp_gain_factor = 0.1
		}
		high_altitude_approach = {
			category_heavy_fighter = {
				air_defence = 0.1
			}
		}
		bomber_interception_patrols = {
			air_interception_detect_factor = 0.15
		}
	}
}
### Entity: Character
Component: SIA_phra_bisal_sukhumvit
Source: game
File: common/characters/SIA.txt

Code:
SIA_phra_bisal_sukhumvit = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_phra_bisal_sukhumvit
		allowed = {
			original_tag = SIA
		}
		traits = {
			SIA_chief_of_department_of_highways
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_phra_bisal_sukhumvit
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_phra_bisal_sukhumvit_small
		}
	}
}
### Entity: Idea
Component: abadal_buick
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
abadal_buick = {
	allowed = {
		original_tag = SPR
	}
	traits = {
		motorised_equipment_producer_offense_1
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	available = {
		has_completed_focus = SPR_Mot
	}
	modifier = {

	}
	research_bonus = {
		motorized_equipment = 0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_uplift_the_cavalry_regiments
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_uplift_the_cavalry_regiments
	icon = GFX_goal_generic_cavalry
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHI_sea_strenghten_warlord_authority
	}
	relative_position_id = CHI_sea_strenghten_warlord_authority
	mutually_exclusive = {
		focus = CHI_sea_uplift_the_mountain_brigades
	}
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_warlord_state_idea_2
			add_idea = CHI_warlord_state_idea_cav
		}
	}
}