Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arm_focus
Component: ARM_armeno_soviet_research_program
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_armeno_soviet_research_program
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = ARM_join_the_comintern
	}
	relative_position_id = ARM_join_the_comintern
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_in_faction_with = SOV
		has_government = communism
	}
	completion_reward = {
		add_to_tech_sharing_group = comintern_research
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = infantry_weapons artillery electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Unit Template
Component: MON_PAR_01
Source: game
File: common/units/names_divisions/MON_names_divisions.txt

Code:
MON_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		MON
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d-p Mongol Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%d-r Mongol Vozdushno-Desantnaya Div.
		}
		2 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		3 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		4 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		5 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		6 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		7 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		8 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		9 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
		10 = {
			%d-p Mongol Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: Effect Reference
Construct: set_politics
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_politics

* Supported Scopes: COUNTRY
* Supported Targets: none

```
set_politics: 
ruling_party = key of new ruling ideology
elections_allowed = yes/no
optional (renames the ruling party and displays correct loc):
long_name = loc_key
name = loc_key
```
### Entity: Doctrine
Component: mounted_infantry
Constructs: is_major, xp_cost, has_dlc, maximum_speed
Source: game
File: common/doctrines/subdoctrines/land/infantry_subdoctrines.txt

Code:
mounted_infantry = {
	track = infantry
	name = SUBDOCTRINE_MOUNTED_INFANTRY
	description = SUBDOCTRINE_MOUNTED_INFANTRY_DESC
	icon = GFX_doctrine_mounted_infantry_medium
	xp_cost = 100
	xp_type = army
	mastery = {
		categories = {
			category_cavalry category_all_infantry
		}
	}
	available = {
		always = yes
	}
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.5
			is_major = yes
		}
	}
	category_cavalry = {
		soft_attack = 0.1
		breakthrough = 0.1
	}
	unit_cavalry_design_cost_factor = -1
	rewards = {
		dragoon_traditions = {
			category_cavalry = {
				breakthrough = 0.2
				defense = 0.1
			}
		}
		mounted_skirmish_groups = {
			recon = {
				max_organisation = 10
				soft_attack = 0.2
				battalion_mult = {
					category = category_light_infantry
					soft_attack = 0.1
					defense = 0.1
				} {
					category = category_light_infantry
					max_organisation = 5
					add = yes
				}
			}
			category_cavalry = {
				max_organisation = 5
			}
		}
		anti_mechanized_cavalry_groups = {
			category_cavalry = {
				hard_attack = 0.2
				ap_attack = 0.2
			}
		}
		beasts_of_war = {
			category_cavalry = {
				maximum_speed = 0.5
				max_strength = 0.05
			}
			recon = {
				maximum_speed = 0.5
			}
		}
		limbered_combat_support = {
			artillery_brigade = {
				maximum_speed = 0.5
			}
			anti_tank_brigade = {
				maximum_speed = 0.5
			}
			anti_air_brigade = {
				maximum_speed = 0.5
			}
			rocket_artillery_brigade = {
				maximum_speed = 0.5
			}
		}
	}
}
### Entity: State History
Component: 1013
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/1013-Sikkim.txt

Code:
state = {
	id = 1013
	name = STATE_1013
	manpower = 109808
	state_category = rural
	history = {
		owner = RAJ
		add_core_of = SKK
		add_claim_by = NEP BHU
		add_to_array = {
			state_victory_points = 4435
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			4435 1
		}
	}
	provinces = {
		4435
	}
	local_supplies = 0.0
}
### Entity: Special Project
Component: sp_r56_tank_optical_rangefinder
Constructs: limit, set_technology, has_tech, breakthrough_cost, resource_cost, enable_equipment_modules, has_dlc
Source: game
File: common/special_projects/projects/r56_land_projects.txt

Code:
sp_r56_tank_optical_rangefinder = {
	specialization = specialization_land
	icon = GFX_sp_tank_optical_rangefinder
	project_tags = {
		sp_tag_tank
	}
	available = {
		FROM = {
			has_tech = sniper_rifle
		}
	}
	prototype_time = sp_time.prototype.short
	complexity = sp_complexity.small
	breakthrough_cost = {
		specialization_land = 1
	}
	resource_cost = {
		resources = {
			aluminium = 1
			steel = 1
		}
	}
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = r56_improved_optics_tech_1
			}
			custom_override_tooltip = {
				tooltip = tech_effect|r56_improved_optics_tech_1
				set_technology = {
					r56_improved_optics_tech_1 = 1
					popup = no
				}
			}
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = No Step Back
			}
			 = r56_tank_optical_rangefinder
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_resource_scarcity
	}
	unique_prototype_rewards = {

	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_readiness_MEDIUM_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_readiness_MEDIUM_abort = {
	check_variable = {
		EAI_fielded_eq_ratio = > 0.75
	}
	EAI_reserve_manpower_more_than_15p = yes
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_naval_separate_defense_plan
Constructs: prerequisite, completion_reward, has_idea, add_tech_bonus, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_naval_separate_defense_plan
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = CHI_mobile_bases
	}
	x = 0
	y = 1
	relative_position_id = CHI_mobile_bases
	cost = 10
	available = {
		has_idea = CHI_chen_shaokuan
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_naval_separate_defense_plan
			bonus = 1
			uses = 1
			category = cv_tech
		} {
			name = CHI_naval_separate_defense_plan
			bonus = 1
			uses = 1
			category = mio_cat_all_naval_bomber_and_modules
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_ROCN_tt
		swap_ideas = {
			remove_idea = CHI_mobile_bases_hidden
			add_idea = CHI_mobile_bases_hidden_2
		}
	}
}
### Entity: Order of Battle
Component: air_wing_219
Constructs: is_female
Source: game
File: history/units/SOV_night_witches.txt

Code:
air_wings = {
	219 = {
		tac_bomber_equipment_0 = {
			owner = SOV
			amount = 40
		}
		name = 588. Night Bomber Regiment
		ace = {
			modifier = support_unique
			name = Yevdokia
			surname = Bershanskaya
			callsign = Witch
			is_female = yes
			portrait = 1
		}
	}
}
### Entity: State History
Component: 190
Constructs: add_core_of
Source: game
File: history/states/190-Kurzeme.txt

Code:
state = {
	id = 190
	name = STATE_190
	state_category = rural rural
	history = {
		victory_points = {
			9262 3
		} {
			3296 1
		}
		owner = LAT
		buildings = {
			infrastructure = 3
			9262 = {
				naval_base = 1
			}
			dockyard = 1
		}
		add_core_of = LAT
	}
	provinces = {
		3194 3296 3319 6322 9262 11246
	}
	local_supplies = 5.0
	manpower = 315500
	buildings_max_level_factor = 1.0
}
### Entity: Decision
Component: GRE_hellenic_academy_category
Constructs: has_completed_focus, has_war_with, fire_only_once, has_global_flag, has_cosmetic_tag
Source: game
File: common/decisions/GRE.txt

Code:
GRE_hellenic_academy_category = {
	GRE_anti_german_stratagems = {
		icon = generic_operation
		allowed = {
			original_tag = GRE
		}
		available = {
			has_war_with = GER
			has_completed_focus = GRE_the_hellenic_air_force GRE_the_hellenic_army GRE_the_hellenic_navy
		}
		visible = {
			has_completed_focus = GRE_hellenic_armed_forces
		}
		target_trigger = {
			FROM = {
				tag = GER
			}
		}
		ai_will_do = {
			factor = 1
		}
		fire_only_once = yes
		days_remove = 90
		targeted_modifier = {
			tag = GER
			attack_bonus_against = 0.05
			defense_bonus_against = 0.15
		}
	}
	GRE_anti_italian_stratagems = {
		icon = generic_operation
		allowed = {
			original_tag = GRE
		}
		available = {
			has_war_with = ITA
			has_completed_focus = GRE_the_hellenic_air_force GRE_the_hellenic_army GRE_the_hellenic_navy
		}
		visible = {
			has_completed_focus = GRE_hellenic_armed_forces
		}
		target_trigger = {
			FROM = {
				tag = ITA
			}
		}
		ai_will_do = {
			factor = 1
		}
		fire_only_once = yes
		days_remove = 120
		targeted_modifier = {
			tag = ITA
			attack_bonus_against = 0.05
			defense_bonus_against = 0.15
		}
	}
	GRE_anti_french_stratagems = {
		icon = generic_operation
		allowed = {
			original_tag = GRE
		}
		available = {
			has_war_with = FRA
			has_completed_focus = GRE_the_hellenic_air_force GRE_the_hellenic_army GRE_the_hellenic_navy
		}
		visible = {
			has_completed_focus = GRE_hellenic_armed_forces
		}
		target_trigger = {
			FROM = {
				tag = FRA
			}
		}
		ai_will_do = {
			factor = 1
		}
		fire_only_once = yes
		days_remove = 90
		targeted_modifier = {
			tag = FRA
			attack_bonus_against = 0.05
			defense_bonus_against = 0.15
		}
	}
	GRE_anti_british_stratagems = {
		icon = generic_operation
		allowed = {
			original_tag = GRE
		}
		available = {
			has_war_with = ENG
			has_completed_focus = GRE_the_hellenic_air_force GRE_the_hellenic_army GRE_the_hellenic_navy
		}
		visible = {
			has_completed_focus = GRE_hellenic_armed_forces
		}
		target_trigger = {
			FROM = {
				tag = ENG
			}
		}
		ai_will_do = {
			factor = 1
		}
		fire_only_once = yes
		days_remove = 90
		targeted_modifier = {
			tag = ENG
			attack_bonus_against = 0.05
			defense_bonus_against = 0.15
		}
	}
	GRE_anti_soviet_stratagems = {
		icon = generic_operation
		allowed = {
			original_tag = GRE
		}
		available = {
			has_war_with = SOV
			has_completed_focus = GRE_the_hellenic_
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_quislings_coup
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, has_country_flag, completion_reward, allow_branch
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_quislings_coup
	icon = GFX_focus_NOR_quislings_coup
	prerequisite = {
		focus = NOR_nasjonal_samling
	}
	x = 0
	y = 2
	relative_position_id = NOR_nasjonal_samling
	cost = 1
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			NOR_is_fascist_ai = yes
		} {
			add = 5
			fascism = > 0.4
		} {
			add = 10
			fascism = > 0.5
		} {
			add = 15
			fascism = > 0.6
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_hide_rule = yes
			}
			OR = {
				NOT = {
					has_completed_focus = NOR_vote_of_no_confidence NOR_a_resurgent_labor_movement NOR_the_chamberlains_overture NOR_continue_nygaardsvold_government
				}
				has_global_flag = NOR_quislings_coup_happened
				has_country_flag = NOR_delayed_quislings_coup
			}
		}
	}
	available = {
		NOT = {
			has_global_flag = NOR_quislings_coup_happened
		}
		OR = {
			IF = {
				limit = {
					GER = {
						has_government = fascism
						exists = yes
						has_civil_war = no
						has_capitulated = no
					}
				}
				OR = {
					check_variable = {
						var = NOR_country_preparedness
						value = 10
						compare = greater_than_or_equals
						tooltip = NOR_required_prep_fascist_TT
					}
					has_country_flag = NOR_rejected_by_fascist_bully
					GER = {
						has_offensive_war_with = ROOT
					} {
						has_capitulated = yes
					} {
						has_civil_war = yes
					}
				}
			}
			ELSE_IF = {
				limit = {
					any_other_country = {
						original_tag = GER
						has_government = fascism
						exists = yes
						has_civil_war = no
					}
				}
				OR = {
					has_country_flag = NOR_rejected_by_fascist_bully
					any_other_country = {
						has_government = fascism
						original_tag = GER
						has_offensive_war_with = ROOT
					}
					check_variable = {
						var = NOR_country_preparedness
						value = 10
						compare = greater_than_or_equals
						tooltip = NOR_required_prep_fascist_TT
					}
				}
			}
			ELSE = {
				check_variable = {
					var = NOR_country_preparedness
					value = 10
					compare = greater_than_or_equals
					tooltip = NOR_required_prep_fascist_TT
				}
			}
		}
	}
	bypass = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.3
		}
		if = {
			limit = {
				has_idea = NOR_birger_ljungberg
			}
			deactivate_advisor = NOR_birger_ljungber
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_construct_aircraft_carriers
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_tech, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_construct_aircraft_carriers
	icon = GFX_focus_GER_graf_zeppelin
	prerequisite = {
		focus = GER_expand_kriegsmarinewerft
	}
	x = -1
	y = 1
	relative_position_id = GER_expand_kriegsmarinewerft
	cost = 5
	available = {
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			NOT = {
				has_completed_focus = GER_high_seas_fleet
			}
			has_tech = early_ship_hull_carrier
		}
		ELSE = {
			NOT = {
				has_completed_focus = GER_high_seas_fleet
			}
			has_tech = early_carrier
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				807
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_navy_leader = {
			limit = {
				NOT = {
					is_character = GER_erich_raeder GER_karl_donitz
				}
				OR = {
					NOT = {
						has_trait = air_controller
					}
					AND = {
						has_trait = air_controller
						NOT = {
							has_trait = flight_deck_manager
						}
					}
				}
			}
			if = {
				limit = {
					has_trait = air_controller
				}
				add_trait = {
					trait = flight_deck_manager
				}
			}
			else = {
				add_trait = {
					trait = air_controller
				}
			}
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			custom_effect_tooltip = generic_skip_one_line_tt GER_carrier_variants_tt
			if = {
				limit = {
					NOT = {
						has_tech = basic_ship_hull_carrier improved_ship_hull_carrier
					}
				}
				create_equipment_variant = {
					name = Graf Zeppelin
					name_group = GER_CV_HISTORICAL
					type = ship_hull_carrier_conversion_ca
					modules = {
						fixed_ship_deck_slot_1 = ship_deck_space
						fixed_ship_deck_slot_2 = ship_deck_space
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_engine_slot = cruiser_ship_engine_2
						fixed_ship_secondaries_slot = empty
					}
					design_team = mio:GER_deutsche_werke_organization
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_carrier_conversion_ca
						creator = GER
						version_name = Gr
# ... (truncated)
### Entity: Decision
Component: SOV_polish_territory
Constructs: is_subject_of
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_polish_territory = {
	priority = 70
	icon = generic_formable_nations
	allowed = {
		original_tag = SOV
	}
	visible = {
		POL = {
			is_subject_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_curtailment_of_the_collective_farms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_curtailment_of_the_collective_farms
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = SOV_coup_detat
	}
	x = 2
	y = 1
	relative_position_id = SOV_coup_detat
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = SOV_curtailment_of_the_collective_farms_tt
		add_ideas = SOV_curtailment_collective_farms_idea
	}
}
### Entity: Character
Component: AST_florence_v._mckenzie
Constructs: add_ideas, remove_ideas
Source: game
File: common/characters/AST.txt

Code:
AST_florence_v._mckenzie = {
	name = AST_florence_v._mckenzie
	portraits = {
		civilian = {
			small = GFX_portrait_AST_florence_v_mckenzie_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_florence_v._mckenzie
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_electrical_engineer
		}
		on_add = {
			hidden_effect = {
				ROOT = {
					add_ideas = {
						AST_electrical_engineer_hidden_idea
					}
				}
			}
		}
		on_remove = {
			hidden_effect = {
				ROOT = {
					remove_ideas = {
						AST_electrical_engineer_hidden_idea
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Idea
Component: CHL_land
Constructs: removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_land = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
	}
	picture = generic_exploit_mines
}
### Entity: Idea
Component: SWE_swedish_communism
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_communism = {
	picture = hol_haven_of_tolerance
	removal_cost = -1
	modifier = {
		communism_drift = 0.12
	}
}
### Entity: Character
Component: EGY_farida
Constructs: has_country_flag, has_country_leader, has_idea
Source: game
File: common/characters/EGY.txt

Code:
EGY_farida = {
	name = Farida
	portraits = {
		civilian = {
			small = GFX_idea_EGY_safinaz_zulficar
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_farida
		allowed = {
			original_tag = EGY
		}
		available = {
			has_country_flag = EGY_royal_marriage_has_happened
			OR = {
				has_country_leader = {
					character = EGY_farouk_i
					ruling_only = yes
				}
				has_idea = EGY_farouk_i_idea
			}
		}
		traits = {
			queen_consort
		}
	}
}
### Entity: AI Strategy
Component: ITA_light_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_light_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_light_tank_anti_air
	}
	priority = {
		factor = 500
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	light_tank_anti_air_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				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 = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = light_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_two_man_tank_turret
				suspen
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_impose_new_taxes
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, has_game_rule, add_timed_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_impose_new_taxes
	icon = GFX_focus_mex_privatisation
	relative_position_id = CHL_public_works
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_dissolve_covensa CHL_public_works
	}
	offset = {
		x = 0
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_denounce_the_anarchy
		}
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.5
			has_government = fascism
		}
	}
	available = {
		OR = {
			has_completed_focus = CHL_endorse_the_constitution CHL_crown_antoine_as_sovereign_king
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = CHL_imposed_new_taxes
			days = 360
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_impose_new_taxes_tt
	}
}
### Entity: Idea
Component: HOL_cheap_sugar
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_cheap_sugar = {
	picture = INS_cheap_sugar
	allowed = {
		has_dlc = Thunder at Our Gates
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Idea
Component: PAL_lightning_war_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_lightning_war_idea = {
	picture = generic_supply_lines
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_speed_factor = 0.05
		army_org_factor = 0.05
	}
}