Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: NOR_remove_75_convoys
Constructs: add_equipment_to_stockpile
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_remove_75_convoys = {
	hidden_effect = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -75
			producer = NOR
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0M
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0M = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^22 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0M
		value = 15000
	} {
		type = invade
		id = C0M
		value = 200
	}
}
### Entity: Technology
Component: tech_trucks
Constructs: is_major, enable_subunits, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_subunits = {
		mot_anti_tank_brigade mot_artillery_brigade mot_anti_air_brigade
	}
	enable_equipments = {
		motorized_equipment_0
	}
	enable_equipment_modules = {
		tank_wheeled_suspension
	}
	path = {
		leads_to_tech = motorised_infantry
		research_cost_coeff = 1
	} {
		leads_to_tech = armored_car1
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1920
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -7
			y = 1
		}
	}
	categories = {
		motorized_equipment infantry_tech
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 6
			date = > 1937.1.1
		} {
			factor = 7
			date = > 1938.1.1
		} {
			factor = 8
			date = > 1939.1.1
		} {
			is_major = no
			factor = 3
		}
	}
}
### Entity: Character
Component: corrupt_council
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
corrupt_council = {
	stability_factor = -0.1
	consumer_goods_factor = 0.1
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_seek_japanese_support
Constructs: prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_seek_japanese_support
	icon = GFX_focus_chi_collaboration_with_the_japanese
	prerequisite = {
		focus = CHI_sea_war_taxes
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_war_taxes
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = CHI_seek_japanese_support
	}
}
### Entity: Country History
Country: NOA
Component: NOA_technology
Constructs: set_technology
Source: game
File: history/countries/NOA - North Ossetia-Alania.txt

Code:
# Starting Technologies for NOA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: State History
Component: 1096
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1096-Kaiser Wilhelms Land.txt

Code:
state = {
	id = 1096
	name = STATE_1096
	manpower = 359000
	state_category = rural
	history = {
		add_core_of = PNG
		owner = AST
		add_to_array = {
			state_victory_points = 12240
		} {
			state_victory_points = 12154
		} {
			state_victory_points = 12237
		}
		buildings = {
			infrastructure = 2
			air_base = 1
			12240 = {
				naval_base = 1
			}
			12154 = {
				naval_base = 1
			}
			12237 = {
				naval_base = 2
			}
		}
		victory_points = {
			12240 1
		} {
			12154 2
		} {
			12237 3
		}
	}
	provinces = {
		4418 12237 10251 7365 11004 12193 12154 12428 11018 7614 4393 1389 12240 12400 10423
	}
	buildings_max_level_factor = 1
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_27
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_27 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 27
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 27
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_procure_the_armor
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus, has_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_procure_the_armor
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = RAJ_trade_protection
	}
	x = 2
	y = 0
	relative_position_id = RAJ_procure_the_task_force
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = armor_tech_3
		}
		else = {
			has_tech = improved_heavy_tank
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_procure_the_armor
			bonus = 0.65
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_idea = idea_RAJ_long_range_sea_operations
			}
			swap_ideas = {
				remove_idea = idea_RAJ_long_range_sea_operations
				add_idea = idea_RAJ_long_range_sea_operations_2
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_air_production
Constructs: prerequisite, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_air_production
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = SWI_swiss_heavy_planes
	} {
		focus = SWI_air_research
	}
	relative_position_id = SWI_swiss_heavy_planes
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_air_production_ns
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_seek_soviet_support
Constructs: prerequisite, completion_reward, allow_branch
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_seek_soviet_support
	icon = GFX_goal_generic_soviet_assistance
	cost = 5
	prerequisite = {
		focus = CUB_galvanize_the_ctc
	}
	relative_position_id = CUB_galvanize_the_ctc
	x = -2
	y = 1
	allow_branch = {
		always = no
	}
	completion_reward = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: sweden_mill_access.12
Constructs: is_triggered_only, add_political_power
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_mill_access.12
	title = sweden_mill_access.12.t
	desc = sweden_mill_access.12.d
	picture = GFX_report_event_sweden_aland_trouble
	is_triggered_only = yes
	option = {
		name = sweden_mill_access.12.a
		add_political_power = 5
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_reclaiming_quebec
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, is_subject, every_state, is_owned_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_reclaiming_quebec
	icon = GFX_goal_generic_major_war
	relative_position_id = CHL_je_suis_le_deluge
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_je_suis_le_deluge
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		is_subject = no
		NOT = {
			OR = {
				QUE = {
					exists = yes
				}
				AND = {
					controls_state = 466 861 860 863 862 468
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 466 861 860 863 862 468
				}
				NOT = {
					is_owned_by = ROOT
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					controls_state = 466 861 860 863 862 468
				}
				NOT = {
					OR = {
						original_tag = CHL
						is_subject_of = ROOT
						has_war_with = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
		unlock_decision_tooltip = {
			decision = CHL_integrate_quebec
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_sovereign_country
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_sovereign_country
	icon = GFX_focus_generic_democratic_europe
	cost = 1
	x = 2
	y = 1
	relative_position_id = CYP_democracy
	prerequisite = {
		focus = CYP_democracy
	}
	mutually_exclusive = {
		focus = CYP_enosian_government
	}
	completion_reward = {

	}
}
### Entity: Country History
Country: SMI
Component: SMI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SMI - Sami.txt

Code:
# Politics & Parties for SMI
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	neutrality = 78
	democratic = 10
	fascism = 2
	communism = 10
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_accomplishing_ataturks_dream
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_accomplishing_ataturks_dream
	icon = GFX_goal_democracy_people
	prerequisite = {
		focus = TUR_renew_the_democratic_reforms
	}
	x = -1
	y = 1
	relative_position_id = TUR_renew_the_democratic_reforms
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		democratic = > 0.5
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = TUR_sectarianism
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism
				add_idea = TUR_sectarianism1
			}
		} {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_sectarianism1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism1
				add_idea = TUR_sectarianism2
			}
		} {
			limit = {
				has_idea = TUR_sectarianism2
			}
			remove_ideas = TUR_sectarianism2
		} {
			limit = {
				has_idea = TUR_sectarianism_1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_1
				add_idea = TUR_sectarianism
			}
		} {
			limit = {
				has_idea = TUR_sectarianism_2
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_2
				add_idea = TUR_sectarianism_1
			}
		} {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			add_stability = 0.075
		} {
			remove_ideas = TUR_traumatized_nation_3
		}
		set_party_name = {
			ideology = neutrality
			long_name = TUR_democratic_party_islamist_long
			name = TUR_democratic_party_islamist
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Consolidate_Iceland
Constructs: prerequisite, completion_reward, is_subject_of, add_timed_idea, annex_country, add_state_core
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Consolidate_Iceland
	icon = GFX_focus_ICE_not_our_king
	cost = 5
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = DEN_Reassurences_from_Reyklavik
	}
	available = {
		ICE = {
			is_subject_of = DEN
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	bypass = {
		ICE = {
			NOT = {
				is_subject_of = DEN
			}
		}
	}
	mutually_exclusive = {
		focus = DEN_Crush_the_Rebellion
	}
	x = 0
	y = 2
	relative_position_id = DEN_King_Christian_Coup
	completion_reward = {
		add_timed_idea = {
			days = 180
			idea = DEN_integrating_iceland
		}
		annex_country = {
			target = ICE
			transfer_troops = yes
		}
		add_state_core = 100 1043
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_lecho_du_katanga
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, is_owned_and_controlled_by, has_civil_war, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_lecho_du_katanga
	icon = GFX_goal_generic_propaganda
	x = 0
	y = 1
	prerequisite = {
		focus = COG_cooperate_with_the_comite_special_du_katanga
	}
	relative_position_id = COG_cooperate_with_the_comite_special_du_katanga
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		889 = {
			is_owned_and_controlled_by = ROOT
		}
		BEL = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			has_civil_war = no
		}
		OR = {
			is_subject_of = BEL
			is_in_faction_with = BEL
		}
		has_country_leader = {
			ruling_only = yes
			character = COG_pierre_ryckmans
		}
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		BEL = {
			country_event = {
				id = ww_congo.22
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: Idea
Component: COG_children_of_woot_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_children_of_woot_idea = {
	picture = ITA_battaglie_per_la_nascite
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.1
		production_speed_buildings_factor = 0.05
		global_building_slots_factor = 0.1
		supply_consumption_factor = -0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ADisambiguation.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: PER_abdolhossein_hazhir
Source: game
File: common/characters/PER.txt

Code:
PER_abdolhossein_hazhir = {
	name = PER_abdolhossein_hazhir
	portraits = {
		civilian = {
			small = GFX_portrait_PER_abdolhossein_hazhir_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_abdolhossein_hazhir
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {

		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: Character
Component: KHM_ma_zhancang
Source: game
File: common/characters/Warlords_China.txt

Code:
KHM_ma_zhancang = {
	name = KHM_ma_zhancang
	portraits = {
		army = {
			large = GFX_portrait_KHM_ma_zhancang
			small = GFX_portrait_KHM_ma_zhancang_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		traits = {
			hill_fighter
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_soviet_tank_program
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_country_flag, completion_reward, is_in_faction_with, is_subject, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_soviet_tank_program
	icon = GFX_goal_generic_heavy_armour_russian
	prerequisite = {
		focus = QUE_align_with_moscow
	}
	relative_position_id = QUE_align_with_moscow
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		has_country_flag = QUE_soviet_support
		is_in_faction_with = SOV
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
				tag = SOV
			}
		}
	}
	bypass = {
		NOT = {
			has_country_flag = QUE_soviet_support
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = light_tank_chassis
			amount = 250
			producer = SOV
		} {
			type = medium_tank_chassis
			amount = 80
			producer = SOV
		} {
			type = infantry_equipment_1
			amount = 2000
			producer = SOV
		}
		add_tech_bonus = {
			name = QUE_soviet_tank_program
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: KMT_the_politburo7
Constructs: has_government, production_speed_buildings_factor, removal_cost, communism_drift, mobilization_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo7 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.1
		economy_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
		consumer_goods_factor = -0.02
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
		mobilization_speed = 0.05
		max_command_power = 20
		max_surrender_limit_offset = 0.05
	}
}
### Entity: Order of Battle
Component: 16 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 16 Renmin Jundui
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_grant_citizenship
Constructs: has_completed_focus, prerequisite, add_ideas, has_country_flag, add_stability, completion_reward, has_idea, add_country_leader_trait
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_grant_citizenship
	icon = GFX_goal_generic_monarchy_cooperation
	cost = 5
	x = 2
	y = 1
	relative_position_id = LUX_abolish_monarchy
	offset = {
		x = -1
		trigger = {
			OR = {
				has_country_flag = LUX_maulkuerfgesetz_passed
				has_completed_focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
			}
		}
	}
	prerequisite = {
		focus = LUX_abolish_monarchy
	}
	mutually_exclusive = {
		focus = LUX_erase_monarchist_legacy
	}
	available = {
		NOT = {
			has_idea = r56_LUX_abolished_monarchy
		}
	}
	completion_reward = {
		add_stability = 0.1
		add_ideas = r56_LUX_republican_humanism
		custom_effect_tooltip = generic_skip_one_line_tt
		add_country_leader_trait = den_father_of_the_republic
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: NOR_oppportunistic_officer
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_oppportunistic_officer = {
	random = no
	sprite = 14
	land_doctrine_cost_factor = -0.1
	experience_gain_army_factor = 0.08
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: new_ger.100
Constructs: is_triggered_only, limit
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.100
	title = new_ger.100.t
	desc = new_ger.100.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = new_ger.100.a
		effect_tooltip = {
			IF = {
				limit = {
					FROM = {
						original_tag = FRA
					}
				}
				uncomplete_national_focus = {
					focus = GER_reapproach_the_west
					uncomplete_children = yes
				}
			}
		}
	}
}
### Entity: Achievement
Component: dam_it
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
dam_it = {
	id = 230
	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_country_flag = successful_dam_busting_raid_flag
	}
}
### Entity: Character
Component: armaments_aficionado
Source: game
File: common/country_leader/00_traits.txt

Code:
armaments_aficionado = {
	sprite = 10
	random = no
	conversion_cost_civ_to_mil_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_naval_heritage
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_naval_heritage
	prerequisite = {
		focus = HOL_air_cover_for_the_new_fleet HOL_escorts_for_the_new_fleet
	}
	icon = GFX_goal_generic_build_navy
	x = 1
	y = 1
	relative_position_id = HOL_air_cover_for_the_new_fleet
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_doctrine_cost_reduction = {
			name = HOL_naval_heritage
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_ideas = HOL_naval_heritage
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_torpedo_bombers
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_torpedo_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = PLY_naval_academy
	} {
		focus = PLY_the_air_fleet
	}
	relative_position_id = PLY_the_air_fleet
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = MNC_torpedo_bombers
				technology = improved_medium_airframe
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = naval_bomber
			}
		}
	}
}
### Entity: Event
Component: prc.66
Constructs: is_triggered_only, ai_chance, create_country_leader, limit, add_opinion_modifier, has_country_leader, set_country_flag, remove_unit_leader_role
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.66
	title = prc.66.t
	desc = prc.66.d
	picture = GFX_report_event_soviet_purge_speech
	is_triggered_only = yes
	option = {
		name = prc.66.a
		ai_chance = {
			base = 50
		}
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						name = Zhang Xueliang
						ruling_only = yes
					}
				}
			}
			kill_country_leader = yes
			create_country_leader = {
				name = Chen Duxiu
				picture = gfx/leaders/PRC/r56_portrait_PRC_Chen_Duxiu.dds
				expire = 1965.1.1
				ideology = leninism
				traits = {
					PRC_trotskyist
				}
			}
			else = {
				set_country_flag = PRC_enable_cdx
			}
		}
		set_country_flag = cdx_returned
		remove_unit_leader_role = PRC_mao_zedong
	} {
		ai_chance = {
			base = 50
		}
		name = prc.66.b
		add_opinion_modifier = {
			target = SOV
			modifier = trostkyism_vermin
		}
	}
}