Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAir_base.png.html

Doc:
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Page:&#160; Namespace:&#160;
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(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
Help
Help talk
Category
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### Entity: Event
Component: indonesia.34
Constructs: is_triggered_only, limit
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.34
	title = indonesia.34.t
	desc = indonesia.34.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = indonesia.34.a
		if = {
			limit = {
				FROM = {
					controls_state = 523
				}
			}
			transfer_state = 523
		} {
			limit = {
				FROM = {
					controls_state = 737
				}
			}
			transfer_state = 737
		} {
			limit = {
				FROM = {
					controls_state = 1138
				}
			}
			transfer_state = 1138
		}
	}
}
### Entity: Idea
Component: YUG_idea_tank_conversions
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_tank_conversions = {
	picture = generic_artillery_manufacturer_2
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		equipment_conversion_speed = 0.15
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_invite_spanish_nationalists
Constructs: prerequisite, limit, has_government, completion_reward, has_global_flag, has_dlc, has_civil_war, add_manpower
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_invite_spanish_nationalists
	icon = GFX_focus_ARG_invite_spanish_nationalists
	prerequisite = {
		focus = ARG_support_the_spanish_coup
	}
	x = 2
	y = 1
	relative_position_id = ARG_support_the_spanish_coup
	cost = 5
	available = {
		has_global_flag = scw_over
		if = {
			limit = {
				has_dlc = La Resistance
			}
			any_other_country = {
				NOT = {
					tag = SPA
				}
				has_civil_war = no
			}
		}
		else = {
			any_country = {
				original_tag = SPR
				NOT = {
					OR = {
						has_government = fascism neutrality
					}
				}
				has_civil_war = no
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 25000
		army_experience = 75
		custom_effect_tooltip = CHL_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_a_common_destiny_for_all_of_turkey
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_a_common_destiny_for_all_of_turkey
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = TUR_intervene_in_the_spanish_civil_war
	}
	x = 0
	y = 1
	relative_position_id = TUR_intervene_in_the_spanish_civil_war
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM FOCUS_FILTER_TUR_KURDISTAN
	}
	completion_reward = {
		custom_effect_tooltip = TUR_unlock_kurdish_integration_decisions_tt TUR_unlock_reconciliation_occupation_law_tt
	}
}
### Entity: Idea
Component: GDL_ar
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = GDL
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: marxist_philosopher
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
marxist_philosopher = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.1
	research_speed_factor = 0.05
}
### Entity: Character
Component: HUN_arpads_mathhias_and_andrews_successor_trait
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_arpads_mathhias_and_andrews_successor_trait = {
	random = no
	sprite = 13
	army_attack_against_major_factor = 0.1
	army_defence_against_major_factor = 0.1
	war_support_factor = 0.1
}
### Entity: Scripted Effect
Component: EAI_ESP_historical_operations_POL
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_war_together_with, is_ai, has_global_flag, has_operation_token
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_historical_operations_POL = {
	if = {
		limit = {
			POL = {
				has_completed_focus = POL_niech_zyje_opor
			}
			OR = {
				tag = POL
				has_war_together_with = POL
			}
		}
		if = {
			limit = {
				date = > 1942.1.1
				OR = {
					AND = {
						tag = POL
						GER = {
							is_ai = no
						}
					}
					date = > 1944.1.1
					GER = {
						has_country_flag = EAI_MILITARY_trend_losing_war
					}
					SOV = {
						surrender_progress = > 0.35
					}
				} {
					NOT = {
						var:10.CONTROLLER = {
							core_resistance = {
								occupied_country_tag = POL
								value = > 50
							}
						}
					}
					tag = POL
				}
				GER = {
					NOT = {
						has_country_flag = EAI_operation_timeout_@ROOT
					} {
						ROOT = {
							has_country_flag = EAI_operation_warsaw_uprising_OPERATION_ACTIVE
						}
					}
					num_of_controlled_states = > 0
				}
				POL = {
					has_completed_focus = POL_niech_zyje_opor
				}
				NOT = {
					has_global_flag = warsaw_liberated_self_flag
				}
				var:10.CONTROLLER = {
					has_war_with = POL
				}
			}
			if = {
				limit = {
					NOT = {
						has_operation_token = {
							tag = var:EAI_operation_target
							token = token_resistance_contacts
						}
					}
				}
				set_country_flag = EAI_operation_warsaw_uprising_OPERATION_ACTIVE
				set_temp_variable = {
					started_operation = 1
				}
				set_variable = {
					EAI_operation_target = 10
					 = .CONTROLLER
				} {
					EAI_operation_type = token:operation_make_resistance_contacts
				}
			} {
				limit = {
					check_variable = {
						started_operation = 1
					}
					has_country_flag = EAI_espionage_logging
				}
				log = [GetYear] [GetMonth] | AI | [Root.GetName] | ESPIONAGE: operation_warsaw_uprising
			}
			else_if = {
				limit = {
					NOT = {
						var:10.CONTROLLER = {
							core_resistance = {
								occupied_country_tag = POL
								value = > 50
							}
						}
					}
				}
				set_country_flag = EAI_operation_warsaw_uprising_OPERATION_ACTIVE
				set_temp_variable = {
					started_operation = 1
				}
				set_variable = {
					EAI_operation_target = 10
					 = .CONTROLLER
				} {
					EAI_operation_type = token:operation_boost_resistance
				}
			} {
				limit = {
					tag = POL
				}
				set_country_flag = EAI_operation_warsaw_uprising_OPERATION_ACTIVE
				set_temp_variable = {
					started_operation = 1
				}
				set_variable = {
		
# ... (truncated)
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_national_defense_state
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_national_defense_state
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = MAN_tsr_second_five_year_plan
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_second_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = MAN_national_defense_state
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_invite_italian_military_mission
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_invite_italian_military_mission
	prerequisite = {
		focus = PRU_italian_guns
	}
	icon = GFX_goal_italy_the_backbone_of_the_party
	x = 0
	y = 2
	relative_position_id = PRU_italian_guns
	cost = 10
	available = {
		ITA = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
		NOT = {
			PRU = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_ideas = PRU_italian_military_mission
		PRU_increase_army_25_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: PHI
Source: game
File: common/units/names/00_names.txt

Code:
PHI = {
	submarine = {
		prefix = RPS
		generic = {
			Submarine
		}
		unique = {
			Arabis Arbutus Hawea Kaniere Pukaki Rotoiti Taupo Tutira Echuca Thrust Inverell Kiama Stawell Otago Taranaki Waikato Blackpool Canterbury
		}
	}
	destroyer = {
		prefix = RPS
		generic = {
			Destroyer
		}
		unique = {
			Rajah Soliman Rajah Lakandula Datu Kalantiaw Datu Sikatuna Andres Bonifacio Gregorio del Pilar Diego Silang Francisco Dagohoy Datu Marikudo Negros Occidental Leyte
		}
	}
	light_cruiser = {
		prefix = RPS
		generic = {
			Light Cruiser
		}
		unique = {
			Quezon Rizal Cebu Pangasinan Iloilo Manila Luzon Cabanatuan Batangas Cadiz Davao
		}
	}
	heavy_cruiser = {
		prefix = RPS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Quezon Rizal Cebu Pangasinan Iloilo Manila Luzon Cabanatuan Batangas Cadiz Davao
		}
	}
	battle_cruiser = {
		prefix = RPS
		generic = {
			Battlecruiser
		}
		unique = {
			Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
		}
	}
	battleship = {
		prefix = RPS
		generic = {
			Battleship
		}
		unique = {
			Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
		}
	}
	carrier = {
		prefix = RPS
		generic = {
			Carrier
		}
		unique = {
			Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_foreign_armor
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_country_flag, completion_reward, is_justifying_wargoal_against, has_capitulated, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_foreign_armor
	icon = GFX_focus_FIN_foreign_anti_air
	prerequisite = {
		focus = FIN_salvaged_and_retooled
	}
	x = 1
	y = 1
	relative_position_id = FIN_salvaged_and_retooled
	cost = 5
	available = {
		NOT = {
			is_justifying_wargoal_against = SWE
		}
		SWE = {
			exists = yes
			has_capitulated = no
			NOT = {
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		add_tech_bonus = {
			name = FIN_foreign_armor
			bonus = 0.5
			uses = 2
			category = armor
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = FIN_foreign_armor_equipment_and_subsidies_tt
		}
		else = {
			custom_effect_tooltip = FIN_foreign_armor_equipment_only_tt
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						original_tag = GER ITA ENG FRA SOV SWE
					}
					FIN_can_purchase_equipment_from_country = yes
				}
				display_individual_scopes = yes
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				if = {
					limit = {
						GER = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = light_tank_chassis
						seller_tags = {
							GER
						}
					}
				} {
					limit = {
						ITA = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = light_tank_chassis
						seller_tags = {
							ITA
						}
					}
				} {
					limit = {
						ENG = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = light_tank_chassis
						seller_tags = {
							ENG
						}
					}
				} {
					limit = {
						FRA = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = light_tank_chassis
						seller_tags = {
							FRA
						}
					}
				} {
					limit = {
						SOV = {
							FIN_can_purchase_equipment_from_country = yes
						}
					}
					add_equipment_subsidy = {
						cic = FIN_basic_subsidies_value
						equipment_type = light_tank_chassis
				
# ... (truncated)
### Entity: Event
Component: denmark_expansion_event.801
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.801
	title = denmark_expansion_event.801.t
	desc = denmark_expansion_event.801.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.301.a
		puppet = FROM
	}
}
### Entity: Modifier Reference
Construct: army_armor_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_armor_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Game Rule
Component: EST_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
EST_ai_behavior = {
	name = EST_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = No Step Back
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_HISTORICAL_EST_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC
		text = RULE_OPTION_DEMOCRATIC
		desc = RULE_ENTENTE_EST_AI_DESC
		allow_achievements = no
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_EST_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_COMMUNIST_BALTIC_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Character
Component: the_last_viceroy
Constructs: planning_speed, coordination_bonus
Source: game
File: common/country_leader/goe_traits.txt

Code:
the_last_viceroy = {
	sprite = 13
	naval_invasion_prep_speed = 0.15
	industrial_capacity_dockyard = 0.1
	planning_speed = 0.2
	max_planning_factor = -0.1
	coordination_bonus = -0.05
	naval_coordination = -0.1
}
### Entity: Character
Component: AUS_heimwehr_youth_organizer
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_heimwehr_youth_organizer = {
	sprite = 13
	random = no
	training_time_army_factor = -0.15
	conscription = 0.02
	army_core_defence_factor = 0.02
	fascism_drift = 0.02
}
### Entity: Idea
Component: VEN_oil_3
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_3 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.5
		civilian_intel_to_others = 2
		production_speed_buildings_factor = -0.25
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_left_chairman
Constructs: prerequisite, add_ideas, completion_reward, has_sanation_left_opposition
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_left_chairman
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = POL_the_sanation_left
	}
	mutually_exclusive = {
		focus = POL_second_man_of_the_state
	}
	x = 0
	y = 2
	relative_position_id = POL_the_sanation_left
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_left_opposition = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		POL_sanation_right_opposition_up = yes
		POL_sanation_left_opposition_remove = yes
		add_ideas = POL_walery_slawek_chairman
		custom_effect_tooltip = no_more_san_right_tt
	}
}
### Entity: Character
Component: AZR_mammad_amin_rasulzade
Source: game
File: common/characters/AZR.txt

Code:
AZR_mammad_amin_rasulzade = {
	name = AZR_mammad_amin_rasulzade
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_2.dds
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_get_random_index_in_array_len
Constructs: limit, set_temp_variable, random_index_, check_variable
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_get_random_index_in_array_len = {
	set_temp_variable = {
		random_index_ = _array_len
	}
	multiply_temp_variable = {
		random_index_ = random
	}
	meta_effect = {
		text = {
			set_temp_variable = {
				random_index_ = [x]
			}
		}
		x = [?random_index_|0]
	}
	if = {
		limit = {
			check_variable = {
				random_index_ = _array_len
			}
		}
		subtract_from_temp_variable = {
			random_index_ = 1
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES
Constructs: limit, has_war_with, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES = {
	set_temp_variable = {
		EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES = 0
	}
	if = {
		limit = {
			if = {
				limit = {
					tag = JAP
				}
				if = {
					limit = {
						has_war_with = CHI
					}
					any_enemy_country = {
						NOT = {
							tag = CHI
						}
						is_major = yes
					}
				}
			}
		}
		set_temp_variable = {
			EAI_PC_FORT_strategy_GENERIC_frontlines_STRATEGIES = 1
		}
	}
}
### Entity: Character
Component: TRA_stc
Source: game
File: common/characters/TRA.txt

Code:
TRA_stc = {
	advisor = {
		slot = political_advisor
		idea_token = TRA_stc
		allowed = {
			original_tag = TRA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: State History
Component: 1081
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1081-St Kitts & Nevis.txt

Code:
state = {
	id = 1081
	name = STATE_1081
	manpower = 21833
	state_category = small_island
	history = {
		add_core_of = STK
		owner = ENG
		add_to_array = {
			state_victory_points = 13441
		}
		victory_points = {
			13441 1
		}
		buildings = {
			infrastructure = 2
			13441 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13441
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ITA_fausto_gullo
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_fausto_gullo = {
	name = ITA_fausto_gullo
	portraits = {
		army = {
			small = GFX_portrait_ITA_fausto_gullo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_fausto_gullo
		allowed = {
			OR = {
				original_tag = ITA SWE
			}
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				AND = {
					OR = {
						has_completed_focus = ITA_the_popular_front
						AND = {
							has_government = democratic
							has_completed_focus = ITA_common_ground
						}
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			minister_of_peasants
		}
		ai_will_do = {
			base = 0.3
		}
	}
}
### Entity: Idea
Component: BEL_surrender_ns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_surrender_ns = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		forced_surrender_limit = -0.99
	}
}
### Entity: Unit Template
Component: KAZ_MTN_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Kazakska Gornostrelkovaya Div.
	ordered = {
		1 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		2 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		3 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		4 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		5 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		6 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		7 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		8 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		9 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
		10 = {
			%dya Kazakska Gornostrelkovaya Div.
		}
	}
}
### Entity: Unit Template
Component: LIB_DD_HISTORICAL
Source: game
File: common/units/names_ships/LIB_ship_names.txt

Code:
LIB_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		LIB
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = LRS 
	fallback_name = Destroyer %d
	unique = {
		Abolition Grace Free Man Thrust Hope
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_department_of_foreign_affairs
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, unlock_decision_category_tooltip, has_dynamic_modifier, unlock_decision_tooltip
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_department_of_foreign_affairs
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = PHI_modernization
	}
	relative_position_id = PHI_modernization
	x = 3
	y = 1
	cost = 5
	available = {
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PHI_department_of_foreign_affairs_category
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = PHI_open_borders PHI_nationality_act
					}
					has_dynamic_modifier = {
						modifier = PHI_japan_aligned_ideology
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			unlock_decision_tooltip = PHI_decrease_japanese_ideological_influence
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_synthetic_industry
Constructs: prerequisite, limit, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_synthetic_industry
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = HUN_autarky
	}
	x = 0
	y = 3
	relative_position_id = HUN_announce_the_gyor_program
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		has_tech = synth_oil_experiments
	}
	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 = HUN_synthetic_industry_AF1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			custom_effect_tooltip = HUN_synthetic_oil_tt
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = synthetic_refinery
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
			set_state_flag = HUN_synthetic_industry_AF1
		}
	}
}