Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: TUR
Source: game
File: common/units/names/00_names.txt

Code:
TUR = {
	submarine = {
		prefix = TCG
		generic = {
			Denizalti
		}
		unique = {
			Birinci Inönü Ikinci Inönü Dumlupinar Sakarya Gür Saldiray Batiray Atilay Yildiray Oruc Reis Murat Reis Burak Reis Uluc Ali Reis 1. Inönü 2. Inönü Canakkale Preveze Cerbe Turgutreis Pirireis Hizirreis Burakreis Muratreis Orucreis Ulucalireis
		}
	}
	destroyer = {
		prefix = TCG
		generic = {
			Destroyer
		}
		unique = {
			Peyk Berk Kocatepe Adatepe Zafer Tinaztepe Gayret Demirhisar Sultanhisar Muavenet Gaziantep Giresun Gelibolu Gemlik Alp Arslam Maresal Fevzi cakmak Kilic Ali Pasa Piyale Pasha Istanbul Izmir Ismit Iskenderun Icel Yücetepe Savastepe Alcitepe Anittepe
		}
	}
	light_cruiser = {
		prefix = TCG
		generic = {
			Isik Kruvazör
		}
		unique = {
			Hamidiye Mecidiye Residiye Kesan Sariyer Sinop Gaziantep Adana Iskenderun Mugla Manisa Fethiye Balikesir Dumlupinar Kilic Ali Peyk-i sevket Berk-i Satvet
		}
	}
	heavy_cruiser = {
		prefix = TCG
		generic = {
			Agir Kruvazör
		}
		unique = {
			Canakkale Edirne Tuzla Yalova Gemlik Izmit Gebze Gelibolu Urla Mersin Golcük Hamidiye Mecidiye Turgut Reis
		}
	}
	battle_cruiser = {
		prefix = TCG
		generic = {
			Muharebe Kruvazör
		}
		unique = {
			Yavuz Batiray Yildiray Yavuzay Izmir Istanbul Samsun Trabzon
		}
	}
	battleship = {
		prefix = TCG
		generic = {
			Savas Gemisi
		}
		unique = {
			Izmir Istanbul Samsun Trabzon Turgud Reis Barbaros Salih Reis Kilic Ali Reis Saldiray Midilli
		}
	}
	carrier = {
		prefix = TCG
		generic = {
			Ucak Gemisi
		}
		unique = {
			Tekirdag Bandirma
		}
	}
	air_wing_names_template = AIR_WING_NAME_TUR_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Avci Filo
		}
		generic_pattern = AIR_WING_NAME_TUR_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Avci Filo
		}
		generic_pattern = AIR_WING_NAME_TUR_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Avci Filo
		}
		generic_pattern = AIR_WING_NAME_TUR_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Tank Avci Filo Bombardiman Filosu
		}
		generic_pattern = AIR_WING_NAME_TUR_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Avci Filo
		}
		generic_pattern = AIR_WING_NAME_TUR_GENERIC
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Tank Avc
# ... (truncated)
### Entity: Event
Component: EAI_DM.27
Constructs: is_triggered_only
Source: game
File: events/EAI_diplomacy.txt

Code:
country_event = {
	id = EAI_DM.27
	title = EAI_DM.27.t
	desc = EAI_DM.27.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = EAI_DM.27.o1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_import_substitution_industrialisation
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_import_substitution_industrialisation
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = RAJ_an_economy_unbound
	}
	x = 0
	y = 1
	relative_position_id = RAJ_an_economy_unbound
	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 = {
		try_build_civ_in_core_otherwise_build_in_controlled_2_civs = yes
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: State History
Component: 998
Constructs: add_core_of
Source: game
File: history/states/998-Lanna.txt

Code:
state = {
	id = 998
	name = STATE_869
	provinces = {
		1253 1488 1990 4496 7492 7531 7675 8045 10371
	}
	history = {
		victory_points = {
			1488 1
		}
		buildings = {
			infrastructure = 1
		}
		owner = SIA
		add_core_of = SIA
	}
	manpower = 2000000
	state_category = town
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: ITA_strengthened_the_army
Constructs: removal_cost, has_country_leader, mobilization_speed
Source: game
File: common/ideas/italy.txt

Code:
ITA_strengthened_the_army = {
	removal_cost = -1
	picture = generic_war_preparation
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		command_power_gain_mult = 0.1
		mobilization_speed = 0.15
		experience_gain_army_factor = 0.1
	}
}
### Entity: Idea
Component: CZE_sudeten_challenge
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_sudeten_challenge = {
	picture = triumphant_will
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		join_faction_tension = 0.2
		request_lease_tension = 0.2
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_press_our_demands
Constructs: prerequisite, has_war, limit, has_government, every_country, owns_state, has_war_with, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_press_our_demands
	icon = GFX_focus_generic_attack_the_guyanas
	relative_position_id = CHL_demand_the_guayanas
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_demand_the_guayanas
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
		AND = {
			controls_state = 687 309 310
		}
		has_war = yes
		NOT = {
			AND = {
				owns_state = 687 309 310
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = CHL_press_our_demands_tt CHL_skip_one_line_tt
		every_country = {
			limit = {
				has_war_with = ROOT
				OR = {
					owns_state = 687 309 310
				}
			}
			country_event = {
				id = CHL_political_events.69
				hours = 6
				random_hours = 12
			}
			white_peace = {
				tag = ROOT
			}
			every_country = {
				limit = {
					OR = {
						is_in_faction_with = PREV
						is_subject_of = PREV
						has_subject = PREV
					}
					has_War_with = ROOT
				}
				white_peace = {
					tag = ROOT
				}
			}
		}
		hidden_effect = {
			ROOT = {
				transfer_state = 687
			} {
				transfer_state = 309
			} {
				transfer_state = 310
			}
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_form_unions
Constructs: prerequisite, limit, add_ideas, completion_reward, check_variable, is_ai, add_days_mission_timeout, has_idea
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_form_unions
	icon = GFX_goal_generic_industrial_unionism
	relative_position_id = MPL_communism_victory
	x = 4
	y = 1
	prerequisite = {
		focus = MPL_communism_victory
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_supports_above_50
			OR = {
				AND = {
					check_variable = {
						MPL_arab_support = > 49
					} {
						MPL_jewish_support = > 49
					} {
						MPL_minority_support = > 49
					}
				}
				is_ai = yes
			}
		}
	}
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0
			check_variable = {
				MPL_path_selection = > 90
			}
		}
	}
	cost = 10
	completion_reward = {
		add_days_mission_timeout = {
			mission = MPL_stabilize_union_mission
			days = 100
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = MPL_unions
		if = {
			limit = {
				has_idea = MPL_two_people_union_1
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_2
				remove_idea = MPL_two_people_union_1
			}
		}
		else_if = {
			limit = {
				has_idea = MPL_two_people_union_2
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_3
				remove_idea = MPL_two_people_union_2
			}
		} {
			limit = {
				has_idea = MPL_two_people_union_3
			}
			swap_ideas = {
				add_idea = MPL_two_people_union_4
				remove_idea = MPL_two_people_union_3
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					add_idea = MPL_two_people_union_2
					remove_idea = MPL_two_people_union_1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: SEA_japan_popup_events.23
Constructs: is_triggered_only, fire_only_once, add_timed_idea, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.23
	title = SEA_japan_popup_events.23.t
	desc = SEA_japan_popup_events.23.desc
	picture = GFX_report_event_JAP_diet_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.23.a
		custom_effect_tooltip = JAP_nobuhito_takes_up_the_throne_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_royal_support_for_civilian_government_idea
			days = 365
		}
		hidden_effect = {
			set_country_flag = JAP_nobuhito_is_the_current_regent_or_emperor_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/KaTiON.html

Doc:
Combined display of all available logs of Hearts of Iron 4 Wiki.
You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

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Abuse Filter log
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Content model change log
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Tag log
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Upload log
User creation log
User rights log
Performer:&#160;
Target (title or User:username for user):&#160;

&#160;Search titles starting with this text
From year (and earlier): From month (and earlier): all
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03:05, 14 August 2014 KaTiON (Talk | contribs) uploaded File:Japan.png (As per http://www.gamestar.de/_misc/images/original.cfm?pk=2497044)

17:46, 8 August 2014 KaTiON (Talk | contribs) automatically marked revision 600 of page Hearts of Iron 4 patrolled

17:59, 7 February 2014 KaTiON (Talk | contribs) uploaded a new version of File:Germany.png (Updated flag as per alpha screenshot. http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=100936&d=1391779786)

18:36, 26 January 2014 KaTiON (Talk | contribs) automatically marked revision 392 of page Hearts of Iron 4 Wiki:About patrolled

18:33, 26 January 2014 KaTiON (Talk | contribs) automatically marked revision 391 of page Hearts of Iron 4 Wiki:About patrolled

23:09, 24 January 2014 KaTiON (Talk | contribs) uploaded File:D porto.png

23:07, 24 January 2014 KaTiON (Talk | contribs) automatically marked revision 313 of page User:KaTiON patrolled

03:06, 24 January 2014 KaTiON (Talk | contribs) automatically marked revision 286 of page Template:Country/doc patrolled

Retrieved from "http://www.hoi4wiki.com/Special:Log/KaTiON"
### Entity: Scripted Effect
Component: EAI_XP_pay_army_xp_cost
Constructs: limit, check_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_xp_management_effects.txt

Code:
EAI_XP_pay_army_xp_cost = {
	EAI_XP_return_stored_army_xp = yes
	if = {
		limit = {
			check_variable = {
				_xp_cost = > 0
			}
		}
		multiply_temp_variable = {
			_xp_cost = -1
		}
	}
	army_experience = _xp_cost
	EAI_XP_manage_xp = yes
}
### Entity: Character
Component: CZE_stefan_osusky
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/CZE.txt

Code:
CZE_stefan_osusky = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_stefan_osusky
		portraits = {
			army = {
				small = GFX_idea_CZE_stefan_osusky
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_stefan_osusky
			allowed = {
				original_tag = CZE
			}
			available = {
				has_government = democratic
			}
			visible = {
				has_government = democratic
			}
			cost = 75
			traits = {
				democratic_crusader
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_stefan_osusky
		portraits = {
			army = {
				small = GFX_idea_CZE_stefan_osusky
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_stefan_osusky
			allowed = {
				original_tag = CZE
			}
			available = {
				if = {
					limit = {
						has_dlc = Death or Dishonor
					}
					has_completed_focus = CZE_democratic_bastion
				} {
					limit = {
						has_dlc = Man the Guns
					}
					not = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			traits = {
				democratic_reformer
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: Event
Component: CZE.109
Constructs: is_triggered_only, add_research_slot
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.109
	title = CZE.109.t
	desc = CZE.109.d
	picture = GFX_CZKE_cvut_report
	is_triggered_only = yes
	option = {
		name = CZE.109.a
		add_research_slot = 1
	}
}
### Entity: Event
Component: hon.33
Constructs: is_triggered_only, ai_chance, white_peace
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.33
	title = hon.33.t
	desc = hon.33.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.33.a
		ai_chance = {
			base = 99
		}
		white_peace = HON
		HON = {
			country_event = hon.34
		}
	} {
		name = hon.33.b
		ai_chance = {
			base = 1
		}
		HON = {
			country_event = hon.35
		}
	}
}
### Entity: State History
Component: 737
Constructs: add_core_of
Source: game
File: history/states/737-New Britain.txt

Code:
state = {
	id = 737
	name = STATE_737
	history = {
		add_core_of = PNG
		owner = AST
		buildings = {
			infrastructure = 1
			air_base = 1
			7251 = {
				naval_base = 5
			}
			4352 = {
				naval_base = 1
			}
			7339 = {
				naval_base = 1
			}
		}
		victory_points = {
			7251 5
		}
		strategic_province_location = {
			defensive_chokepoint = 7251
		} {
			natural_harbor = 7251
		}
		strategic_state_location = {
			favorable_approach = 10206
		}
	}
	provinces = {
		1286 1301 1329 1361 4304 4332 4352 4421 7251 7324 7339 7352 7412 10166 10206 12222
	}
	manpower = 165000
	buildings_max_level_factor = 1
	state_category = large_island
	local_supplies = 0.0
}
### Entity: Character
Component: face_licker
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
face_licker = {
	random = no
	sprite = 10
	political_power_factor = -0.1
	war_support_factor = 0.05
	conscription = 0.01
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: TIB_army_reforms
Constructs: has_completed_focus, has_war, limit, remove_ideas, fire_only_once, has_political_power, remove_effect, has_idea
Source: game
File: common/decisions/Tibet_decisions.txt

Code:
TIB_army_reforms = {
	TIB_apply_neames_guidelines = {
		icon = generic_prepare_civil_war
		custom_cost_text = apply_neames_guidelines_cost
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		available = {
			command_power = > 24
			NOT = {
				has_war = yes
			}
		}
		cost = 25
		fire_only_once = yes
		ai_will_do = {
			factor = 200
		}
		days_remove = 180
		visible = {
			has_completed_focus = TIB_army_review
		}
		remove_effect = {
			if = {
				limit = {
					has_idea = TIB_poorly_organized_army
				}
				swap_ideas = {
					remove_idea = TIB_poorly_organized_army
					add_idea = TIB_poorly_organized_army_2
				}
			}
			else_if = {
				limit = {
					has_idea = TIB_poorly_organized_army_2
				}
				remove_ideas = TIB_poorly_organized_army_2
			}
		}
		complete_effect = {
			add_command_power = -25
			set_country_flag = {
				flag = tibetan_army_reform_started
				days = 365
				value = 1
			}
		}
	}
}
### Entity: Idea
Component: tomtasch
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
tomtasch = {
	picture = tur_tomtasch
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: poland.156
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_idea_with_trait, set_autonomy, is_controlled_by, is_owned_by
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.156
	title = poland.156.t
	desc = poland.156.d
	picture = GFX_report_event_polish_mansion
	is_triggered_only = yes
	option = {
		name = poland.156.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 1.5
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		set_autonomy = {
			target = LIB
			autonomous_state = autonomy_colony
			freedom_level = 0.8
		}
		if = {
			limit = {
				298 = {
					is_controlled_by = LIB
					is_owned_by = LIB
				}
			}
			add_resource = {
				type = rubber
				amount = 5
				state = 298
			}
		}
		LIB = {
			random_owned_controlled_state = {
				prioritize = {
					298
				}
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_ideas = free_trade
		}
		POL = {
			country_event = poland.157
		}
	} {
		name = poland.156.b
		ai_chance = {
			base = 20
		}
		POL = {
			country_event = poland.153
		}
	}
}
### Entity: AI Strategy
Component: USA_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_modern_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = wet_ammo_storage
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gasoline_engine sloped_armor smoke_launchers wet_ammo_storage tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Effect Reference
Construct: remove_wargoal
Constructs: remove_wargoal, take_state
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_wargoal

* Supported Scopes: COUNTRY
* Supported Targets: none

```
removes war goal type targetting nation targetExample:
remove_wargoal = {
	type = take_state
	target = FRA
}
```
### Entity: National Focus
Tree: pak_focus
Component: PAK_Expand_the_Cities
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Expand_the_Cities
	icon = GFX_goal_generic_citizens
	cost = 10
	prerequisite = {
		focus = PAK_Infrastructure_Along_the_Indus
	}
	x = 25
	y = 1
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		440 = {
			add_extra_state_shared_building_slots = 3
		}
		1093 = {
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Unit Template
Component: HAI_SS_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	fallback_name = Sous-Marin %d
	unique = {
		Améthyste Croyant Centenaire Vertières Pacifique Liberté Sans Souci Touissaint L'Ouverture Savannah Vertières Artibonite
	}
}
### Entity: Scripted Trigger
Component: EAI_mech_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_mech_tech_focus = {
	OR = {
		EAI_MARM_tech_focus = yes
		EAI_HARM_tech_focus = yes
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
		} {
			EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_restore_poland_hungary
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_puppet, has_army_manpower, is_subject
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_restore_poland_hungary
	icon = GFX_focus_hun_elect_a_king
	prerequisite = {
		focus = POL_demand_slovakia
	}
	relative_position_id = POL_demand_slovakia
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_puppet = no
		has_government = neutrality
		has_army_manpower = {
			size = > 749999
		}
		OR = {
			HUN = {
				exists = yes
				is_subject = no
				has_war = no
				NOT = {
					is_in_faction_with = ROOT
				}
			} {
				exists = no
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				HUN = {
					exists = yes
				}
			}
			HUN = {
				country_event = NSB_poland_events.2
			}
			custom_effect_tooltip = POL_restore_poland_hungary_tt
			every_state = {
				limit = {
					is_core_of = TRA
					NOT = {
						is_core_of = YUG
					}
				}
				add_claim_by = POL
			}
		}
		else = {
			every_state = {
				limit = {
					OR = {
						is_core_of = HUN TRA
					}
					NOT = {
						is_core_of = CZE
					} {
						is_core_of = YUG
					} {
						is_core_of = AUS
					}
				}
				add_claim_by = POL
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_fligerfuhrer_irak
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_fligerfuhrer_irak
	icon = GFX_focus_IRQ_fligerfuhrer_irak
	prerequisite = {
		focus = IRQ_strengthen_the_golden_square
	}
	x = 4
	y = 1
	relative_position_id = IRQ_strengthen_the_golden_square
	cost = 2
	ai_will_do = {
		base = 1
	}
	available = {
		GER = {
			exists = yes
			has_war_with = ENG
		}
		OR = {
			has_war_with = ENG
			NOT = {
				has_idea = IRQ_anglo_iraqi_treaty
			}
		}
		has_government = fascism
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 50
				producer = GER
			} {
				type = medium_plane_airframe_1
				amount = 50
				producer = GER
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = 100
				producer = GER
			}
		}
		add_manpower = 2200
		custom_effect_tooltip = generic_skip_one_line_tt available_military_high_command
		show_ideas_tooltip = IRQ_werner_junck
	}
}
### Entity: Order of Battle
Component: Iwoto Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Iwoto Kichi Shubitai
	location = 13025
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}