Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: por_focus
Component: POR_develop_mozambique
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_develop_mozambique
	available = {
		544 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_develop_south_angola
	}
	icon = GFX_focus_generic_africa_naval
	x = 1
	y = 1
	relative_position_id = POR_develop_south_angola
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		544 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = aluminium
				amount = 6
			}
		}
		897 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = naval_base
				level = 2
				province = 2123
				instant_build = yes
			}
			add_resource = {
				type = aluminium
				amount = 6
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_hold_a_loya_jirga
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_hold_a_loya_jirga
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = AFG_contact_rural_loyalists
	}
	x = 0
	y = 1
	relative_position_id = AFG_contact_rural_loyalists
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_completed_focus = AFG_return_of_the_emir AFG_the_faqirs_revolt
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = AFG_hold_a_loya_jirga_tt
		show_ideas_tooltip = AFG_low_legitimacy_debuff
	}
}
### Entity: Event
Component: lar_spain.68
Constructs: is_triggered_only, ai_chance, has_war_with, add_timed_idea, add_ai_strategy, send_lend_lease_desire, has_opinion
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.68
	title = lar_spain.68.t
	desc = lar_spain.68.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.68.a
		ai_chance = {
			base = 75
		}
		add_timed_idea = {
			idea = SPR_equipment_shipments
			days = 730
		}
		add_ai_strategy = {
			type = send_lend_lease_desire
			id = SPR
			value = 100
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.69
				}
			}
		}
	} {
		name = lar_spain.68.b
		ai_chance = {
			base = 25
			modifier = {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = > 99
				}
			} {
				factor = 0
				has_war_with = SOV
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.70
				}
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_paramilitarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_paramilitarism
	icon = GFX_goal_manpower
	x = 0
	y = 1
	relative_position_id = KAL_discipline_hierarchy_and_order
	prerequisite = {
		focus = KAL_discipline_hierarchy_and_order
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = BUL_paramilitary_organizations
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_rebuild_28_bolshevik
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_character, has_trait, remove_trait, add_trait
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_rebuild_28_bolshevik
	icon = GFX_focus_PRC_rebuild_28_bolshevik
	prerequisite = {
		focus = PRC_invite_pavel_mif
	}
	x = 0
	y = 1
	relative_position_id = PRC_invite_pavel_mif
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = > 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_rebuild_28_bolshevik_tt generic_skip_one_line_tt PRC_rebuild_28_bolshevik_effect_tt generic_skip_one_line_tt
		every_character = {
			limit = {
				OR = {
					has_trait = PRC_28_bolshevik_trait PRC_28_bolshevik_trait_wang_ming PRC_28_bolshevik_trait_bo_gu
				}
			}
		}
		hidden_effect = {
			every_character = {
				limit = {
					has_trait = PRC_28_bolshevik_trait
				}
				remove_trait = {
					slot = political_advisor
					trait = PRC_28_bolshevik_trait
				}
				add_trait = {
					slot = political_advisor
					trait = PRC_28_bolshevik_trait_improved
				}
			}
			PRC_otto_braun = {
				if = {
					limit = {
						is_army_chief = yes
					}
					remove_trait = {
						slot = army_chief
						trait = PRC_28_bolshevik_trait
					}
					add_trait = {
						slot = army_chief
						trait = PRC_28_bolshevik_trait_improved
					}
				}
			}
			PRC_wang_ming = {
				remove_trait = {
					trait = PRC_28_bolshevik_trait_wang_ming
					slot = political_advisor
				}
				add_trait = {
					trait = PRC_28_bolshevik_trait_improved_wang_ming
					slot = political_advisor
				}
			}
			PRC_bo_gu = {
				remove_trait = {
					trait = PRC_28_bolshevik_trait_bo_gu
					slot = political_advisor
				}
				add_trait = {
					trait = PRC_28_bolshevik_trait_improved_bo_gu
					slot = political_advisor
				}
			}
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = < 0.99
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = 0.1
			}
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_hold_public_funding_oppertunities
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_hold_public_funding_oppertunities
	icon = GFX_focus_mex_privatisation
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_fine_gael
	}
	relative_position_id = IRE_fine_gael
	completion_reward = {
		add_ideas = IRE_hold_public_funding_oppertunities
	}
}
### Entity: Idea
Component: GER_mefo_bills_18
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_18 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 2.75
	}
}
### Entity: Event
Component: AFG_political_events.120
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_civil_war, has_opinion, add_timed_idea, set_rule
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.120
	title = AFG_political_events.120.t
	desc = AFG_political_events.120.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.120.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.121
				hours = 1
			}
		}
		add_timed_idea = {
			idea = AFG_aid_communists_cw
			days = 730
		}
		set_rule = {
			can_send_volunteers = yes
		}
		add_ai_strategy = {
			type = send_volunteers_desire
			id = FROM
			value = 200
		}
	} {
		name = AFG_political_events.120.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = AFG_political_events.122
				days = 7
				random_days = 3
			}
		}
	}
}
### Entity: Modifier Reference
Component: SOV_for_the_common_good_relation
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
SOV_for_the_common_good_relation = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_license_acceptance = 20
	license_production_speed = 0.25
	license_tech_difference_speed = 0.25
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_collectivization_and_workers_control
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_collectivization_and_workers_control
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_autogestion
	} {
		focus = SPR_seize_public_transport
	} {
		focus = SPR_agrarian_collectivization
	}
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	x = 0
	y = 2
	relative_position_id = SPR_autogestion
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPR_anarchist_society_3
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_3
				add_idea = SPR_anarchist_society_4
			}
		}
		else_if = {
			limit = {
				has_idea = SPR_anarchist_society_6
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_6
				add_idea = SPR_anarchist_society_7
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_9
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_9
				add_idea = SPR_anarchist_society_10
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_12
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_12
				add_idea = SPR_anarchist_society_15
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_14
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_14
				add_idea = SPR_anarchist_society_16
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPR_anarchist_society_3
					add_idea = SPR_anarchist_society_4
				}
			}
		}
	}
}
### Entity: Character
Component: DEN_cay_lembcke
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, is_country_leader, has_character_flag
Source: game
File: common/characters/DEN.txt

Code:
DEN_cay_lembcke = {
	name = DEN_cay_lembcke
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_cay_lembcke
			small = GFX_portrait_DEN_cay_lembcke_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			DEN_fascist_militarist
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_cay_lembcke
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			is_country_leader = no
			OR = {
				has_completed_focus = DEN_strengthen_the_officer_corp
				has_government = fascism
			}
			NOT = {
				has_government = communism
				has_character_flag = DEN_political_agitator_flag
				has_country_flag = DEN_banned_fascism_flag
			}
		}
		traits = {
			prince_of_terror
		}
		ai_will_do = {
			base = 0
		}
		on_add = {
			owner = {
				DEN_advisor_low_BOP_increase_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_low_BOP_decrease_effect = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_create_yoshio_kodama_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_create_yoshio_kodama_operative = {
	create_operative_leader = {
		name = JAP_yoshio_kodama
		GFX = GFX_portrait_JAP_yoshio_kodama_operative
		gender = male
		traits = {
			operative_master_interrogator operative_tough
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			JAP
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_radar_technologies
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_radar_technologies
	icon = GFX_goal_generic_radar
	relative_position_id = VEN_airforce_academy
	x = 0
	y = 2
	cost = 7.2
	prerequisite = {
		focus = VEN_airforce_academy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 5
		navy_experience = 5
		add_tech_bonus = {
			name = radar_focus
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		add_ideas = r56_generic_radar_idea
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_joint_military_programs
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_joint_military_programs
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = ITA_ratify_the_stresa_front
	}
	x = -2
	y = 1
	relative_position_id = ITA_ratify_the_stresa_front
	cost = 5
	available = {
		OR = {
			is_in_faction_with = ENG FRA
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = ENG FRA
			}
			army_experience = 30
			navy_experience = 30
			air_experience = 30
			add_tech_bonus = {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 2
				category = ship_modules_tech
			} {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 2
				category = light_air
			} {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 2
				category = cat_medium_armor
			}
			custom_effect_tooltip = ITA_joint_military_programs_two_allies_tt
		}
		else = {
			army_experience = 15
			navy_experience = 15
			air_experience = 15
			add_tech_bonus = {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 1
				category = ship_modules_tech
			} {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 1
				category = light_air
			} {
				name = ITA_joint_military_programs
				bonus = 0.5
				uses = 1
				category = cat_medium_armor
			}
			custom_effect_tooltip = ITA_joint_military_programs_one_ally_tt
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_bill_of_rights
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_bill_of_rights
	icon = GFX_focus_generic_treaty
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_land_reform
	}
	relative_position_id = PHI_land_reform
	x = 0
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			has_government = democratic
		} {
			factor = 0.1
			has_government = fascism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		add_war_support = 0.1
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt PHI_focus_time_reduced_T2_tt
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Scripted Trigger
Component: is_friend_or_potential_friend_of_GER
Constructs: has_war_with, is_puppet_of, is_puppet, is_in_faction_with, is_in_faction, has_capitulated
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
is_friend_or_potential_friend_of_GER = {
	OR = {
		is_puppet_of = GER
		is_puppet = no
	} {
		is_in_faction_with = GER
		is_in_faction = no
	}
	NOT = {
		has_war_with = GER
	}
	has_capitulated = no
	exists = yes
}
### Entity: Technology
Component: cv_CAS3
Constructs: has_war_with, enable_equipments, research_cost, has_navy_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		cv_CAS_equipment_3
	}
	research_cost = 1.0
	start_year = 1944
	categories = {
		naval_air air_equipment cas_bomber mio_cat_all_cas_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			OR = {
				tag = USA JAP
			}
		} {
			factor = 1.5
			OR = {
				has_war_with = USA JAP
			}
		} {
			factor = 2
			has_navy_size = {
				type = carrier
				size = > 0
			}
		} {
			factor = 0
			has_navy_size = {
				type = carrier
				size = < 1
			}
		}
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_cooperate_with_the_nkvd
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_cooperate_with_the_nkvd
	icon = GFX_focus_JAP_learn_from_the_nkvd
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_utilize_asperovs_contacts
	}
	relative_position_id = SIK_utilize_asperovs_contacts
	ai_will_do = {
		base = 15
	}
	available = {
		SOV = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

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

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = SIK_the_nkvd_lar
		}
		ELSE = {
			add_ideas = SIK_the_nkvd_no_lar
		}
	}
}
### Entity: Order of Battle
Component: Troupes de Madagascar
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = Troupes de Madagascar
	location = 5222
	division_template = Brigade Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = FRA
		}
	}
	start_equipment_factor = 0.15
}
### Entity: Country History
Country: MAY
Component: MAY_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MAY - Maya.txt

Code:
# Politics & Parties for MAY
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	communism = 5
	neutrality = 80
	fascism = 0
}
### Entity: Event
Component: italy.6
Constructs: is_triggered_only, add_opinion_modifier, add_tech_bonus, synth_bonus, armor_bonus
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.6
	title = italy.6.t
	desc = italy.6.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = italy.6.a
		add_tech_bonus = {
			name = synth_bonus
			bonus = 1.0
			uses = 1
			category = synth_resources
		} {
			name = armor_bonus
			bonus = 1.0
			uses = 2
			category = armor
		}
		ITA = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_ita_tech_treaty
			}
		}
	}
}
### Entity: Idea
Component: CZE_rural_education_efforts
Constructs: research_speed_factor, limit, removal_cost, add_research_slot
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_rural_education_efforts = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	available = {
		original_tag = CZE
	}
	modifier = {
		research_speed_factor = 0.03
		custom_modifier_tooltip = CZE_rural_education_efforts_modifier_tt
	}
	on_remove = {
		owner = {
			if = {
				limit = {
					amount_research_slots = < 7
				}
				add_research_slot = 1
			}
		}
	}
}
### Entity: Character
Component: CHI_national_defence_theorist
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_national_defence_theorist = {
	sprite = 14
	land_doctrine_cost_factor = -0.05
	army_defence_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: HYD_acd2
Source: game
File: common/characters/HYD.txt

Code:
HYD_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = HYD_acd2
		allowed = {
			original_tag = HYD
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {

		}
	}
}
### Entity: Decision
Component: CHI_x_y_force_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_x_y_force_cat = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	allowed = {
		original_tag = CHI
	}
	visible = {
		has_completed_focus = CHI_collaborate_with_allied_forces
	}
	priority = 100
}
### Entity: AI Strategy
Component: USA_cv_cas
Constructs: has_navy_size
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_cv_cas = {
	category = air
	available_for = {
		USA
	}
	roles = {
		air_cv_cas
	}
	priority = {
		factor = 100
		modifier = {
			has_navy_size = {
				unit = carrier
				size = < 1
			}
			factor = 0
		}
	}
	cv_cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = cv_small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			bomb_locks engine_2_1x dive_brakes_small
		}
	}
	cv_cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = cv_small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_3_1x dive_brakes_small
		}
	}
	cv_cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = cv_small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_3_1x dive_brakes_small
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_free_market
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_free_market
	icon = GFX_goal_generic_financial_markets
	relative_position_id = NRU_start_exporting_phosphate
	available = {

	}
	prerequisite = {
		focus = NRU_start_exporting_phosphate
	}
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_the_indochinese_merchant_marine
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_the_indochinese_merchant_marine
	icon = GFX_goal_generic_trade
	cost = 5
	prerequisite = {
		focus = FRI_invite_investors_to_kouang_tcheou_wan
	}
	x = -2
	y = 1
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		add_ideas = FRI_the_indochinese_merchant_marine
	}
}