Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_legitimise_du
Constructs: prerequisite, completion_reward, has_country_leader, remove_trait, add_trait
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_legitimise_du
	icon = GFX_focus_CHI_Legitimise_du
	prerequisite = {
		focus = CHI_reinforce_connections_with_shanghai_elites
	}
	mutually_exclusive = {
		focus = CHI_reshuffle_the_green_gang
	}
	x = 1
	y = 1
	relative_position_id = CHI_reinforce_connections_with_shanghai_elites
	cost = 5
	available = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_wang_jingwei
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		remove_trait = {
			character = CHI_du_yuesheng
			trait = CHI_shanghai_financier
			slot = political_advisor
		}
		add_trait = {
			character = CHI_du_yuesheng
			trait = CHI_shanghai_financier_2
			slot = political_advisor
		}
	}
}
### Entity: Order of Battle
Component: Chiaotao Tsungtui
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_CHI_1936.txt

Code:
division = {
	name = Chiaotao Tsungtui
	location = 11913
	division_template = Chengli Shih
	start_experience_factor = 0.7
	start_equipment_factor = 1
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = GER
		}
	} {
		artillery_equipment_1 = {
			owner = GER
		}
	} {
		support_equipment_1 = {
			owner = GER
		}
	}
}
### Entity: Decision
Component: MON_strengthen_mongolbank_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_strengthen_mongolbank_category = {
	icon = generic_industry
	picture = GFX_decision_cat_MON_mongolbank
	allowed = {
		original_tag = MON
	}
	priority = 5
	visible = {
		has_completed_focus = MON_transfer_the_funds_of_mongolbank
	}
}
### Entity: Character
Component: BRA_pereira_de_oliveira
Source: game
File: common/characters/BRA.txt

Code:
BRA_pereira_de_oliveira = {
	name = BRA_pereira_de_oliveira
	portraits = {
		army = {
			large = GFX_portrait_BRA_pereira_de_oliveira
			small = GFX_portrait_BRA_pereira_de_oliveira_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: YUG_ivan_ribar
Source: game
File: common/characters/YUG.txt

Code:
YUG_ivan_ribar = {
	advisor = {
		slot = political_advisor
		idea_token = YUG_ivan_ribar
		allowed = {
			original_tag = YUG
		}
		traits = {
			captain_of_industry
		}
	}
	name = YUG_ivan_ribar
	portraits = {
		army = {
			small = GFX_idea_YUG_ivan_ribar
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: State History
Component: 902
Constructs: add_core_of
Source: game
File: history/states/902-Sokoto.txt

Code:
state = {
	id = 902
	name = STATE_902
	manpower = 332479
	state_category = pastoral
	history = {
		owner = ENG
		add_core_of = NGA SOK
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			1891 1
		}
	}
	provinces = {
		1891 1932 1969 2025 4938 4972 8021
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: State History
Component: 964
Constructs: add_core_of
Source: game
File: history/states/964-Najiran.txt

Code:
state = {
	id = 964
	name = STATE_858
	provinces = {
		5006 8030 10870 12768
	}
	history = {
		owner = SAU
		add_core_of = SAU
	}
	manpower = 69
	state_category = pastoral
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = ALG_cas_focus ALG_fighter_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 41
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ALG_bomber_focus
				bonus = 0.5
				uses = 1
				category = medium_air
			} {
				name = ALG_bomber_focus
				technology = range_improvements
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = ALG_bomber_focus
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_domestic_tank_modernization_program
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_domestic_tank_modernization_program
	icon = GFX_focus_generic_tank_assembly
	mutually_exclusive = {
		focus = JAP_foreign_tank_modernization_cooperation
	}
	prerequisite = {
		focus = JAP_rethink_armor_doctrine
	}
	relative_position_id = JAP_rethink_armor_doctrine
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_mitsubishi_heavy_industries_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_tech_bonus = {
			name = JAP_domestic_tank_modernization_program
			bonus = 0.5
			uses = 1
			category = armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_japanese_armor_doctrine
			add_idea = JAP_japanese_armor_doctrine_2
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_royal_officer_corps
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_country_leader
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_royal_officer_corps
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = KAL_form_a_royal_guard
	}
	relative_position_id = KAL_form_a_royal_guard
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = KAL_nikolai_tundutov
		}
		has_government = neutrality
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_royal_officer_corps
		}
		army_experience = 50
	}
}
### Entity: Idea
Component: ISR_religious_parties_idea_1
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_religious_parties_idea_1 = {
	picture = generic_deal_with_the_devil
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: CRO_vilko_begic
Source: game
File: common/ideas/croatia.txt

Code:
CRO_vilko_begic = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = CRO
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_enact_the_1921_defence_act
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, completion_reward, unlock_decision_tooltip, has_idea
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_enact_the_1921_defence_act
	icon = GFX_goal_generic_partisans
	available = {
		threat = > 0.1
	}
	prerequisite = {
		focus = LIE_princely_cabinet_of_national_defence
	}
	x = -5
	y = 3
	relative_position_id = LIE_princely_cabinet_of_national_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		unlock_decision_tooltip = LIE_revitalize_old_princely_talent
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 500
			producer = LIE
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_idea = volunteer_only
				}
			}
			add_ideas = volunteer_only
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_pull_back_troops_from_the_chaco
Constructs: prerequisite, limit, has_war_with, completion_reward, has_civil_war, has_country_leader, is_ai, random_hours
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_pull_back_troops_from_the_chaco
	available = {
		BOL = {
			NOT = {
				has_war_with = ROOT
			}
		}
		has_civil_war = no
		controls_state = 688
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = PAR_higinio_morinigo
			}
		}
		if = {
			limit = {
				is_ai = no
			}
			divisions_in_state = {
				state = 688
				size = < 1
			}
		}
	}
	bypass = {
		has_country_leader = {
			ruling_only = yes
			character = PAR_higinio_morinigo
		}
	}
	icon = GFX_focus_PAR_pull_back_troops_from_the_chaco
	x = -8
	y = 0
	relative_position_id = PAR_revenge_for_the_chaco_war
	prerequisite = {
		focus = PAR_a_great_charter
	}
	mutually_exclusive = {
		focus = PAR_revenge_for_the_chaco_war
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = south_american_events.15
			hours = 1
			random_hours = 3
		}
		event_option_tooltip = south_american_events.15.a
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_propose_baltic_union
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_faction_leader, every_other_country, is_baltic_country
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_propose_baltic_union
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = LAT_pan_baltic_bank
	} {
		focus = LAT_baltic_defence_army
	}
	x = -1
	y = 1
	relative_position_id = LAT_baltic_defence_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_ideas = {
			LIT_baltic_defence_army BALTIC_economic_union_2
		}
		add_ideas = {
			BALTIC_union_idea
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.4
			}
			remove_ideas = {
				LIT_baltic_defence_army BALTIC_economic_union_2
			}
			add_ideas = {
				BALTIC_union_idea
			}
		}
	}
}
### Entity: Character
Component: YUN_hsia_wu
Source: game
File: common/characters/YUN.txt

Code:
YUN_hsia_wu = {
	name = YUN_hsia_wu
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_3.dds
		}
	}
	country_leader = {
		ideology = falangism
		expire = 1946.1.1.12
		id = -1
	}
}
### Entity: Country History
Country: TAN
Component: TAN_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/TAN - Tannu Tuva.txt

Code:
# Politics & Parties for TAN
add_ideas = {
	limited_conscription
}
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	communism = 100
}
### Entity: Name List
Component: RAR
Source: game
File: common/names/00_names.txt

Code:
RAR = {
	male = {
		names = {
			Karim Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			Muammar al-Baghdadi al-Basri al-Ghazzawi al-Halabi al-Hamawi al-Himsi al-Mawsili al-Nablusi al-Qudsi al-Shami ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibm Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf
		}
	}
	female = {
		names = {
			Badr Fatimah Acenith Alia Amunet Andali Asanet Asenath Asenet Azenet Badiat Cena Fatima Halima Jamila Khadija Majida Mariam Maria Nabila Nura Radiya Rana Sacmis Safiya Samira Suhaila Tawaret Taweret Titi Thuriya Zara Zahra Zahra
		}
		surnames = {
			Muammar al-Baghdadi al-Basri al-Ghazzawi al-Halabi al-Hamawi al-Himsi al-Mawsili al-Nablusi al-Qudsi al-Shami bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far ibm Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf
		}
	}
	callsigns = {

	}
}
### Entity: Character
Component: ITA_abba_jofir_doppleganger
Source: game
File: common/characters/ITA.txt

Code:
ITA_abba_jofir_doppleganger = {
	name = ETH_abba_jofir
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_abba_jofir
		}
	}
	corps_commander = {
		traits = {
			desert_fox
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		visible = {
			always = no
		}
	}
}
### Entity: Decision
Component: greater_mongolia_category
Constructs: has_global_flag, complete_effect, set_global_flag, set_cosmetic_tag, add_state_core
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
greater_mongolia_category = {
	unite_greater_mongolia = {
		icon = generic_form_nation
		allowed = {

		}
		visible = {
			NOT = {
				has_global_flag = greater_mongolia_formed_flag
			}
		}
		available = {
			controls_state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616 1043 1040 1039
		}
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616 1043 1040 1039
			}
		}
		complete_effect = {
			hidden_effect = {
				drop_cosmetic_tag = yes
			} {
				set_global_flag = greater_mongolia_formed_flag
			}
			set_cosmetic_tag = greater_mongolia
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_state_core = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616 1043 1040 1039 237
		}
		ai_will_do = {
			base = 2000
		}
	}
}
### Entity: Event
Component: bftb_turkey.3
Constructs: is_triggered_only, add_stability
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.3
	title = bftb_turkey.3.t
	desc = bftb_turkey.3.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.3.a
		add_stability = -0.05
	}
}
### Entity: Effect Reference
Construct: add_naval_commander_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_naval_commander_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Add naval commander to character

Example:
add_naval_commander_role = {
	character = GER_Character_token # optional if inside character scope
	traits = { spotter }
	skill = 4
	attack_skill = 3
	defense_skill = 3
	maneuvering_skill = 3
	coordination_skill = 4
	}
}
```
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_camelry_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_camelry_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: fin_focus
Component: FIN_railways_and_infrastructure
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, build_railway
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_railways_and_infrastructure
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = FIN_political_unity
	}
	x = 0
	y = 2
	relative_position_id = FIN_political_unity
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 926
			}
			if = {
				limit = {
					926 = {
						naval_base = < 10
					}
				}
				926 = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = naval_base
						level = 2
						instant_build = yes
						province = 3117
					}
					build_railway = {
						path = {
							3025 3009 3117
						}
					} {
						path = {
							11172 9094 169
						}
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 148
			}
			148 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 6087
				}
				build_railway = {
					path = {
						11164 162 6087
					}
				}
			}
		} {
			limit = {
				controls_province = 6082 52 3131 37 136 11043
			}
			930 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 37
				}
			}
			build_railway = {
				path = {
					6082 52 3131 37 136 11043
				}
			}
		} {
			limit = {
				controls_province = 3125
			}
			150 = {
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 3125
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_bribe_senior_officers
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_character, has_trait, add_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_bribe_senior_officers
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = GER_remilitarize_the_rhineland
	}
	x = -14
	y = 1
	relative_position_id = GER_remilitarize_the_rhineland
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_unit_leader_as_advisor_cp_cost_factor = -0.15
			tooltip = unit_leader_as_advisor_cp_cost_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_character = GER_gunther_von_kluge
			}
			if = {
				limit = {
					GER_gunther_von_kluge = {
						NOT = {
							has_trait = politically_connected
						}
					}
				}
				GER_gunther_von_kluge = {
					add_trait = {
						trait = politically_connected
					}
				}
			}
		} {
			limit = {
				has_character = GER_albert_kesselring
			}
			if = {
				limit = {
					GER_albert_kesselring = {
						NOT = {
							has_trait = politically_connected
						}
					}
				}
				GER_albert_kesselring = {
					add_trait = {
						trait = politically_connected
					}
				}
			}
		} {
			limit = {
				has_character = GER_wilhelm_ritter_von_leeb
			}
			if = {
				limit = {
					GER_wilhelm_ritter_von_leeb = {
						NOT = {
							has_trait = politically_connected
						}
					}
				}
				GER_wilhelm_ritter_von_leeb = {
					add_trait = {
						trait = politically_connected
					}
				}
			}
		}
		show_unit_leaders_tooltip = GER_walter_model GER_hermann_hoth
	}
}
### Entity: Event
Component: SEA_japan_popup_events.17
Constructs: is_triggered_only, limit, add_ideas, fire_only_once, is_locked, every_army_leader, has_trait, has_character_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.17
	title = SEA_japan_popup_events.17.t
	desc = SEA_japan_popup_events.17.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.17.a
		add_ideas = JAP_military_strike_idea
		country_lock_all_division_template = {
			is_locked = yes
			desc = JAP_cannot_train_due_to_military_strike
		}
		custom_effect_tooltip = JAP_must_take_revoke_ppl_focus_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		every_army_leader = {
			limit = {
				NOT = {
					has_trait = JAP_tohokai_sympathies JAP_government_supporter JAP_communist_sympathizer JAP_IJA_loyalist
					has_character_flag = JAP_do_not_align_me_flag
				}
			}
			add_trait = {
				trait = JAP_IJA_loyalist
			}
		}
		every_navy_leader = {
			limit = {
				NOT = {
					has_trait = JAP_tohokai_sympathies JAP_government_supporter JAP_communist_sympathizer JAP_IJA_loyalist
					has_character_flag = JAP_do_not_align_me_flag
				}
			}
			add_trait = {
				trait = JAP_IJA_loyalist
			}
		}
		country_event = {
			id = SEA_japan_popup_events.18
			days = 5
		}
	}
}
### Entity: Wiki Documentation
Construct: Effects_of_aces
Source: wiki
File: wiki/Ace.html

Doc:
Effects of aces[edit]
Aces can be assigned to an air wing.
An air wing with an ace will have increased efficiency for its planes.

Air combat DD

Retrieved from "http://www.hoi4wiki.com/index.php?title=Ace&oldid=1090"
### Entity: Character
Component: ITA_pietro_d_acquarone
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_pietro_d_acquarone = {
	name = ITA_pietro_d_acquarone
	portraits = {
		army = {
			small = GFX_portrait_ITA_pietro_d_acquarone_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_pietro_d_acquarone
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			has_completed_focus = ITA_convene_the_grand_council
		}
		traits = {
			staunch_monarchist
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				OR = {
					ITA_is_monarchist_ai = yes
					ITA_is_christian_democracy_ai = yes
				}
			}
		}
	}
}
### Entity: Character
Component: GER_sepp_dietrich
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/characters/GER.txt

Code:
GER_sepp_dietrich = {
	name = GER_sepp_dietrich
	portraits = {
		army = {
			large = GFX_portrait_GER_sepp_dietrich
			small = GFX_portrait_GER_sepp_dietrich_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer brilliant_strategist trait_reckless armor_officer politically_connected
		}
		skill = 4
		attack_skill = 2
		defense_skill = 3
		planning_skill = 4
		logistics_skill = 4
		legacy_id = 24
		visible = {
			OR = {
				has_completed_focus = GER_strengthen_the_waffen_ss
				has_global_flag = GER_civil_war_has_started
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_countryadjective_loyalist_advisors
Constructs: prerequisite, completion_reward, is_subject, add_autonomy_score
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_countryadjective_loyalist_advisors
	icon = GFX_focus_ETH_empower_the_ras
	prerequisite = {
		focus = HOA_research_exchange_programmes
	}
	mutually_exclusive = {
		focus = HOA_foreign_trained_officials
	}
	x = 1
	y = 1
	relative_position_id = HOA_research_exchange_programmes
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_autonomy_score = {
			value = 750
			localization = HOA_countryadjective_loyalist_advisors
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_long_term_investments
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_long_term_investments
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = LIT_revive_the_trade_sector
	}
	x = -3
	y = 1
	relative_position_id = LIT_revive_the_trade_sector
	cost = 7.15
	ai_will_do = {
		factor = 5
	}
	available = {
		any_neighbor_country = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_ideas = HUN_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}