Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_legacy_of_the_yellow_expedition
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, has_capitulated, has_dlc
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_legacy_of_the_yellow_expedition
	icon = GFX_goal_generic_modernizing_the_cavalry2
	x = -1
	y = 1
	cost = 8
	available = {
		FRA = {
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
		}
	}
	prerequisite = {
		focus = AFG_beacon_of_the_orient
	}
	relative_position_id = AFG_beacon_of_the_orient
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1200
				equipment_type = motorized_equipment
				seller_trigger = r56_AFG_purchase_french_mot_subisdy
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = FRA_renault_organization
		}
		else = {
			add_equipment_to_stockpile = {
				type = motorized_equipment
				amount = 250
				producer = FRA
			}
			custom_effect_tooltip = available_tank_designer
			show_ideas_tooltip = AFG_citroen
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: AFG_hazara_population_integrated
Constructs: stability_factor, has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_hazara_population_integrated = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: Order of Battle
Component: IX Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = IX Brigada Internacionales
	location = 6906
	division_template = Brigada Internacionales
}
### Entity: Modding Documentation
Construct: set_cosmetic_tag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_cosmetic_tag
* Arguments: <country tag>, <cosmetic tag>

Sets 'cosmetic tag' for a specified country
### Entity: National Focus
Tree: afg_focus
Component: AFG_in_alexanders_footsteps
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_ally_with, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_in_alexanders_footsteps
	icon = GFX_goal_AFG_alexanders_footsteps
	x = 1
	y = 1
	cost = 5
	available = {
		is_subject = no
		OR = {
			any_neighbor_country = {
				TAG = GRE
			}
			any_other_country = {
				is_ally_with = AFG
				any_neighbor_country = {
					TAG = GRE
				}
			}
		}
		NOT = {
			GRE = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_tunganistan
	}
	relative_position_id = AFG_tunganistan
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = GRE
	completion_reward = {
		if = {
			limit = {
				GRE = {
					exists = yes
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = GRE
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L18
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L18 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^18 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L18
		value = 5000
	} {
		type = support
		id = L18
		value = 5000
	} {
		type = diplo_action_desire
		id = L18
		target = lend_lease
		value = 2000
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_equipment_effort_3
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_equipment_effort_3
	text = ABC_equipment_effort_3
	icon = GFX_goal_manpower
	prerequisite = {
		focus = TAN_equipment_effort
	}
	x = 1
	y = 2
	relative_position_id = TAN_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Jiuquan Jingbei
Constructs: division_template
Source: game
File: history/units/GSM_1936_sea.txt

Code:
division = {
	name = Jiuquan Jingbei
	location = 7971
	division_template = Juntuán
	start_equipment_factor = 0.2
}
### Entity: Decision
Component: GRE_faction_management_category
Constructs: has_completed_focus, limit, add_ideas, has_government, add_war_support, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/GRE.txt

Code:
GRE_faction_management_category = {
	GRE_befriend_monarchists = {
		icon = generic_political_rally
		allowed = {
			original_tag = GRE
		}
		available = {
			has_country_flag = GRE_factions_unlocked
			check_variable = {
				var = GRE_monarchist_loyalty
				value = -2
				compare = greater_than
			} {
				var = GRE_monarchist_loyalty
				value = 1
				compare = less_than
			}
		}
		cost = 250
		fire_only_once = yes
		days_remove = 200
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 5
				check_variable = {
					GRE_monarchist_loyalty = 0
					compare = less_than_or_equals
				}
			} {
				factor = 25
				check_variable = {
					GRE_monarchist_loyalty = -1
					compare = less_than_or_equals
				}
			}
		}
		visible = {
			NOT = {
				OR = {
					has_government = neutrality
					check_variable = {
						GRE_monarchist_loyalty = -2
						compare = equals
					} {
						GRE_monarchist_loyalty = 1
						compare = equals
					}
					has_completed_focus = GRE_request_communist_support
				}
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_government = communism
				}
				set_temp_variable = {
					GRE_befriend_monarchists_variable = party_popularity@communism
				}
				divide_temp_variable = {
					GRE_befriend_monarchists_variable = 3
				}
			} {
				limit = {
					has_government = democratic
				}
				set_temp_variable = {
					GRE_befriend_monarchists_variable = party_popularity@democratic
				}
				divide_temp_variable = {
					GRE_befriend_monarchists_variable = 3
				}
			} {
				limit = {
					has_government = fascism
				}
				set_temp_variable = {
					GRE_befriend_monarchists_variable = party_popularity@fascism
				}
				divide_temp_variable = {
					GRE_befriend_monarchists_variable = 3
				}
			}
			multiply_temp_variable = {
				GRE_befriend_monarchists_variable = -1.0
			}
			add_stability = var:GRE_befriend_monarchists_variable
			add_war_support = var:GRE_befriend_monarchists_variable
		}
		remove_effect = {
			set_temp_variable = {
				GRE_allied_monarchists_variable = party_popularity@neutrality
			}
			divide_temp_variable = {
				GRE_allied_monarchists_variable = 2
			}
			if = {
				limit = {
					neutrality = > 0.5
				}
				divide_temp_variable = {
					GRE_allied_monarchists_variable = 3
				}
			}
			add_stability = var:GRE_allied_monarchists_variable
			add_war_support = var:GRE_allied_monarchists_variable
			ef
# ... (truncated)
### Entity: National Focus
Tree: hun_focus
Component: HUN_joint_air_development
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, add_to_tech_sharing_group, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_joint_air_development
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = HUN_establish_the_air_force
	}
	mutually_exclusive = {
		focus = HUN_license_foreign_designs
	} {
		focus = HUN_indigenous_designs
	}
	x = 2
	y = 5
	relative_position_id = HUN_establish_the_air_force
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = HUN_joint_air_development_group
		every_other_country = {
			limit = {
				is_in_faction_with = HUN
			}
			add_to_tech_sharing_group = HUN_joint_air_development_group
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_trigger = is_allied_seller_trigger
			}
		}
	}
}
### Entity: Unit Template
Component: SND_MNT_01
Source: game
File: common/units/names_divisions/SND_names_divisions.txt

Code:
SND_MNT_01 = {
	name = Mountain Unit
	for_countries = {
		SND
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SND_INF_01
	}
	fallback_name = %d Shandong Juntuán
	ordered = {
		1 = {
			%d Shandong Juntuán
		}
		2 = {
			%d Shandong Juntuán
		}
		3 = {
			%d Shandong Juntuán
		}
		4 = {
			%d Shandong Juntuán
		}
		5 = {
			%d Shandong Juntuán
		}
		6 = {
			%d Shandong Juntuán
		}
		7 = {
			%d Shandong Juntuán
		}
		8 = {
			%d Shandong Juntuán
		}
		9 = {
			%d Shandong Juntuán
		}
		10 = {
			%d Shandong Juntuán
		}
		11 = {
			%d Shandong Juntuán
		}
		12 = {
			%d Shandong Juntuán
		}
		13 = {
			%d Shandong Juntuán
		}
		14 = {
			%d Shandong Juntuán
		}
		15 = {
			%d Shandong Juntuán
		}
		16 = {
			%d Shandong Juntuán
		}
		17 = {
			%d Shandong Juntuán
		}
		18 = {
			%d Shandong Juntuán
		}
		19 = {
			%d Shandong Juntuán
		}
		20 = {
			%d Shandong Juntuán
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_promote_countryadjective_nationalism
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, is_subject, add_autonomy_score
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_promote_countryadjective_nationalism
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = HOA_countryadjective_loyalist_advisors
	}
	x = 0
	y = 1
	relative_position_id = HOA_countryadjective_loyalist_advisors
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		add_political_power = 100
		add_autonomy_score = {
			value = 500
			localization = HOA_promote_countryadjective_nationalism
		}
	}
}
### Entity: Idea
Component: idea_SIA_unwavering_civilian_support
Constructs: political_power_gain, removal_cost, compliance_gain
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_unwavering_civilian_support = {
	picture = SIA_civillian_full_support
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		compliance_gain = 0.1
		political_power_gain = 0.1
		production_speed_industrial_complex_factor = 0.15
	}
}
### Entity: Event
Component: r56_canada.14
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.14
	title = r56_canada.14.t
	desc = r56_canada.14.d
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = r56_canada.14.a
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_brace_against_the_red_menace
Constructs: prerequisite, completion_reward, is_subject, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_brace_against_the_red_menace
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = TUR_peninsular_network_of_factories
	} {
		focus = TUR_combined_operational_strategies
	} {
		focus = TUR_edirne_research_exchange
	}
	x = 1
	y = 1
	relative_position_id = TUR_combined_operational_strategies
	cost = 10
	dynamic = yes
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOV
		}
	}
}
### Entity: Unit Template
Component: ICE_BC_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ICGV 
	fallback_name = Battlecruiser %d
	unique = {

	}
}
### Entity: Unit Template
Component: CZE_ARM_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_ARM_01 = {
	name = Armored Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. rychlá divize
	ordered = {
		1 = {
			%d. rychlá divize KAZIMÍR
		}
		2 = {
			%d. rychlá divize ONDŘEJ
		}
		3 = {
			%d. rychlá divize DAVID
		}
		4 = {
			%d. rychlá divize VOJTĚCH
		}
	}
}
### Entity: Scripted Trigger
Component: is_yug_cosmetic_tag
Constructs: has_country_flag, is_yug_cosmetic_tag, has_cosmetic_tag
Source: game
File: common/scripted_triggers/YUG_scripted_triggers.txt

Code:
is_yug_cosmetic_tag = {
	OR = {
		has_cosmetic_tag = SER vojvodina dalmatia BOS_without_HRZ
		has_country_flag = yug_transylvania_flag yug_croatia_flag yug_bosnia_flag
	}
}
### Entity: Modifier Reference
Component: marginalized_muslims
Constructs: mobilization_speed
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
marginalized_muslims = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_raj_marginalized_muslim_community
	local_manpower = RAJ.muslims_manpower
	mobilization_speed = RAJ.muslim_mobilization
	resistance_growth = RAJ.muslim_resistance
}
### Entity: Idea
Component: KOR_fifth
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_fifth = {
	picture = generic_industrial_concern_3
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 527
	}
	research_bonus = {
		nuclear = 0.15
	}
	traits = {
		nuclear_physics_concern
	}
}
### Entity: Event
Component: wuw_GER_chinese_diplomacy.7
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.7
	title = wuw_GER_chinese_diplomacy.7.t
	desc = wuw_GER_chinese_diplomacy.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.7.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
	}
}
### Entity: Event
Component: r56.soviet.95
Constructs: is_triggered_only, add_war_support, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.95
	title = r56.soviet.95.t
	desc = r56.soviet.95.d
	picture = GFX_report_event_aid_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.95.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = CUB
		}
	} {
		name = r56.soviet.95.b
		add_war_support = -0.05
	}
}
### Entity: Achievement
Component: georgia_on_my_mind
Constructs: owns_state, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_full_control_of_state
Source: game
File: common/achievements.txt

Code:
georgia_on_my_mind = {
	id = 75
	possible = {
		tag = USA
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		owns_state = 365 231 720
		has_full_control_of_state = 365 231 720
	}
}
### Entity: Event
Component: BBA_swiss_expansion.5
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state_focus, remove_claim_by, add_core_of, set_state_flag, clear_variable
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.5
	title = BBA_swiss_expansion.5.t
	desc = BBA_swiss_expansion.5.desc
	picture = GFX_report_event_SWI_soldier_gathering
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.5.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
		}
		var:SWI.SWI_state_being_claimed = {
			remove_claim_by = ROOT
			add_core_of = ROOT
			set_state_flag = SWI_claiming_failed
		}
		clear_variable = SWI_state_being_claimed
	}
}
### Entity: State History
Component: 379
Constructs: add_core_of
Source: game
File: history/states/379-Nevada.txt

Code:
state = {
	id = 379
	name = STATE_379
	manpower = 91057
	state_category = rural
	resources = {
		steel = 70
		tungsten = 32
		aluminium = 25
	}
	history = {
		owner = USA
		add_core_of = USA
		buildings = {
			infrastructure = 2
			4799 = {
				dam_mountain = 1
			}
		}
		victory_points = {
			4799 5
		}
	}
	provinces = {
		1862 4521 4607 4736 4799 4816 7756 7827 7879 10422 10591 12134 12399 12425
	}
	local_supplies = 0.0
}
### Entity: Event
Component: vietnam.7
Constructs: is_triggered_only
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.7
	title = vietnam.7.t
	desc = vietnam.7.d
	picture = GFX_report_event_japan_europe_pact
	is_triggered_only = yes
	option = {
		name = vietnam.7.a
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_power_from_the_dams
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, is_owned_and_controlled_by, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_power_from_the_dams
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = FIN_expand_imatra_hydropower_plant
	}
	x = 0
	y = 2
	relative_position_id = FIN_expand_imatra_hydropower_plant
	cost = 10
	available = {
		has_tech = construction4
		148 = {
			is_owned_and_controlled_by = ROOT
		}
		929 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = FIN_hydro_electric_expansion
		random_core_state = {
			prioritize = {
				927
			}
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				NOT = {
					has_state_flag = FIN_power_from_the_dams_flag
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = FIN_power_from_the_dams_flag
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		148 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 11164
				}
			}
			custom_effect_tooltip = {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
		}
		929 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 158
				}
			}
			custom_effect_tooltip = {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
		}
	}
}
### Entity: Idea
Component: JAP_communist_volunteers
Constructs: has_government, removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/japan.txt

Code:
JAP_communist_volunteers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -1
		send_volunteer_size = 1
	}
}
### Entity: Order of Battle
Component: Polska Flota Niszczycieli
Source: game
File: history/units/POL_1936_naval_mtg.txt

Code:
fleet = {
	name = Polska Flota Niszczycieli
	naval_base = 362
	task_force = {
		name = Polska Flota Niszczycieli
		location = 362
		ship = {
			name = ORP Burza
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POL
					version_name = Wicher Class
				}
			}
		} {
			name = ORP Wicher
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POL
					version_name = Wicher Class
				}
			}
		}
	} {
		name = Dywizjon Okretów Podwodnych
		location = 362
		ship = {
			name = ORP Ryś
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POL
					version_name = Wilk Class
				}
			}
		} {
			name = ORP Wilk
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POL
					version_name = Wilk Class
				}
			}
		} {
			name = ORP Żbik
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POL
					version_name = Wilk Class
				}
			}
		}
	}
}
### Entity: National Focus
Component: Vietnam_focus
Constructs: add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, has_war_with
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus_tree = {
	id = Vietnam_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = VIN
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 900
	}
	focus = {
		id = VIN_ho_chi_minh_victorious
		icon = GFX_goal_vietnam_viet_minh_victory
		cost = 1
		x = 5
		y = 0
		available = {
			OR = {
				AND = {
					has_government = communism
					is_subject = yes
					NOT = {
						has_country_flag = la_lutte_victorious_flag
					}
				}
				has_country_flag = ho_chi_minh_victorious_flag
			}
		}
		completion_reward = {
			add_political_power = 50
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = VIN_three_together_system
		icon = GFX_focus_generic_military_academy
		cost = 10
		prerequisite = {
			focus = VIN_ho_chi_minh_victorious
		}
		completion_reward = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
			} {
				add_extra_state_shared_building_slots = 1
			}
			add_stability = 0.1
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
		}
		x = 2
		y = 1
	} {
		id = VIN_cement_rule_in_the_villages
		icon = GFX_goal_demand_sudetenland
		cost = 10
		prerequisite = {
			focus = VIN_ho_chi_minh_victorious
		}
		completion_reward = {
			add_ideas = VIN_cement_rule_in_the_villages
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
		}
		x = 4
		y = 1
	} {
		id = VIN_land_reforms_program
		icon = GFX_goal_generic_forceful_treaty
		cost = 10
		prerequisite = {
			focus = VIN_three_together_system
		} {
			focus = VIN_cement_rule_in_the_villages
		}
		completion_reward = {
			add_ideas = VIN_land_reforms_program
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		x = 3
		y = 2
	} {
		id = VIN_begin_the_five_years_plan
		icon = GFX_goal_generic_soviet_construction
		cost = 10
		prerequisite = {
			focus = VIN_land_reforms_program
		}
		completion_reward = {
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant
# ... (truncated)
### Entity: Character
Component: YUN_luo_sun
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_luo_sun = {
	name = YUN_luo_sun
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = YUN_luo_sun
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}