Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SWE_gunnar_myrdal
Constructs: has_completed_focus, add_trait, remove_trait
Source: game
File: common/characters/SWE.txt

Code:
SWE_gunnar_myrdal = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_gunnar_myrdal
		allowed = {
			original_tag = SWE
		}
		available = {
			has_completed_focus = SWE_education_reform
		}
		visible = {
			has_completed_focus = SWE_education_reform
		}
		traits = {
			SWE_anti_nazi_interdisciplinary_social_scientist
		}
		on_add = {
			SWE_alva_myrdal = {
				add_trait = {
					trait = SWE_partners_in_a_dangerous_time_alva
					slot = political_advisor
				}
			}
		}
		on_remove = {
			SWE_alva_myrdal = {
				remove_trait = {
					trait = SWE_partners_in_a_dangerous_time_alva
					slot = political_advisor
				}
			}
		}
	}
	name = SWE_gunnar_myrdal
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_gunnar_myrdal_small
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_a_loyal_subject
Constructs: prerequisite, add_stability, completion_reward, is_subject, add_autonomy_score
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_a_loyal_subject
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = HOA_the_first_album
	}
	x = -3
	y = 1
	relative_position_id = HOA_the_first_album
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_autonomy_score = {
			value = 250
		}
		add_stability = 0.05
	}
}
### Entity: Idea
Component: EAI_DD_3/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Character
Component: URG_paulo_ortega_frusci
Source: game
File: common/characters/URG.txt

Code:
URG_paulo_ortega_frusci = {
	advisor = {
		slot = political_advisor
		idea_token = URG_paulo_ortega_frusci
		allowed = {
			original_tag = URG
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_form_the_stasi
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_form_the_stasi
	icon = GFX_focus_GER_form_the_stasi
	prerequisite = {
		focus = GER_formalize_the_intelligence_wing
	}
	x = 1
	y = 1
	relative_position_id = GER_formalize_the_intelligence_wing
	cost = 10
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = Stasi
					icon = GFX_intelligence_agency_logo_GER_stasi
				}
			} {
				limit = {
					NOT = {
						has_country_flag = GER_has_done_stasi_focus_flag
					}
				}
				add_to_variable = {
					GER_communist_intel_operative_slot = 1
					tooltip = operative_slot_tt
				} {
					GER_communist_intel_stability_factor = -0.05
					tooltip = stability_factor_tt
				}
			}
			ELSE = {
				gain_random_agency_upgrade = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			remove_dynamic_modifier = {
				modifier = GER_communist_intel_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_stasi_modifier
			}
			set_country_flag = GER_has_done_stasi_focus_flag
		}
		ELSE = {
			remove_dynamic_modifier = {
				modifier = GER_communist_intel_modifier
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_dynamic_modifier = {
				modifier = GER_stasi_modifier
			}
			add_to_variable = {
				GER_communist_intel_subversive_activities_upkeep = -0.3
				tooltip = subversive_activites_upkeep_tt
			} {
				GER_communist_intel_stability_factor = -0.05
				tooltip = stability_factor_tt
			}
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			GER_wilhelm_zaisser = {
				remove_trait = {
					slot = political_advisor
					trait = GER_intelligence_coordinator
				}
			} {
				add_trait = {
					slot = political_advisor
					trait = GER_secretary_of_state_security
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_achievements_clear
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_achievements_clear
|
Clear all achievements and user stats
|
Only for developers.
|

moveunit [<Unit ID>] [<Province ID>]
|
Moves a unit to a province
|

|

spawnactor [<Actorname>] [<Province ID>] [<Animation> OPTIONAL]
|
Spawns an actor with an optional animation
|

|
### Entity: Idea
Component: AUS_revised_treaty_of_saint_germain_en_laye
Constructs: has_war, industrial_capacity_factory, remove_advisor_role, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_revised_treaty_of_saint_germain_en_laye = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war = yes
	}
	on_remove = {
		remove_advisor_role = {
			character = AUS_karl_renner
			slot = political_advisor
		}
	}
	removal_cost = -1
	picture = generic_constitutional_guarantees
	modifier = {
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.25
	}
}
### Entity: State History
Component: 527
Constructs: add_core_of
Source: game
File: history/states/527-North Korea.txt

Code:
state = {
	id = 527
	name = STATE_527
	manpower = 4516134
	state_category = town
	resources = {
		steel = 8
		tungsten = 8
	}
	history = {
		owner = JAP
		add_core_of = KOR
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			1003 = {
				naval_base = 2
			}
		}
		victory_points = {
			4052 3
		} {
			11835 1
		} {
			1003 1
		}
	}
	provinces = {
		912 1003 3912 4052 4107 6963 7070 7155 7171 9790 9795 9918 9981 10065 11828 11835 11896 11915 12040
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: ITA_aviazione_legionaria
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_aviazione_legionaria = {
	removal_cost = -1
	picture = air_war_plans_division_focus
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = ITA_corpo_di_truppe_volontarie
	}
	modifier = {
		air_bombing_targetting = 0.1
		air_escort_efficiency = 0.1
		air_intercept_efficiency = 0.1
		experience_gain_air_factor = 0.15
		air_volunteer_cap = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_TAC_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_TAC_military_focus = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_TAC_AIR
		} {
			EAI_FOCUS/AIR/ground_bomber = global.EAI_BOTH_GROUND_AIR
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_support_LSAP_15
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_variable, add_to_temp_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_support_LSAP_15 = {
	set_temp_variable = {
		support_to_remove = 1.5
	}
	if = {
		limit = {
			check_variable = {
				LUX.LSAP_support = < 98.5
			}
		}
		add_to_variable = {
			LUX.LSAP_support = support_to_remove
		}
		if = {
			limit = {
				check_variable = {
					LUX.PD_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PD_support
			if = {
				limit = {
					check_variable = {
						LUX.PRL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_PRL_support
				if = {
					limit = {
						check_variable = {
							LUX.KPL_support = > 0.499
						}
					}
					add_to_temp_variable = {
						support_counter = 1
					}
					set_country_flag = remove_KPL_support
				}
			}
			else_if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		} {
			limit = {
				has_country_flag = remove_PD_support
			}
			subtract_from_variable = {
				LUX.PD_support = support_to_remove
			}
			clr_country_flag = remove_PD_support
		} {
			limit = {
				has_country_flag = remove_PRL_support
			}
			subtract_from_variable = {
				LUX.PRL_support = support_to_remove
			}
			clr_country_flag = remove_PRL_support
		} {
			limit = {
				has_country_flag = remove_KPL_support
			}
			subtract_from_variable = {
				LUX.KPL_support = support_to_remove
			}
			clr_country_flag = remove_KPL_support
		}
		else_if = {
			limit = {
				check_variable = {
					LUX.PRL_support = > 1.499
				}
			}
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_PRL_support
			if = {
				limit = {
					check_variable = {
						LUX.KPL_support = > 0.749
					}
				}
				add_to_temp_variable = {
					support_counter = 1
				}
				set_country_flag = remove_KPL_support
			}
		}
		else = {
			add_to_temp_variable = {
				support_counter = 1
			}
			set_country_flag = remove_KPL_support
		}
		divide_temp_variable = {
			support_to_remove = support_counter
		}
	}
	else = {
		set_variable = {
			LUX.PD_support = 0
		} {
			LUX.PRL_support = 0
		} {
			LUX.LSAP_support = 100
		} {
			LUX.KPL_support = 0
		}
	}
	set_variable = {
		LUX.PD_support_loc = LUX.PD_support
	} {
		LUX.PRL_support_lo
# ... (truncated)
### Entity: State History
Component: 958
Constructs: add_core_of, add_to_array
Source: game
File: history/states/958-Kvarner.txt

Code:
state = {
	id = 958
	name = STATE_958
	manpower = 595693
	state_category = rural
	history = {
		owner = YUG
		buildings = {
			infrastructure = 2
			dockyard = 1
			industrial_complex = 1
			11564 = {
				naval_base = 1
			}
		}
		victory_points = {
			11901 1
		}
		add_core_of = YUG CRO
		add_to_array = {
			state_victory_points = 11901
		}
	}
	provinces = {
		591 984 3601 6611 11901 11564
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_national_defence_corps
Constructs: division_template, prerequisite, limit, add_war_support, completion_reward, is_ai, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_national_defence_corps
	icon = GFX_goal_generic_multinational_army
	relative_position_id = BRM_seize_colonial_stockpiles
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = BRM_seize_colonial_stockpiles
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				is_ai = no
			}
			division_template = {
				name = Defence Force
				division_names_group = RAJ_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
					cavalry = {
						x = 1
						y = 0
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					1020
				}
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "1. Defence Force" division_template = "Defence Force" start_experience_factor = 0.15 start_equipment_factor = 0.9
					owner = BRM
					prioritize_location = 1330
					allow_spawning_on_enemy_provs = yes
				} {
					division = name = "2. Defence Force" division_template = "Defence Force" start_experience_factor = 0.15 start_equipment_factor = 0.9
					owner = BRM
					prioritize_location = 12284
					allow_spawning_on_enemy_provs = yes
				} {
					division = name = "3. Defence Force" division_template = "Defence Force" start_experience_factor = 0.15 start_equipment_factor = 0.9
					owner = BRM
					prioritize_location = 1403
					allow_spawning_on_enemy_provs = yes
				}
			}
		}
		else = {
			division_template = {
				name = Defence Force
				is_locked = yes
				division_names_group = RAJ_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					}
					cavalry = {
						x = 1
						y = 0
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					1020
				}
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "1. Defence Force" division_template = "Defence Force" start_experience_factor = 0.15 start_equipment_factor = 0.9
					owner = BRM
					prioritize_location = 1330
					allow_spawning_on_enemy_provs = yes
				} {
					division = name = "2. Defence Force" division_template = "Defence Force" start_experience_factor = 0.15 start_equipment_factor = 0.9
					owner = BRM
			
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/DEN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 394
	division_template = Infanteri Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Order of Battle
Component: Base Naval Cartagena
Source: game
File: history/units/SPR_1936_naval_legacy.txt

Code:
fleet = {
	name = Base Naval Cartagena
	naval_base = 10024
	task_force = {
		name = Escuadrón de Cartagena
		location = 10024
		ship = {
			name = ARE Almirante Ferrándiz
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Sánchez Barcáiztegui
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Alcalá Galiano
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Almirante Valdés
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Churucca
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE José Luis Díez
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Lepanto
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = ARE Almirante Antequera
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SPR
				}
			}
		}
	} {
		name = Grupo de Cartagena
		location = 10024
		ship = {
			name = B5
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = B6
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
				}
			}
		} {
			name = C1
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C2
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C3
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C4
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C5
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = C6
			definition = submarine

# ... (truncated)
### Entity: Doctrine
Component: air_subdoctrine_carrier_strikes
Constructs: xp_cost, sortie_efficiency
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_carrier_strikes = {
	track = strike_aircraft
	name = SUBDOCTRINE_CARRIER_STRIKES
	description = SUBDOCTRINE_CARRIER_STRIKES_DESC
	icon = GFX_doctrine_carrier_operations_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 0
	}
	category_carrier_cas = {
		air_range = 0.1
	}
	category_carrier_nav_bomber = {
		air_range = 0.1
	}
	rewards = {
		deck_coordination = {
			air_nav_efficiency = 0.1
		}
		specialized_torpedoes = {
			naval_strike_targetting_factor = 0.1
			category_carrier_nav_bomber = {
				naval_strike_attack = 0.08
			}
		}
		strike_wave_tactics = {
			air_cas_efficiency = 0.05
			category_carrier_cas = {
				air_ground_attack = 0.08
			}
		}
		deck_cycle_training = {
			sortie_efficiency = 0.1
		}
		optimized_deck_space_usage = {
			carrier_capacity_penalty_reduction = -0.1
			air_accidents_factor = -0.05
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_spread_democratic_sentiment_in_universities
Constructs: prerequisite, completion_reward, add_tech_bonus, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_spread_democratic_sentiment_in_universities
	icon = GFX_focus_research2
	prerequisite = {
		focus = SIA_thammasat_university
	} {
		focus = SIA_civil_service_heroism
	}
	x = 0
	y = 2
	relative_position_id = SIA_thammasat_university
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_spread_democratic_sentiment_in_universities
			bonus = 0.33
			uses = 1
			category = industry
		}
		swap_ideas = {
			remove_idea = idea_SIA_civil_service_heroism_1
			add_idea = idea_SIA_civil_service_heroism_2
		}
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_indoctrinate_the_workers
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_core_state, is_controlled_by
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_indoctrinate_the_workers
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = FIN_maan_turva
	}
	x = 0
	y = 1
	relative_position_id = FIN_maan_turva
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = FIN_academic_karelian_society_ns_1
			add_idea = FIN_academic_karelian_society_ns_2
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				has_resources_amount = {
					resource = steel
					amount = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 8
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_start_steel_extraction
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_start_steel_extraction
	icon = GFX_focus_generic_steel
	x = 0
	y = 1
	available = {

	}
	prerequisite = {
		focus = PAL_contact_ammunition_manufacturer
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_contact_ammunition_manufacturer
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		add_ideas = PAL_endorsed_farming_industry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SLO_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SLO
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = SLO
		}
		requested_factories = 1
		progress = 0.69
		efficiency = 100
	} {
		equipment = {
			type = light_tank_chassis_1
			creator = SLO
			version_name = LT vz. 34
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: Character
Component: BEL_diplomatic_titan
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_diplomatic_titan = {
	sprite = 10
	random = no
	resource_trade_cost_bonus_per_factory = 2
	communism_drift = 0.01
}
### Entity: AI Strategy
Component: infantry_generic
Source: game
File: common/ai_templates/generic.txt

Code:
infantry_generic = {
	blocked_for = {
		GER JAP ENG USA ITA SOV HUN CHI PRC GXC YUN SHX XSM SIK MEN MAN SIA IRQ
	}
	role = infantry
	upgrade_prio = {
		base = 5
	}
	infantry_early = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 1
			}
		}
		replace_at_match = 1.5
		replace_with = infantry_improved
		target_min_match = 0.9
	}
	infantry_mid = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1940.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				infantry = 9
				artillery_brigade = 2
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_the_botond
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_mio_funds, add_mio_research_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_botond
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = wuw_HUN_quantity_over_quality
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_quantity_over_quality
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = HUN_the_botond
			bonus = 0.75
			uses = 1
			category = motorized_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:HUN_mwg_raba_organization = {
				add_mio_funds = 1500
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = HUN_mwg_raba
		}
	}
}
### Entity: Modifier Reference
Component: HUN_academy_of_sciences
Constructs: research_speed_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
HUN_academy_of_sciences = {
	enable = {
		always = yes
	}
	icon = GFX_idea_jap_supremacy_of_technology
	research_speed_factor = HUN_academy_of_sciences_research_speed_factor
}