Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_founder_of_the_nation
Constructs: prerequisite, completion_reward, add_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_founder_of_the_nation
	icon = GFX_goal_generic_eagle
	prerequisite = {
		focus = PAL_sway_arms_manufacturers
	} {
		focus = PAL_reshuffle_high_command
	}
	x = -1
	y = 1
	relative_position_id = PAL_reshuffle_high_command
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_trait = {
			character = PAL_jamal_husseini
			ideology = islamic_democracy
			trait = PAL_father_of_nation
		}
	}
}
### Entity: Modding Documentation
Construct: advisor_desc
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
## advisor_desc
The advisor_desc formatter gets the description for the advisor.
### Entity: State History
Component: 920
Constructs: add_core_of, add_to_array
Source: game
File: history/states/920-Gyeongsang.txt

Code:
state = {
	id = 920
	name = STATE_920
	resources = {
		steel = 4
	}
	history = {
		owner = JAP
		buildings = {
			infrastructure = 3
			dockyard = 1
			4056 = {
				naval_base = 8
			}
		}
		victory_points = {
			4056 3
		} {
			12089 1
		}
		add_core_of = KOR
		add_to_array = {
			state_victory_points = 4056
		} {
			state_victory_points = 12089
		}
	}
	provinces = {
		1081 4056 4086 4103 7121 10115 11912 12060 12089
	}
	manpower = 3071524
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: print_controllers
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## print_controllers

Prints countries controlled by human players.
### Entity: Idea
Component: PRC_land_revolution_halted
Constructs: stability_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_land_revolution_halted = {
	picture = PRC_land_revolution_halted
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.15
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_mediate_between_the_parties
Constructs: prerequisite, has_country_flag, completion_reward, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_mediate_between_the_parties
	prerequisite = {
		focus = PRU_organize_future_elections
	}
	icon = GFX_goal_generic_freedom
	x = -7
	y = 1
	relative_position_id = PRU_organize_future_elections
	cost = 5
	available = {
		has_country_flag = PRU_leave_the_choice_to_the_parties
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_Matias_Manzanilla
		hidden_effect = {
			set_country_flag = PRU_election_1945
		}
		country_event = {
			hours = 5
			id = peru.2
		}
		PRU_increase_navy_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SIA_sharpen_training_standards_r56_idea
Constructs: removal_cost, mobilization_speed, coordination_bonus
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_sharpen_training_standards_r56_idea = {
	name = SIA_professional_army_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_lead_by_example
	modifier = {
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
		army_morale_factor = 0.1
		training_time_army_factor = -0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.25
		coordination_bonus = 0.1
		army_strength_factor = 0.1
		land_reinforce_rate = 0.03
	}
}
### Entity: Event
Component: GER_inner_circle_hess.02
Constructs: is_triggered_only, has_completed_focus, limit, check_variable, has_shine_effect_on_focus, complete_national_focus, clr_country_flag, random_days
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle_hess.02
	hidden = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = GER_party_chancellor_hess
		OR = {
			check_variable = {
				GER_ascended_advisor_1 = 6
			} {
				GER_ascended_advisor_2 = 6
			} {
				GER_ascended_advisor_3 = 6
			}
		}
	}
	immediate = {
		if = {
			limit = {
				has_shine_effect_on_focus = GER_optimize_reich_labour_service
				check_variable = {
					GER_optimize_reich_service_focus_advisor = 6
				}
			}
			complete_national_focus = {
				focus = GER_optimize_reich_labour_service
				use_side_message = yes
				originator_name = GER_rudolf_hess
			}
			clr_country_flag = GER_optimize_reich_labour_service_in_progress_flag
			country_event = {
				id = GER_inner_circle_hess.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		}
		else_if = {
			limit = {
				has_shine_effect_on_focus = GER_rally_the_industrialists
			}
			complete_national_focus = {
				focus = GER_rally_the_industrialists
				use_side_message = yes
				originator_name = GER_rudolf_hess
			}
			clr_country_flag = GER_rally_the_industrialists_in_progress_flag
			country_event = {
				id = GER_inner_circle_hess.01
				days = GER_inner_circle_days_to_start_focus
				random_days = GER_inner_circle_random_days
			}
		} {
			limit = {
				has_shine_effect_on_focus = GER_total_control_over_domestic_affairs
				check_variable = {
					GER_total_control_over_domestic_affairs_focus_advisor = 6
				}
			}
			complete_national_focus = {
				focus = GER_total_control_over_domestic_affairs
				use_side_message = yes
				originator_name = GER_rudolf_hess
			}
			clr_country_flag = GER_total_control_over_domestic_affairs_in_progress_flag
		}
		else = {

		}
	}
}
### Entity: Idea
Component: CHL_extirpation_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_extirpation_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.15
		army_org_factor = 0.05
		army_morale_factor = 0.1
		consumer_goods_factor = -0.15
	}
	picture = generic_secret_police
}
### Entity: AI Strategy
Component: ISR_hatzohar_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ISR_strategy_plan.txt

Code:
ISR_hatzohar_plan = {
	name = ISR: Israel Hatzohar AI Plan
	desc = Hatzohar behaviour for Israel.
	allowed = {
		original_tag = ISR
	}
	enable = {
		OR = {
			has_country_flag = ISR_AI_RANDOM_HATZOHAR
			has_game_rule = {
				rule = ISR_AI_BEHAVIOR
				option = ISR_HATZOHAR
			}
		}
	}
	ai_national_focuses = {
		ISR_suez_crisis ISR_appeal_to_uk ISR_appeal_to_france ISR_prepare_the_invasion ISR_operation_sinai ISR_a_resounding_victory ISR_stretch_out_the_hand ISR_revolution ISR_call_diaspora_volunteers ISR_gather_irgun ISR_begin_approach ISR_jerusalem_strategy ISR_subvert_haganah ISR_steal_haganah_weapons ISR_spread_revisionist_media ISR_assume_the_national_cause ISR_the_west_bank ISR_raise_jewish_militias ISR_israel_military_industries ISR_provisional_government ISR_national_higher_education ISR_building_the_new_homeland ISR_convene_knesset ISR_hatzohar ISR_support_irgun_fighters ISR_cooperate_religious ISR_abandon_jordan ISR_betar_revived ISR_the_elections ISR_the_five_mems ISR_link_communities ISR_kibbutz_production ISR_develop_road_infrastructure ISR_periphery_investments ISR_open_economy ISR_cement_jewish_identity ISR_firearms_production ISR_elect_president ISR_push_military_industries ISR_weaken_histadrut ISR_cement_five_mems ISR_draft_constitution ISR_reading_power_station ISR_formalize_military ISR_proffesional_army_training ISR_begin_takes_over ISR_expand_settlement ISR_martial_law ISR_abandon_eretz_yisrael ISR_yodefet_masada_betar ISR_alone ISR_am_yisrael_hai ISR_special_night_squads ISR_special_forces ISR_form_the_mossad ISR_destroy_nazi
	}
	traits = {
		army_infantry_2 = 100
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: soviet.34
Constructs: is_triggered_only, ai_chance, has_country_flag, is_claimed_by, set_country_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.34
	title = soviet.34.t
	desc = soviet.34.d
	picture = GFX_report_event_soviet_in_riga
	is_triggered_only = yes
	trigger = {
		tag = SOV
		FROM = {
			tag = LIT
			any_owned_state = {
				is_claimed_by = SOV
			}
		}
		NOT = {
			has_country_flag = lithuania_demand
		}
	}
	immediate = {
		set_country_flag = lithuania_demand
	}
	option = {
		name = soviet.34.a
		LIT = {
			country_event = {
				days = 2
				id = baltic.3
			}
		}
	} {
		name = soviet.34.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/American.html

Doc:
Politics[edit]
Here you can put some stuff that relates to the political situation in-game in 1936 and following years.

National spirits[edit]
USA starts with two national spirits.

The Great Depression, costing -1 political power every day, until removed in the 1940 election.

Home of the Free, which allows them to create factions, but not to join any faction led by another ideology.

National focus[edit]
The focus tree for USA is big and gives plenty of options.
As one of the seven major powers, USA has a unique national focus tree. It includes both historical and alternative options, although the AI is strongly weighted to follow the historical path. The USA has an interesting focus tree with 5 different paths to progress down.

Issue War Bonds[edit]
Allows for powerful bonuses, but only possible if at war with another major.

Issue War Bonds
Office of Strategies Services
First Special Service Force

Wartime Industry
Manifest Destiny
Scientist Haven

WPA & War Propaganda[edit]
Targeted buildups depending on which country USA ends at war with.

Air War Plans Division[edit]
What to focus the US Airforce on?

Bureau of Ships[edit]
How to strengthen the US Navy.

Reaffirm Monroe Doctrine[edit]
Turning entire Americas into democracies that like the US, with possibilities to create pro-democratic civil wars.

Laws[edit]
The US also have disarmed nation and undisturbed isolation as laws from the start, which needs to be changed to unleash their power.

Ministers[edit]
### Entity: National Focus
Tree: ast_focus
Component: AST_the_red_pacific
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_red_pacific
	icon = GFX_focus_AST_the_red_pacific
	prerequisite = {
		focus = AST_battle_of_the_ocean
	}
	relative_position_id = AST_battle_of_the_ocean
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = AST_offshore_advancements_spirit
					}
				}
			}
			add_dynamic_modifier = {
				modifier = AST_offshore_advancements_spirit
			}
		}
		else = {
			custom_effect_tooltip = AST_modify_offshore_advancements_spirit_tt
		}
		add_to_variable = {
			AST_offshore_advancements_spirit_navy_max_range_factor = 0.1
			tooltip = navy_max_range_factor_tt
		} {
			AST_offshore_advancements_spirit_air_range_factor = 0.1
			tooltip = air_range_factor_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Character
Component: SMI_army_defensive
Source: game
File: common/characters/SMI.txt

Code:
SMI_army_defensive = {
	portraits = {
		army = {
			large = GFX_portrait_generic_sami_army_general_1
			small = GFX_portrait_generic_sami_army_general_1_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SMI_army_defensive
		allowed = {
			original_tag = SMI
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	field_marshal = {
		traits = {
			infantry_officer old_guard
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		visible = {
			always = yes
		}
	}
}
### Entity: Country History
Country: POL
Component: POL_characters
Constructs: recruit_character
Source: game
File: history/countries/POL - Poland.txt

Code:
# Leaders & Characters for POL
recruit_character = POL_ignacy_moscicki POL_wladyslaw_sikorski POL_boleslaw_wieniawa_glugoszowski POL_wladyslaw_gomulka POL_maria_koszutska POL_stanislaw_mikolajczyk POL_wincenty_witos POL_wladyslaw_raczkiewicz POL_boleslaw_piasecki POL_edward_rydzsmigly POL_wladyslaw_bortnowski POL_stanislaw_kopanski POL_marian_kukiel POL_jozef_haller POL_stanislaw_sosabowski POL_lucjan_zeligowski POL_kazimierz_sosnkowski POL_tadeusz_kutrzeba POL_wladyslaw_anders POL_roman_abraham POL_wincenty_kowalski POL_stefan_frankowski POL_karol_korytowski POL_jozef_unrug POL_xawery_czernicki POL_jozef_zajac POL_ludomil_rayski POL_stanislaw_pawluc POL_stanislav_maczek POL_wladyslaw_kalkus POL_kazimierz_switalski POL_wanda_wasilewska POL_tomislaw_lupaszko POL_zygmunt_buhusz_szysko POL_roman_dmowski POL_witold_pilecki POL_irena_anders POL_mieczyslaw_michalowicz POL_boleslaw_bierut POL_edward_osobka_morawski POL_jozef_beck POL_zdzislaw_lubomirski POL_aleksander_kakowski POL_stanislaw_radkiewicz POL_jan_kowalewski POL_eugeniusz_kwiatkowiski POL_marian_rejewski POL_jerzy_rutkowski POL_karl_albrecht POL_pavel_bermondt_avalov POL_anna_andersson POL_friedrich_christian POL_rudinger_von_der_goltz POL_vladislav_korchits POL_wojtek
### Entity: Unit Template
Component: CHI_CA_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	fallback_name = %d Zhong Xunyangjian
	unique = {
		Zhongeng Haizhao Haizhen Feihong Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai
	}
}
### Entity: Character
Component: SER_pot
Source: game
File: common/characters/SER.txt

Code:
SER_pot = {
	advisor = {
		slot = political_advisor
		idea_token = SER_pot
		allowed = {
			original_tag = SER
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_holding_the_battlefield
Constructs: prerequisite, has_war, completion_reward, is_subject_of, is_in_faction_with, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_holding_the_battlefield
	icon = GFX_focus_generic_army_attack
	prerequisite = {
		focus = AST_eastern_focus AST_australian_command
	}
	relative_position_id = AST_eastern_focus
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 1
	y = 1
	cost = 10
	available = {
		ENG = {
			has_war = yes
		}
		OR = {
			is_subject_of = ENG
			is_in_faction_with = ENG
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_war_is_coming_spirit = yes
		add_to_variable = {
			AST_war_is_coming_war_support_factor = 0.1
			tooltip = war_support_factor_tt
		} {
			AST_australian_military_forces_spirit_army_non_core_attack_factor = 0.025
			tooltip = army_non_core_attack_factor_tt
		} {
			AST_australian_military_forces_spirit_army_non_core_defence_factor = 0.025
			tooltip = army_non_core_defence_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AST_conscription_law_so_far generic_skip_one_line_tt AST_holding_the_battlefield_tt
		AST_add_or_modify_AST_australian_military_forces_spirit = yes
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: EAI_SOV_emergency_increase_air_production_over_armor
Constructs: has_deployed_air_force_size
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_emergency_increase_air_production_over_armor = {
	allowed = {
		tag = SOV
	}
	enable = {
		surrender_progress = > 0
		has_deployed_air_force_size = {
			size = < 1500
			type = fighter
		}
	}
	abort = {
		NOT = {
			AND = {
				has_deployed_air_force_size = {
					size = < 3000
					type = fighter
				}
			}
		}
	}
	ai_strategy = {
		type = air_factory_balance
		value = 25
	} {
		type = equipment_production_factor
		id = armor
		value = -10
	}
}
### Entity: Character
Component: CHI_sun_li_jen
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_sun_li_jen = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_sun_li_jen
		portraits = {
			army = {
				large = GFX_portrait_chi_sun_li_jen
				small = GFX_idea_CHI_sun_li_jen
			}
		}
		corps_commander = {
			traits = {
				brilliant_strategist
			}
			skill = 3
			attack_skill = 4
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = CHI_sun_li_jen
			ledger = army
			allowed = {
				original_tag = CHI
			}
			traits = {
				army_concealment_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_sun_li_jen
		portraits = {
			army = {
				large = GFX_portrait_chi_sun_li_jen
				small = GFX_idea_CHI_sun_li_jen
			}
		}
		corps_commander = {
			traits = {
				brilliant_strategist
			}
			skill = 4
			attack_skill = 5
			defense_skill = 4
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Unit Template
Component: GEO_MTN_01
Source: game
File: common/units/names_divisions/GEO_names_divisions.txt

Code:
GEO_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		GEO
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Gruziyanska Gornostrelkovaya Div.
	ordered = {
		1 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		2 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		3 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		4 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		5 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		6 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		7 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		8 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		9 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
		10 = {
			%dya Gruziyanska Gornostrelkovaya Div.
		}
	}
}
### Entity: Modifier Reference
Component: EAI_dynamic_difficulty_bonus_modifier
Constructs: research_speed_factor, army_defence_factor, stability_factor, war_support_factor, industrial_capacity_factory, army_attack_factor, production_speed_buildings_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/EAI_modifiers.txt

Code:
EAI_dynamic_difficulty_bonus_modifier = {
	icon = GFX_idea_air_war_plans_division_focus
	enable = {
		always = yes
	}
	remove_trigger = {
		always = no
	}
	industrial_capacity_factory = global.EAI_custom_bonus_1
	industrial_capacity_dockyard = global.EAI_custom_bonus_2
	production_factory_efficiency_gain_factor = global.EAI_custom_bonus_3
	production_speed_buildings_factor = global.EAI_custom_bonus_4
	local_resources_factor = global.EAI_custom_bonus_5
	production_lack_of_resource_penalty_factor = global.EAI_custom_bonus_6
	industry_repair_factor = global.EAI_custom_bonus_7
	conscription = global.EAI_custom_bonus_8
	political_power_factor = global.EAI_custom_bonus_9
	research_speed_factor = global.EAI_custom_bonus_10
	attrition = global.EAI_custom_bonus_11
	army_morale_factor = global.EAI_custom_bonus_12
	supply_consumption_factor = global.EAI_custom_bonus_13
	dig_in_speed_factor = global.EAI_custom_bonus_14
	planning_speed = global.EAI_custom_bonus_15
	army_fuel_consumption_factor = global.EAI_custom_bonus_16
	air_fuel_consumption_factor = global.EAI_custom_bonus_17
	navy_fuel_consumption_factor = global.EAI_custom_bonus_18
	army_core_attack_factor = global.EAI_custom_bonus_19
	army_core_defence_factor = global.EAI_custom_bonus_20
	stability_factor = global.EAI_custom_bonus_21
	army_attack_factor = global.EAI_custom_bonus_22
	war_support_factor = global.EAI_custom_bonus_23
	army_defence_factor = global.EAI_custom_bonus_24
	global_building_slots_factor = global.EAI_custom_bonus_27
	training_time_army_factor = global.EAI_custom_bonus_28
	resistance_target_on_our_occupied_states = global.EAI_custom_bonus_29
	autonomy_gain_global_factor = global.EAI_custom_bonus_30
	resistance_damage_to_garrison = global.EAI_custom_bonus_31
	surrender_limit = global.EAI_custom_bonus_32
	army_org_factor = global.EAI_custom_bonus_33
	invasion_preparation = global.EAI_custom_bonus_35
	naval_invasion_penalty = global.EAI_custom_bonus_36
	naval_invasion_division_cap = global.EAI_custom_bonus_38
}
### Entity: Character
Component: GER_heinrich_brandler
Source: game
File: common/characters/GER.txt

Code:
GER_heinrich_brandler = {
	name = GER_heinrich_brandler
	portraits = {
		civilian = {
			large = GFX_portrait_GER_heinrich_brandler
			small = GFX_portrait_GER_heinrich_brandler_small
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_establish_the_princely_council
Constructs: prerequisite, limit, joint_focus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_establish_the_princely_council
	icon = GFX_goal_generic_national_unity
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
	}
	prerequisite = {
		focus = INSHOL_nationalist_coallition
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INSHOL_nationalist_coallition
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		base = 3
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			indonesia_princely_advisors_effect_no_atjeh = yes
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			indonesia_princely_advisors_effect_no_atjeh = yes
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: AI Strategy
Component: DOCTRINE_GB_aifc_assault_breakthrough
Constructs: has_completed_subdoctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_GB_aifc_assault_breakthrough = {
	enable = {
		has_completed_subdoctrine = grand_assault
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 10
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_air_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = ARG_aviation_schools
	}
	x = 26
	y = 4
	cost = 10
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ARG_air_doctrine
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}