Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_ratify_the_stresa_front
Constructs: prerequisite, has_war_with, has_country_flag, completion_reward, is_subject, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_ratify_the_stresa_front
	icon = GFX_focus_focus_fra_ratify_stresa
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_concessions_to_italy
	}
	relative_position_id = FRA_concessions_to_italy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ITA ENG
		}
		ENG = {
			NOT = {
				has_war_with = ITA
			}
			exists = yes
			is_subject = no
		}
		ITA = {
			exists = yes
			is_subject = no
		}
		AND = {
			OR = {
				ITA = {
					controls_state = 550
				}
				any_country = {
					is_subject_of = ITA
					controls_state = 550
				}
			} {
				ITA = {
					controls_state = 559
				}
				any_country = {
					is_subject_of = ITA
					controls_state = 559
				}
			}
		}
		has_country_flag = lar_france_stresa_front_italy_agreed
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ITA = {
			country_event = lar_ratify_the_stresa_front.1
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_amnesty_for_opponents
Constructs: prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_amnesty_for_opponents
	icon = GFX_goal_generic_uprising
	prerequisite = {
		focus = EST_bypass_the_riigikogu
	} {
		focus = EST_adopt_the_third_constiution
	}
	relative_position_id = EST_adopt_the_third_constiution
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 200
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_tank_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_tank_focus
	prerequisite = {
		focus = ENG_motorized_focus
	}
	icon = GFX_goal_generic_army_tanks
	x = 0
	y = 1
	relative_position_id = ENG_motorized_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
}
### Entity: Event
Component: r56_afghanistan.85
Constructs: is_triggered_only, has_government, add_stability, fire_only_once, has_idea, has_country_leader, add_popularity
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.85
	title = r56_afghanistan.85.t
	desc = r56_afghanistan.85.d
	picture = GFX_report_event_AFG_subbhas_chandra_bose_escape_report
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		ROOT = {
			NOT = {
				has_government = communism fascism
			} {
				has_idea = RAJ_subhas_chanda_bose
				has_country_leader = {
					character = RAJ_subhas_chanda_bose
					ruling_only = yes
				}
			}
		}
	}
	option = {
		name = r56_afghanistan.85.a
		add_stability = 0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.03
		}
	}
}
### Entity: Event
Component: WW_hungary.97
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, fire_only_once, every_state, is_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.97
	title = WW_hungary.97.t
	desc = WW_hungary.97.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.97.a
		ai_chance = {
			factor = 100
		}
		add_war_support = 0.01
		add_stability = 0.01
		every_state = {
			limit = {
				is_core_of = SLO
				OR = {
					is_owned_and_controlled_by = SLO FROM
				}
			}
			transfer_state_to = ROOT
		}
	}
}
### Entity: Event
Component: mtg_news.53
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.53
	title = mtg_news.53.t
	desc = mtg_news.53.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.53.a
		trigger = {
			is_in_faction_with = HOL
		}
	} {
		name = mtg_news.53.b
		trigger = {
			NOT = {
				is_in_faction_with = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_influence_the_benelux
Constructs: prerequisite, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_influence_the_benelux
	icon = GFX_focus_generic_influence_benelux
	prerequisite = {
		focus = GER_danzig_for_slovakia GER_danzig_or_war
	}
	mutually_exclusive = {
		focus = GER_around_maginot
	}
	x = 1
	y = 2
	relative_position_id = GER_danzig_for_slovakia
	cost = 5
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = GER_unlock_influence_countries_tt
	}
}
### Entity: AI Strategy
Component: garrison_USA
Constructs: has_war
Source: game
File: common/ai_templates/templates_USA.txt

Code:
garrison_USA = {
	available_for = {
		USA
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 5
			NOT = {
				ai_has_role_template = garrison
			}
		} {
			factor = 0
			has_war = no
			date = < 1940.1.1
		}
	}
	garrison_USA = {
		reinforce_prio = 0 0
		custom_icon = 7 7
		upgrade_prio = {
			base = 2
		}
		division_names_group = USA_GAR_01
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 4
			}
		}
	}
}
### Entity: Idea
Component: berenschot
Source: game
File: common/ideas/r56_indonesia.txt

Code:
berenschot = {
	allowed = {
		original_tag = INS
	}
	available = {

	}
	traits = {
		army_chief_morale_3
	}
}
### Entity: Idea
Component: hispano_suiza
Constructs: has_completed_focus, limit, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
hispano_suiza = {
	allowed = {
		original_tag = SPR
	}
	available = {
		if = {
			limit = {
				has_global_flag = SPR_R56_focus_tree
			}
			has_completed_focus = SPR_Domestic_Tanks
		}
	}
	visible = {

	}
	traits = {
		small_tank_producer_offense_1
	}
	modifier = {

	}
	research_bonus = {
		armor = 0.15
	}
}
### Entity: Idea
Component: MEN_fuel_for_the_war_machine_idea_4
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_fuel_for_the_war_machine_idea_4 = {
	removal_cost = -1
	name = MEN_fuel_for_the_war_machine_idea
	picture = immigration_jap
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = -0.25
		local_resources_factor = 0.25
		trade_laws_cost_factor = -0.75
		autonomy_gain_trade_factor = -0.35
		min_export = 0.15
		trade_opinion_factor = 0.15
		stability_factor = 0.05
		license_production_speed = 0.15
	}
	targeted_modifier = {
		tag = JAP
		extra_trade_to_target_factor = 1
	}
}
### Entity: Character
Component: religious_figure
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
religious_figure = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	stability_factor = 0.05
	army_morale_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.1
}
### Entity: Character
Component: air_chief_all_weather_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_all_weather_1 = {
	sprite = 1
	air_weather_penalty = -0.1
	experience_gain_air = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.52
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.52
	title = AFG_industrial_events.52.t
	desc = AFG_industrial_events.52.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.52.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.53
				days = 7
			}
		}
	} {
		name = AFG_industrial_events.52.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 0.5
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.54
				days = 7
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_open_new_aviation_workshops
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_open_new_aviation_workshops
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = LIT_open_pilot_training_facilities
	}
	x = 0
	y = 1
	relative_position_id = LIT_open_pilot_training_facilities
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			LIT_army_aviation_workshops
		}
		random_owned_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol_army.7
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_army.7
	title = mongol_army.7.t
	desc = mongol_army.7.d
	picture = GFX_report_event_SOV_litvinov_beck
	is_triggered_only = yes
	option = {
		name = mongol_army.7.a
		army_experience = 10
		MON_soviet_medium_influence_decrease_effect = yes
	}
}
### Entity: Idea
Component: ISR_foreign_experts
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_foreign_experts = {
	picture = jap_duplicate_research
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
	research_bonus = {
		electronics = 0.1
	}
}
### Entity: Character
Component: KHM_khoja_niyaz
Source: game
File: common/characters/KHM.txt

Code:
KHM_khoja_niyaz = {
	name = Khoja Niyaz
	portraits = {
		civilian = {
			large = GFX_portrait_asia_generic_4
		}
	}
	country_leader = {
		ideology = oligarchic_democracy
		traits = {

		}
		expire = 1953.3.1
		id = -1
	}
}
### Entity: AI Strategy
Component: ITA_alt_fascist_balbo
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ITA_alternate_strategy_plan.txt

Code:
ITA_alt_fascist_balbo = {
	name = Alternative Fascist - Italo Balbo
	desc = The Italian AI will attempt to oust Mussolini from power, and install Italo Balbo instead to seek an independent path forward.
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_country_flag = ITA_AI_RANDOM_FASCIST_BALBO
			has_game_rule = {
				rule = ITA_ai_behavior
				option = ALT_FASCIST_BALBO
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ITA_ethiopian_war_logistics_bba ITA_italian_highways_bba ITA_undermine_the_duce ITA_conspiracies_in_the_shadows ITA_convene_the_grand_council ITA_depose_mussolini ITA_italo_balbo_focus ITA_servizio_informazione_militare ITA_triumph_in_africa_bba ITA_foreign_affairs ITA_steel_industry_in_terni ITA_corpo_di_truppe_volontarie ITA_topple_amhara_rulers ITA_railway_innovations ITA_air_innovations_bba ITA_ministry_of_italian_africa ITA_balkan_ambition ITA_albanian_occupation ITA_italy_first ITA_army_primacy_bba ITA_industria_della_gomma_sintetica ITA_strengthen_northern_industry ITA_fiocchi_munizioni ITA_citta_dell_aria ITA_brescia_small_arms_industry ITA_investments_in_edison ITA_consolidate_power ITA_spanish_italian_alliance ITA_stop_the_squandering ITA_develop_libya ITA_redirect_alfa_romeo_production ITA_purge_the_party ITA_the_fourth_shore ITA_the_fate_of_mussolini ITA_italian_irredentism ITA_expand_rome_flying_school ITA_a_bandits_war ITA_steel_in_tripoli ITA_expand_national_universities ITA_novus_ordo ITA_reinforce_regia_aeronautica ITA_war_with_greece ITA_superesercito ITA_befriend_portugal ITA_keep_specialization ITA_befriend_turkey ITA_compagnie_auto_avio_sahariane ITA_italian_tankettes ITA_superaereo ITA_support_albanian_irredentism ITA_war_with_the_uk ITA_specialization ITA_combined_land_and_air_warfare ITA_albanian_oil ITA_self_propelled_guns ITA_security_militias ITA_long_range_aircraft ITA_supremacy_in_the_skies ITA_end_fiat_ansaldo_duopoly ITA_ferrea_mole_ferreo_cuore
	}
	focus_factors = {
		ITA_culto_del_duce = 0
		ITA_defy_the_duce = 0
		ITA_dino_grandi_focus = 0
		ITA_monarchia_d_italia = 0
		ITA_pact_of_steel = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_CHI_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 43
	}
	location = 7665
	division_template = T'iaocheng Shih
	start_equipment_factor = 0.8
	start_experience_factor = 0.3
}
### Entity: Country History
Country: ETH
Component: ETH_characters
Constructs: recruit_character
Source: game
File: history/countries/ETH - Ethiopia.txt

Code:
# Leaders & Characters for ETH
recruit_character = ETH_haile_selassie ETH_haile_selassie_gugsa ETH_alemework_beyene ETH_ras_imru_haile_selassie ETH_seyoum_mengesha ETH_desta_damtew ETH_ras_kassa ETH_makonnen_endelkatchew ETH_john_robinson
### Entity: National Focus
Tree: aus_focus
Component: AUS_reach_out_to_italy
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_stability, add_opinion_modifier, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_reach_out_to_italy
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = AUS_clamp_down_on_dnsap
	}
	mutually_exclusive = {

	}
	x = 2
	y = 2
	relative_position_id = AUS_clamp_down_on_dnsap
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			AUS_is_historical_ai = yes
		}
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		ITA = {
			country_event = {
				id = AUS_political_events.20
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt generic_skip_one_line_tt AUS_seek_support_from_guarantors_tt
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				AUS = {
					add_equipment_subsidy = {
						cic = 1000
						equipment_type = infantry_equipment
						seller_tags = {
							ITA
						}
					}
				}
			}
			AUS = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ITA
				}
			} {
				add_opinion_modifier = {
					target = ITA
					modifier = took_stand_for_us
				}
			} {
				give_military_access = ITA
			}
			ITA = {
				give_guarantee = AUS
			}
		}
	}
}
### Entity: Shared Focus
Tree: sca_focus
Component: SCA_trans_scandinavian_railway
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_scandinavia_shared.txt

Code:
shared_focus = {
	id = SCA_trans_scandinavian_railway
	icon = GFX_goal_generic_construct_infrastructure
	cost = 15
	text = UNIFIED_GENERIC_trans_country_railway
	prerequisite = {
		focus = SCA_scandinavian_unification
	}
	relative_position_id = SCA_scandinavian_unification
	x = 3
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		controls_state = 144 666 38 141 139 138 37 99 964
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		build_railway = {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_state = 144
			target_state = 964
		}
	}
}
### Entity: Character
Component: nav_cas_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_mass_0 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: advanced_light_battery
Constructs: research_cost, enable_equipment_modules, has_tech
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1
	start_year = 1944
	enable_equipment_modules = {
		ship_light_battery_4 ship_light_medium_battery_4
	}
	on_research_complete = {
		custom_effect_tooltip = light_battery_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = -3
			y = 19
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_tech = advanced_ship_hull_light
			factor = 20
		}
	}
	categories = {
		naval_artillery naval_equipment ship_modules_tech cat_ship_light_battery mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: ICE_viking_spirit
Constructs: political_power_gain, war_support_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit = {
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.05
		political_power_gain = 0.15
	}
}
### Entity: State History
Component: 544
Constructs: add_core_of
Source: game
File: history/states/544-East Africa.txt

Code:
state = {
	id = 544
	name = STATE_544
	manpower = 1226000
	history = {
		owner = POR
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			8245 = {
				naval_base = 1
			}
		}
		victory_points = {
			8245 1
		}
		add_core_of = MZB
	}
	provinces = {
		2193 5177 5212 8245
	}
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Idea
Component: CYP_acgs
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = CYP
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Tikhookeanskiy Flot
Source: game
File: history/units/SOV_1939_naval_mtg.txt

Code:
fleet = {
	name = Tikhookeanskiy Flot
	naval_base = 957
	task_force = {
		name = Tikhookeanskiy Flot
		location = 957
		ship = {
			name = Ryanyy
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SOV
					version_name = Gnevnyy Class
				}
			}
		} {
			name = Rykov
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Uritskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		} {
			name = Stalin
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SOV
					version_name = Orfey Class
				}
			}
		}
	} {
		name = Tihookyeanskiy Podvodniy Flot
		location = 957
		ship = {
			ordered_name = 101
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 102
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 103
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 104
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 105
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 106
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 107
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 108
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SOV
					version_name = Series V Shchuka
				}
			}
		} {
			ordered_name = 109
			definition = submarine
			equipment = {
				s
# ... (truncated)
### Entity: National Focus
Component: wuw_HUN_reclaim_the_slovak_possessions
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country, is_subject_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reclaim_the_slovak_possessions
	icon = GFX_focus_generic_attack_slovakia
	prerequisite = {
		focus = wuw_HUN_a_declaration_of_intentions
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_a_declaration_of_intentions
	will_lead_to_war_with = CZE SLO
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					OR = {
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				OR = {
					owns_state = 664 70 71 73
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_reclaim_the_slovak_possessions_tt
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_invite_western_scholars
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_invite_western_scholars
	icon = GFX_focus_research
	prerequisite = {
		focus = MEN_request_chinese_investment
	}
	x = 1
	y = 1
	available = {
		NOT = {
			has_completed_focus = MEN_embrace_the_new_life_movement
		}
	}
	relative_position_id = MEN_request_chinese_investment
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_ideas = MEN_invite_western_scholars
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Component: GER_sa_state_modifier
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
GER_sa_state_modifier = {
	icon = GFX_modifiers_generic_fascist_corporatism
	local_factories = -0.05
	local_manpower = -0.15
	local_supplies = -0.5
	state_resources_factor = -0.05
}