Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: event
Constructs: event, add_ideas, remove_ideas, add_war_support, gain_xp, save_as_binary
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
event
```
will not.

Glossary[edit | edit source]
MIOs is an acronym for Military Industrial Organizations

Useful commands[edit | edit source]

Command

Effect

Example/Comment

help [command name]
|
Print out all console commands or a specific command description.
|

|

tag [<Country tag>]
|
Changes the country that the player controls.
|

|

event [<event id>] [Target country tag]
|
Executes an event
|
Event pages can be used to tell the IDs of events. If the event has a
```
trigger = { ... }
```
block, it says which triggers were met and which weren't.
|

finish_decision [<decision id>] or "all"
|
Finish timed missions instantly.
|

|

add_ideas [<idea name>]
|
Adds ideas with <id> to the country. Can also replace laws.
|

|

remove_ideas [<idea name>]
|
Removes national idea.
|

|

energy_ratio (er) [<ratio>]
|
Set Energy Ratio from 0 to 1 for the factories without coal consumption.
|

|

FI [amount}
|
Adds to faction initiative
|
FI 5 adds 5 faction initiative
|

mastery [<mastery amount>], [track name]
|
Give doctrine mastery, globally or to a specific track.
|

|

gain_xp [<amount>]
|
Adds experience to selected Leader/General/Admiral
|
gain_xp 100000(level capped at 9)
|

gain_xp [<trait>]
|
Adds gainable trait to selected Leader/General/Admiral
|
ie: gain_xp seawolf

Note To make it work with new, generic created Admirals:

1. Open 'Documents\Paradox Interactive\Hearts of Iron IV\settings.txt' with a text editor and change "save_as_binary=yes" to "save_as_binary=no".

2. Start game, load savegame and save as new file, exit game.

3. Open 'Documents\Paradox Interactive\Hearts of iron IV\Save Games' , open the newly created savegame file, search (CTRL-F) for the name of your generic created Admiral

4. Go a few lines below to max_traits=0.000 and add the following code block behind it

```
in_progress={
 seawolf=0.000
 superior_tactician=0.000
 spotter=0.000
 fly_swatter=0.000
 ironside=0.000
 air_controller=0.000
 }
```

5. Make sure to save the file with ANSI encoding format.

6. Start game, load save game, use gain_xp command, enjoy.

(Optional turn back on binarization in settings.txt)

|

cp [<amount>]
|
Adds Command Power
|
cp 100 (capped at 100)
|

st [<amount>]
|
Adds Stability
|
st 100 (capped at 100)
|

add_war_support(ws) [<amount>]
|
Adds War Support
|
ws 100 (capped at 100)
|

reduce_opinion [<country tag>]
|
Reduce opinion to/from tag.

# ... (truncated)
### Entity: National Focus
Tree: tur_focus
Component: TUR_neutrality_through_deterrence
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_neutrality_through_deterrence
	icon = GFX_goal_generic_military_sphere
	cost = 10
	prerequisite = {
		focus = TUR_the_montreux_convention_r56
	}
	mutually_exclusive = {
		focus = TUR_bicontinental_intervention
	}
	relative_position_id = TUR_the_montreux_convention_r56
	x = -3
	y = 1
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = TUR_bicontinental_intervention
			}
		}
	}
	offset = {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_neutrality_through_deterrence
		}
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		threat = > 0.12
	}
	continue_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_peace_at_home_peace_in_the_world_idea
			}
			swap_ideas = {
				remove_idea = TUR_peace_at_home_peace_in_the_world_idea
				add_idea = TUR_neutrality_through_deterrence_idea
			}
		}
		else = {
			add_political_power = 50
			add_stability = 0.05
		}
		custom_effect_tooltip = TUR_unlocks_hatay_decision_tt TUR_unlocks_saadabad_decision_tt
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Idea
Component: GRE_aekkea
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_aekkea = {
	picture = gre_phaliron_aekka
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Chernomorskiy Flot
Source: game
File: history/units/SOV_1936_naval_legacy.txt

Code:
fleet = {
	name = Chernomorskiy Flot
	naval_base = 3686
	task_force = {
		name = Chernomorskiy Flot
		location = 3686
		ship = {
			name = Parizhskaya Kommuna
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Krasni Kavkaz
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Krasny Krym
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Chervonaya Ukraina
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Komintern
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = SOV
				}
			}
		}
	} {
		name = Chernomorskiy Podvodniy Flot
		location = 3686
		ship = {
			name = Shch-121
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-122
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-123
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-124
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = SOV
				}
			}
		}
	}
}
### Entity: Event
Component: lithuania.113
Constructs: is_triggered_only, ai_chance, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.113
	title = lithuania.113.t
	desc = lithuania.113.d
	picture = GFX_report_event_lithuanian_conference
	is_triggered_only = yes
	option = {
		name = lithuania.113.a
		ai_chance = {
			base = 100
		}
		swap_ideas = {
			remove_idea = LIT_council_of_lithuania_1
			add_idea = LIT_council_of_lithuania_2
		}
	}
}
### Entity: Scripted Effect
Component: CHL_mapuche_conflict_level_up
Constructs: limit, add_ideas, has_country_flag, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
CHL_mapuche_conflict_level_up = {
	custom_effect_tooltip = CHL_mapuche_conflict_up_tt
	IF = {
		limit = {
			has_idea = CHL_the_mapuche_conflict_much_worse
			NOT = {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_much_worse
			add_idea = CHL_the_mapuche_conflict_rebellion
		}
	}
	ELSE_IF = {
		limit = {
			has_idea = CHL_the_mapuche_conflict_worse
			NOT = {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_worse
			add_idea = CHL_the_mapuche_conflict_much_worse
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict
			NOT = {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict
			add_idea = CHL_the_mapuche_conflict_worse
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_calmed
			NOT = {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_calmed
			add_idea = CHL_the_mapuche_conflict
		}
	} {
		limit = {
			has_idea = CHL_the_mapuche_conflict_near_gone
			NOT = {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		swap_ideas = {
			remove_idea = CHL_the_mapuche_conflict_near_gone
			add_idea = CHL_the_mapuche_conflict_calmed
		}
	} {
		limit = {
			NOT = {
				has_idea = CHL_the_mapuche_conflict_near_gone CHL_the_mapuche_conflict_rebellion
			} {
				has_country_flag = CHL_no_more_mapuche_conflict
			}
		}
		add_ideas = CHL_the_mapuche_conflict_near_gone
	}
}
### Entity: Decision
Component: ENG_imperial_conference_decision
Source: game
File: common/decisions/categories/ENG_decision_categories.txt

Code:
ENG_imperial_conference_decision = {
	icon = eng_imperial_conference
	allowed = {
		original_tag = ENG
	}
}
### Entity: Idea
Component: EAI_DD_13/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TUR_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = TUR
		}
		requested_factories = 2
		progress = 0.47
		efficiency = 100
	}
}
### Entity: National Focus
Tree: ecu_focus
Component: ECU_gallos_plan
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_ecuador.txt

Code:
focus = {
	id = ECU_gallos_plan
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ECU_desperate_mobilization
	}
	mutually_exclusive = {
		focus = ECU_focus_on_defending_quito
	}
	relative_position_id = ECU_Alert_in_the_front
	x = 1
	y = 2
	cost = 10
	available = {
		has_war_with = PRU
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ECU_plan_of_gallo
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: USB_oscar_michiels
Source: game
File: common/characters/USB.txt

Code:
USB_oscar_michiels = {
	advisor = {
		slot = high_command
		idea_token = USB_oscar_michiels
		ledger = army
		allowed = {
			original_tag = USB
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Joint Focus
Component: HABSBURG_an_empire_not_just_in_name
Constructs: has_completed_focus, prerequisite, limit, joint_focus, add_ideas, has_government, add_war_support, add_stability
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_an_empire_not_just_in_name
	dynamic = yes
	icon = GFX_focus_HABSBURG_an_empire_not_just_in_name
	prerequisite = {
		focus = HABSBURG_united_in_the_face_of_danger HABSBURG_call_the_imperial_diet
	}
	relative_position_id = HABSBURG_call_the_imperial_diet
	x = 1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_originator_country
			tag = global.AH_originator_country
		}
		any_other_country = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
		is_subject = no
		NOT = {
			has_completed_focus = AUS_via_danube_to_europe
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 15
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				ROOT = {
					OR = {
						has_government = democratic communism
					}
				}
			}
			effect_tooltip = {
				custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
				add_to_variable = {
					global.HABSBURG_army_army_attack_factor = 0.15
					tooltip = army_attack_factor_tt
				}
			}
		}
	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				ROOT = {
					OR = {
						has_government = democratic communism
					}
				}
			}
			add_stability = 0.1
			add_war_support = 0.1
			add_popularity = {
				ideology = democratic
				popularity = 0.15
			}
			hidden_effect = {
				custom_effect_tooltip = HABSBURG_modify_joint_army_ns_intro
				add_to_variable = {
					global.HABSBURG_army_army_attack_factor = 0.15
					tooltip = army_attack_factor_tt
				}
			}
		} {
			limit = {
				ROOT = {
					OR = {
						has_government = neutrality fascism
					}
				}
			}
			add_ideas = HABSBURG_an_imperium_restored
			set_cosmetic_tag = HUN_EMPIRE
			IF = {
				limit = {
					NOT = {
						any_country = {
							is_subject_of = ROOT
						}
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt HABSBURG_an_empire_not_just_in_name_no_puppets_tt
				effect_tooltip = {
					add_ideas = HABSBURG_imperial_integration
				}
			}
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				any_country = {
					tag = global.AH_originator_country
					OR = {
						has_government = democratic communism
					}
				}
			}
			add_stability 
# ... (truncated)
### Entity: National Focus
Tree: swi_focus
Component: SWI_fast_build_navy
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by, is_coastal
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_fast_build_navy
	icon = GFX_focus_generic_refit_civilian_ships
	cost = 10
	ai_will_do = {
		factor = 4
	}
	prerequisite = {
		focus = SWI_naval_catchup
	}
	available = {
		any_state = {
			is_controlled_by = ROOT
			is_coastal = yes
		}
	}
	x = 47
	y = 3
	completion_reward = {
		add_ideas = SWI_naval_prod
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: EAI_Motorized_Attachment_PRESET
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Motorized_Attachment_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = GER CHI
			AND = {
				original_tag = SOV
				OR = {
					check_variable = {
						EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
					} {
						EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
					}
				}
			}
			NOT = {
				EAI_major_country = yes
				original_tag = CZE SPR
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.5
Constructs: is_triggered_only, limit, add_war_support, add_stability, add_political_power, save_event_target_as, clr_state_flag, clear_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.5
	title = mongol_greater_mongolia.5.t
	desc = mongol_greater_mongolia.5.d
	picture = GFX_report_event_spr_nationalists_capture_tank
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_border_realignment_cancelled
			}
		}
	}
	option = {
		name = mongol_greater_mongolia.5.a
		add_stability = -0.05
		add_war_support = -0.05
		effect_tooltip = {
			FROM.FROM = {
				add_political_power = 75
				if = {
					limit = {
						check_variable = {
							num_owned_states = > 1
						}
					}
					FROM.FROM = {
						transfer_state = FROM
					}
				}
				else = {
					FROM.FROM = {
						annex_country = {
							target = ROOT
						}
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: ICE_has_fascist_ai
Constructs: has_government, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ICE_scripted_triggers.txt

Code:
ICE_has_fascist_ai = {
	ICE = {
		OR = {
			has_country_flag = ICE_AI_RANDOM_FASCIST_PLAN
			has_game_rule = {
				rule = ICE_AI_BEHAVIOR
				option = ICE_FASCIST_PLAN
			}
			has_government = fascism
		}
	}
}
### Entity: AI Strategy
Component: German_alternate_democratic
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/GER_alternate_strategy_plan.txt

Code:
German_alternate_democratic = {
	name = German Alternate plan to restore democracy
	desc = UNITY! JUSTICE! FREEDOM!
	allowed = {
		original_tag = GER
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			has_country_flag = GER_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = GER_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		GER_oppose_hitler GER_secure_the_new_state GER_reestablish_free_elections GER_rebuild_the_nation GER_fan_the_prussian_militarism
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		hjalmar_schacht = 10
		heinrich_himmler = 0
		martin_bormann = 0
		goering = 0
	}
	traits = {
		captain_of_industry = 5
		GER_reich_marshal = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Unit Template
Component: ICE_MOT_01
Source: game
File: common/units/names_divisions/ICE_names_divisions.txt

Code:
ICE_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		ICE
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		ICE_INF_01
	}
	fallback_name = %d. Motoriserte Infanteridivisjon
	ordered = {
		1 = {
			%d. Motoriserte Infanteridivisjon
		}
		2 = {
			%d. Motoriserte Infanteridivisjon
		}
		3 = {
			%d. Motoriserte Infanteridivisjon
		}
		4 = {
			%d. Motoriserte Infanteridivisjon
		}
		5 = {
			%d. Motoriserte Infanteridivisjon
		}
		6 = {
			%d. Motoriserte Infanteridivisjon
		}
		7 = {
			%d. Motoriserte Infanteridivisjon
		}
		8 = {
			%d. Motoriserte Infanteridivisjon
		}
		9 = {
			%d. Motoriserte Infanteridivisjon
		}
		10 = {
			%d. Motoriserte Infanteridivisjon
		}
	}
}
### Entity: Event
Component: yugoslavia.4
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.4
	title = yugoslavia.3.t
	desc = yugoslavia.4.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = yugoslavia.4.a
		effect_tooltip = {
			GER = {
				create_wargoal = {
					type = take_state_focus
					target = YUG
					generator = {
						102 853
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: CZE_river_monitor_fleet
Constructs: remove_trigger, has_capitulated, is_controlled_by
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_river_monitor_fleet = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	remove_trigger = {
		CZE = {
			OR = {
				has_capitulated = yes
				exists = no
				NOT = {
					any_core_state = {
						is_controlled_by = PREV
					}
				}
			}
		}
	}
	army_core_defence_factor = 0.1
	resistance_growth_on_our_occupied_states = 0.1
	resistance_damage_to_garrison_on_our_occupied_states = 0.1
	enemy_local_supplies = -0.1
	enemy_army_speed_factor = -0.1
}
### Entity: Character
Component: indies_councilor_jonkman
Constructs: autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_councilor_jonkman = {
	sprite = 13
	random = no
	autonomy_gain = 0.2
	democratic_drift = 0.03
	neutrality_drift = 0.02
}
### Entity: Shared Focus
Component: BALTIC_red_army
Constructs: shared_focus, division_template, prerequisite, completion_reward, cancel_if_invalid, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_red_army
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = BALTIC_squash_resistance
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_squash_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Red Riflemen
			division_names_group = SOV_INF_01
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 2
					y = 0
				} {
					x = 3
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 1
				} {
					x = 3
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 2
				} {
					x = 3
					y = 2
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
				engineer = {
					x = 0
					y = 1
				}
				artillery = {
					x = 0
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = name = "1. Red Riflemen" division_template = "Red Riflemen" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "2. Red Riflemen" division_template = "Red Riflemen" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "3. Red Riflemen" division_template = "Red Riflemen" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "4. Red Riflemen" division_template = "Red Riflemen" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "5. Red Riflemen" division_template = "Red Riflemen" start_experience_factor = 0.5
				owner = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_lighting_warfare
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_lighting_warfare
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = PHI_american_imports
	}
	relative_position_id = PHI_american_imports
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_modernising_the_cavalry
			bonus = 1
			uses = 2
			category = motorized_equipment
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment
			amount = 100
			producer = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Military Industrial Organization
Component: KOR_sixth_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/KOR_organization.txt

Code:
KOR_sixth_organization = {
	name = KOR_sixth
	include = generic_escort_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		owner = {
			or = {
				original_tag = KOR NKR
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_escort_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
	available = {
		owner = {
			controls_state = 918
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_venezuelan_military_academy
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_venezuelan_military_academy
	icon = GFX_goal_VEN_army
	x = -18
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = VEN_venezuelan_military_academy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}