Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_military_preparations
Constructs: prerequisite, completion_reward, is_subject, unlock_decision_tooltip, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_military_preparations
	icon = GFX_focus_generic_tank_air_support
	prerequisite = {
		focus = DEN_industrial_preparations
	}
	relative_position_id = DEN_national_unity
	x = -1
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		unlock_decision_tooltip = DEN_bop_landstorm {
			decision = DEN_army_drills
			show_effect_tooltip = yes
		} {
			decision = DEN_navy_drills
			show_effect_tooltip = yes
		} {
			decision = DEN_air_drills
			show_effect_tooltip = yes
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_org = 0.05
			tooltip = army_org_factor_tt
		} {
			DEN_haeren_army_core_attack = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			DEN_haeren_army_core_defence = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_haeren_reorganization
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, add_command_power, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_haeren_reorganization
	icon = GFX_focus_DEN_haeren_reorganization
	prerequisite = {
		focus = DEN_expand_vaernepligten
	}
	relative_position_id = DEN_expand_vaernepligten
	x = -6
	y = 1
	cost = 5
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 25
		army_experience = 25
		add_to_variable = {
			DEN_neglected_military_planning_speed = 0.1
		}
		custom_effect_tooltip = DEN_haeren_reorganization_modifier_neglected_military_tt
		add_doctrine_cost_reduction = {
			name = DEN_haeren_reorganization
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_seek_independence
				}
			}
			custom_effect_tooltip = available_chief_of_army
			show_ideas_tooltip = DEN_ebbe_gortz
		}
		every_unit_leader = {
			limit = {
				is_army_leader = yes
			}
			gain_xp = 100
		}
	}
}
### Entity: Character
Component: ruthless_tycoon
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
ruthless_tycoon = {
	sprite = 13
	resistance_target = 0.05
	resource_trade_cost_bonus_per_factory = 1
	local_resources_factor = 0.1
	production_speed_buildings_factor = 0.05
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_stimulate_the_civilian_economy
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_stimulate_the_civilian_economy
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = BRA_desenvolvimentismo
	}
	x = 4
	y = 1
	relative_position_id = BRA_desenvolvimentismo
	cost = 10
	ai_will_do = {
		factor = 18
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
				NOT = {
					state = 961 962 963 964 965 966 967 968
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BRA_industry_bonus
			bonus = 0.5
			uses = 2
			category = industry
		}
	}
}
### Entity: Unit Template
Component: LUX_MOT_01
Source: game
File: common/units/names_divisions/LUX_names_divisions.txt

Code:
LUX_MOT_01 = {
	name = Motorized Division
	for_countries = {
		LUX
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %d. Kraftfahrjäger-Division
	ordered = {
		1 = {
			%d. Kraftfahrjäger-Division
		}
		2 = {
			%d. Kraftfahrjäger-Division
		}
		3 = {
			%d. Kraftfahrjäger-Division
		}
		4 = {
			%d. Kraftfahrjäger-Division
		}
		5 = {
			%d. Kraftfahrjäger-Division
		}
		6 = {
			%d. Kraftfahrjäger-Division
		}
		7 = {
			%d. Kraftfahrjäger-Division
		}
		8 = {
			%d. Kraftfahrjäger-Division
		}
		9 = {
			%d. Kraftfahrjäger-Division
		}
		10 = {
			%d. Kraftfahrjäger-Division
		}
	}
}
### Entity: Event
Component: lar_spain.67
Constructs: is_triggered_only, ai_chance, division_template, limit, has_war_with, has_country_flag, is_major, remove_from_faction
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.67
	title = lar_spain.67.t
	desc = lar_spain.67.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			end_puppet = FROM
			remove_from_faction = FROM
		}
	}
	option = {
		name = lar_spain.67.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0.33
				any_country = {
					is_major = yes
					has_war_with = ROOT
				}
			} {
				factor = 0
				surrender_progress = > 0.1
			}
		}
		effect_tooltip = {
			end_puppet = FROM
			remove_from_faction = FROM
		}
		FROM = {
			declare_war_on = {
				target = ROOT
				type = topple_government
			}
		}
		hidden_effect = {
			FROM = {
				news_event = {
					id = lar_news.20
					hours = 6
				}
			}
		}
	} {
		name = lar_spain.67.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				any_country = {
					is_major = yes
					has_war_with = ROOT
				}
			} {
				add = 100
				has_country_flag = SOV_give_them_independence_flag
			}
		}
		effect_tooltip = {
			end_puppet = FROM
			remove_from_faction = FROM
		}
		delete_unit_template_and_units = {
			division_template = Spanish Loyalist Division
		}
		if = {
			limit = {
				has_country_flag = SOV_annexed_spanish_land
			}
			FROM = {
				transfer_state = 165 167 794
			}
		}
		FROM = {
			country_event = lar_spain.89
		}
	}
}
### Entity: Event
Component: ethiopia.1001
Constructs: is_triggered_only, ai_chance, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_ethiopia.txt

Code:
country_event = {
	id = ethiopia.1001
	title = German Guns
	desc = Germany sends supplies to advance our industry. With a modern industry we can finally take the fight to Mussolini's forces.
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
		}
		name = We must rush production!
		add_resource = {
			type = steel
			amount = 16
			state = 271
		}
		271 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = arms_factory
				level = 4
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reorganize_divisions
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, every_unit_leader, random_select_amount, gain_xp
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reorganize_divisions
	icon = GFX_focus_PRC_reorganize_divisions
	prerequisite = {
		focus = PRC_best_of_the_best
	}
	x = 1
	y = 1
	relative_position_id = PRC_best_of_the_best
	cost = 10 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_unit_leader = {
			random_select_amount = 4
			gain_xp = 500
		}
	}
}
### Entity: Country History
Country: BLI
Component: BLI_technology
Constructs: set_technology
Source: game
File: history/countries/BLI - Bali.txt

Code:
# Starting Technologies for BLI
set_technology = {
	infantry_weapons = 1
	tech_support = 1
}
{
	early_ship_hull_submarine = 1
	early_ship_hull_light = 1
	early_ship_hull_cruiser = 1
}
### Entity: Event
Component: AST_diplomatic_events.51
Constructs: is_triggered_only, add_ideas
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.51
	title = AST_diplomatic_events.51.t
	desc = AST_diplomatic_events.51.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.51.a
		effect_tooltip = {
			AST_the_pacific_garrison_effect = yes
		}
		hidden_effect = {
			add_ideas = {
				AST_the_pacific_garrison_1
			}
		}
	}
}
### Entity: Character
Component: all_india_muslim_league_leader
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
all_india_muslim_league_leader = {
	sprite = 13
	democratic_drift = 0.05
	stability_factor = 0.12
	political_advisor_cost_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: NOR_is_only_core_denmark
Constructs: owns_state
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_is_only_core_denmark = {
	original_tag = DEN
	owns_state = 912 99 911 37 910
	NOT = {
		any_owned_state = {
			OR = {
				state = 912 99 911 37 910
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: INS_returned_from_moscow
Constructs: communism_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_returned_from_moscow = {
	random = no
	sprite = 12
	communism_drift = 0.04
	opinion_gain_monthly_same_ideology = 5
	targeted_modifier = {
		tag = SOV
		extra_trade_to_target_factor = 0.25
	}
}
### Entity: Idea
Component: new_economic_policy
Constructs: has_government, production_speed_buildings_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
new_economic_policy = {
	picture = new_economic_policy
	allowed = {
		always = no
	}
	allowed_to_remove = {
		OR = {
			surrender_progress = > 0.75
			NOT = {
				has_government = communism
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.15
		production_speed_buildings_factor = -0.15
		factory_energy_consumption = 0.25
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modding Documentation
Construct: num_owned_controlled_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_owned_controlled_states
* description: number of owned and core states
### Entity: National Focus
Tree: chi_focus
Component: CHI_weaponise_the_hongmen
Constructs: every_owned_state, prerequisite, has_war, limit, every_country, has_war_with, completion_reward, has_resistance
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_weaponise_the_hongmen
	icon = GFX_focus_CHI_weaponise_the_hongmen
	prerequisite = {
		focus = CHI_reshuffle_the_green_gang
	}
	x = 0
	y = 1
	relative_position_id = CHI_reshuffle_the_green_gang
	cost = 5
	available = {
		has_war = yes
		any_owned_state = {
			has_resistance = yes
			controller = {
				has_war_with = ROOT
			}
			OR = {
				is_coastal = yes
				state = 1035 750 1032 744 594 1036 325 615
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_war = no
					all_owned_state = {
						has_resistance = no
						OR = {
							is_coastal = yes
							state = 1035 750 1032 744 594 1036 325 615
						}
					}
				}
			}
			custom_effect_tooltip = CHI_weaponise_the_hongmen_tt
		}
		else = {
			every_country = {
				limit = {
					is_literally_china = yes
				}
				every_owned_state = {
					limit = {
						has_resistance = yes
						OR = {
							is_coastal = yes
							state = 1035 750 1032 744 594 1036 325 615
						}
						controller = {
							has_war_with = PREV.PREV
						}
					}
					add_resistance = 30
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_beacon_of_the_orient
Constructs: prerequisite, limit, add_ideas, has_government, is_major, completion_reward, every_neighbor_country, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_beacon_of_the_orient
	icon = GFX_goal_support_democracy
	x = 0
	y = 1
	cost = 8
	available = {
		has_government = democratic
	}
	prerequisite = {
		focus = AFG_join_allies
	}
	relative_position_id = AFG_join_allies
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = AFG_beacon_of_the_orient_idea
		every_neighbor_country = {
			limit = {
				is_major = no
				NOT = {
					has_government = democratic
				}
			}
			hidden_effect = {
				country_event = {
					id = generic.1
					hours = 12
				}
			}
			add_timed_idea = {
				idea = democratic_influence
				days = 365
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_FACTORY_special_building_target_modifiers
Constructs: has_war, limit, has_war_with, has_country_flag, production_speed_buildings_factor, set_temp_variable, has_idea, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_FACTORY_special_building_target_modifiers = {
	set_temp_variable = {
		_lock_target_num_CIC = 0
	} {
		_lock_target_num_MIC = 0
	} {
		_lock_target_num_NIC = 0
	}
	if = {
		limit = {
			has_war = no
		}
		if = {
			limit = {
				AND = {
					date = < 1937.6.1
					threat = < 0.5
				}
				OR = {
					has_idea = civilian_economy low_economic_mobilisation
				}
			}
			set_temp_variable = {
				_target_ratio_CIC = 1.0
			} {
				_target_ratio_MIC = 0.0
			} {
				_target_ratio_NIC = 0.0
			}
			EAI_BUILDING_FACTORY_force_target_ratio = yes
			if = {
				limit = {
					has_country_flag = EAI_building_logging
				}
				log = Peace time industrial strategy - focus CIC
			}
		}
		else_if = {
			limit = {
				check_variable = {
					EAI_BUILDING_ratio_CIC = < 0.33
				}
			}
			set_temp_variable = {
				_target_ratio_CIC = 0.5
			} {
				_target_ratio_MIC = 0.5
			} {
				_target_ratio_NIC = 0.0
			}
			EAI_BUILDING_FACTORY_force_target_ratio = yes
			if = {
				limit = {
					has_country_flag = EAI_building_logging
				}
				log = Peace time industrial strategy - focus CIC/MIC
			}
		}
		else = {
			set_temp_variable = {
				_target_ratio_CIC = 0.0
			} {
				_target_ratio_MIC = 1.0
			} {
				_target_ratio_NIC = 0.0
			}
			EAI_BUILDING_FACTORY_force_target_ratio = yes
			if = {
				limit = {
					has_country_flag = EAI_building_logging
				}
				log = Peace time industrial strategy - focus CIC/MIC
			}
		}
	} {
		limit = {
			tag = GER
		}
		if = {
			limit = {
				has_war = no
			}
			if = {
				limit = {
					date = < 1938.1.1
				}
				set_temp_variable = {
					_target_ratio_CIC = 1.0
				} {
					_target_ratio_MIC = 0.0
				} {
					_target_ratio_NIC = 0.0
				}
				EAI_BUILDING_FACTORY_force_target_ratio = yes
				if = {
					limit = {
						has_country_flag = EAI_building_logging
					}
					log = GER - CIC
				}
			}
			else = {
				set_temp_variable = {
					_target_ratio_CIC = 0.0
				} {
					_target_ratio_MIC = 1.0
				} {
					_target_ratio_NIC = 0.0
				}
				EAI_BUILDING_FACTORY_force_target_ratio = yes
				if = {
					limit = {
						has_country_flag = EAI_building_logging
					}
					log = GER - MIC
				}
			}
		}
		else = {
			if = {
				limit = {
					check_variable = {
						EAI_BUILDING_num_MIC = > 300
					}
				}
				set_temp_variable = {
					_lock_target_num_NIC = 1
				} {
					EAI_BUILDING_target_num_NIC = EAI_BUILDING_num
# ... (truncated)
### Entity: Military Industrial Organization
Component: mio_policy_general_experimental_development_teams
Constructs: has_mio_size
Source: game
File: common/military_industrial_organization/policies/_general_policies.txt

Code:
mio_policy_general_experimental_development_teams = {
	icon = GFX_mio_policy_experimental_development_teams
	allowed = {
		always = yes
	}
	available = {
		has_mio_size = > 5
	}
	organization_modifier = {
		military_industrial_organization_research_bonus = 0.2
	}
}
### Entity: Idea
Component: CZE_only_the_best_is_good_enough_idea
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_only_the_best_is_good_enough_idea = {
	name = CZE_only_the_best_is_good_enough
	picture = SOV_organize_wreckers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
	}
	equipment_bonus = {
		light_tank_chassis = {
			reliability = 0.1
			instant = yes
		}
		medium_tank_chassis = {
			reliability = 0.1
			instant = yes
		}
		heavy_tank_chassis = {
			reliability = 0.1
			instant = yes
		}
		artillery_equipment = {
			reliability = 0.1
			instant = yes
		}
		anti_tank_equipment = {
			reliability = 0.1
			instant = yes
		}
		anti_air_equipment = {
			reliability = 0.1
			instant = yes
		}
		ship_hull_light = {
			reliability = 0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: ECU_juan_bayardo_tobar
Source: game
File: common/characters/ECU.txt

Code:
ECU_juan_bayardo_tobar = {
	advisor = {
		slot = high_command
		idea_token = ECU_juan_bayardo_tobar
		ledger = air
		allowed = {
			original_tag = ECU
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan Bayardo Tobar
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Unit Template
Component: MAL_INF_01
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_01 = {
	name = Royal Malay Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Rejimen Askar Melayu Diraja
	ordered = {
		1 = {
			%d Rejimen Askar Melayu Diraja
		}
		2 = {
			%d Rejimen Askar Melayu Diraja
		}
		3 = {
			%d Rejimen Askar Melayu Diraja
		}
		4 = {
			%d Rejimen Askar Melayu Diraja
		}
		5 = {
			%d Rejimen Askar Melayu Diraja
		}
	}
}
### Entity: Event
Component: WW_hungary.65
Constructs: is_triggered_only, set_politics, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.65
	title = WW_hungary.65.t
	desc = WW_hungary.65.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.65.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = CRO_house_of_habsburg
			long_name = CRO_house_of_habsburg
		}
		add_country_leader_role = {
			character = CRO_joseph_francis
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					ban_of_croatia_slavonia
				}
			}
		}
	}
}
### Entity: Event
Component: south_american_news.6
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.6
	title = south_american_news.6.t
	desc = south_american_news.6.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.6.a
		trigger = {
			NOT = {
				OR = {
					original_tag = HAI DOM
				}
			}
		}
	} {
		name = south_american_news.6.b
		trigger = {
			OR = {
				original_tag = HAI DOM
			}
		}
	}
}
### Entity: Idea
Component: SUR_aa2
Source: game
File: common/ideas/suriname.txt

Code:
SUR_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = SUR
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_16/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Character
Component: staunch_atheist_spr
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
staunch_atheist_spr = {
	random = no
	sprite = 14
	political_power_factor = -0.05
	army_org_Factor = 0.05
	research_speed_factor = 0.05
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_coastal_defence_fleet
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_coastal_defence_fleet = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_coastal_defence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_coastal_defence
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = CHI_strike_from_below
	}
	mutually_exclusive = {
		focus = CHI_long_range
	}
	x = -1
	y = 1
	relative_position_id = CHI_strike_from_below
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_ROCN_tt
		add_ideas = CHI_coastal_defence_hidden
	}
}
### Entity: Order of Battle
Component: 1st Independent Division
Constructs: division_template
Source: game
File: history/units/GDC_1936_sea.txt

Code:
division = {
	name = 1st Independent Division
	location = 9938
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = GDC_huang_renhan
	}
}
### Entity: Idea
Component: CHL_local_mapuche_defense_groups
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_local_mapuche_defense_groups = {
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	allowed = {
		always = no
	}
	available = {
		always = yes
	}
	modifier = {
		army_defence_factor = 0.15
		army_org_factor = 0.1
		terrain_trait_xp_gain_factor = 0.35
	}
}
### Entity: Character
Component: AST_lawrence_wackett
Source: game
File: common/characters/AST.txt

Code:
AST_lawrence_wackett = {
	name = AST_lawrence_wackett
	portraits = {
		army = {
			large = GFX_portrait_AST_lawrence_wackett
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}