Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: add_mio_policy_cooldown
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_policy_cooldown

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add to the base cooldown (in days) after attaching a policy in the MIO policy, found in country in scope with input policy token.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce cost, but final cooldown cannot be negative (capped at 0, no error raised)
ex:
SOV = {
  add_mio_policy_cooldown = {
	policy = my_policy_token
	value = 1
  }
  add_mio_policy_cooldown = {
	policy = my_policy_token
	value = -1
  }
  add_mio_policy_cooldown = {
	policy = my_policy_token
	value = var:my_number_var
  }
}
```
### Entity: National Focus
Tree: ita_focus
Component: ITA_divisioni_alpine
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_divisioni_alpine
	icon = GFX_focus_ITA_alpine_division
	prerequisite = {
		focus = ITA_bersaglieri
	}
	x = -1
	y = 1
	relative_position_id = ITA_bersaglieri
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_special_forces_cap = 0.02
		} {
			ITA_re_modifier_army_sub_unit_mountaineers_defence_factor = 0.03
		} {
			ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor = 0.05
		}
		custom_effect_tooltip = ITA_divisioni_alpine_re_tt
		army_experience = 15
		add_tech_bonus = {
			name = ITA_divisioni_alpine
			bonus = 1
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.10
Constructs: is_triggered_only, limit, random_country, set_autonomy, is_in_faction, is_in_faction_with, is_faction_leader, add_to_faction
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.10
	title = bftb_bulgaria_balkan_federation.10.t
	desc = bftb_bulgaria_balkan_federation.10.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.10.a
		BUL_join_wars_of_from = yes
		puppet = FROM
		BUL_remove_balkan_opinion_modifiers = yes
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_dominion
		}
		if = {
			limit = {
				FROM = {
					is_in_faction = no
				}
			}
			random_country = {
				limit = {
					is_in_faction_with = BUL
					is_faction_leader = yes
				}
				add_to_faction = FROM
			}
		}
		custom_effect_tooltip = germany.126.warning
	}
}
### Entity: Idea
Component: r56_CAN_great_depression_03
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_great_depression_03 = {
	name = r56_CAN_great_depression_03
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		war_support_factor = -0.05
		stability_factor = -0.05
	}
}
### Entity: Unit Template
Component: KOR_PAR_01
Constructs: has_government
Source: game
File: common/units/names_divisions/KOR_names_divisions.txt

Code:
KOR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		KOR
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth ROK Airborne Division
	ordered = {
		1 = {
			%dst ROK Airborne Division 'Eagle'
		}
		2 = {
			%dnd ROK Airborne Division 'Flying Tiger'
		}
		3 = {
			%drd ROK Airborne Division 'Pegasus'
		}
		4 = {
			%dth ROK Airborne Division 'Ghost'
		}
		5 = {
			%dth ROK Airborne Division 'Golden Bat'
		}
		6 = {
			%dth ROK Airborne Division 'Black Panther'
		}
		7 = {
			%dth ROK Airborne Division
		}
		8 = {
			%dth ROK Airborne Division
		}
		9 = {
			%dth ROK Airborne Division
		}
		10 = {
			%dth ROK Airborne Division
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_committee_of_state_security
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_committee_of_state_security
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = ARG_soviet_industrial_model
	}
	x = -1
	y = 1
	relative_position_id = ARG_soviet_industrial_model
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
			}
			create_intelligence_agency = {
				name = S.I.
				icon = GFX_intelligence_agency_logo_ARG_intelligence
			}
			upgrade_intelligence_agency = upgrade_anti_partisan
			add_ideas = ARG_committee_of_state_security_idea_lar
		}
		ELSE = {
			add_ideas = ARG_committee_of_state_security_idea_no_lar
		}
	}
}
### Entity: Country History
Country: FSA
Component: FSA_misc
Constructs: set_research_slots
Source: game
File: history/countries/FSA - Federation of South Arabia.txt

Code:
# Misc for FSA
capital = 992
set_research_slots = 2
### Entity: National Focus
Tree: pru_focus
Component: PRU_the_true_owners_of_america
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_the_true_owners_of_america
	prerequisite = {
		focus = PRU_secure_the_future_of_the_nation
	} {
		focus = PRU_illapa_the_thunder_of_the_andes
	}
	icon = GFX_goal_italy_besagliari
	x = 2
	y = 8
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_inca_army_2_f
			add_idea = PRU_inca_army_3_f
		}
		custom_effect_tooltip = PRU_ur_loyalty_our_status_text PRU_unlock_exclu_apra
		set_variable = {
			PRU_ur_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_ur_be_friend
		} {
			set_country_flag = PRU_apra_exclu
		}
		PRU_partidos_update_update_effect = yes
	}
}
### Entity: AI Strategy
Component: CZE_mun_alternate_strategy_plan_entente
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_mun_alternate_strategy_plan.txt

Code:
CZE_mun_alternate_strategy_plan_entente = {
	name = CZE aims to form Entente
	desc = Let's fight good and die well!
	allowed = {
		original_tag = CZE
		has_dlc = Death or Dishonor Peace For Our Time
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = CZE_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_force_the_industrialists_hand CZE_mobilize_the_reserves CZE_king_of_the_castle CZE_raise_more_industrial_funds CZE_continue_armed_force_reform CZE_form_the_state_defense_guard CZE_the_second_fortification_program CZE_coalition_building CZE_placate_benes_faction CZE_forgive_trading_debts CZE_improve_balkan_trade_relations CZE_keep_focus_on_weapon_exports CZE_continue_industrial_relocation_schemes CZE_establish_a_armament_factory_in_uhersky_brod CZE_strengthen_the_little_entente CZE_ally_romania CZE_neutralize_the_hungarian_threat CZE_continue_the_central_bohemia_plan CZE_air_force_officer_recruitment CZE_reorient_the_broad_coalition CZE_the_slovak_arrow CZE_bribery_investigations CZE_opl_exercises CZE_no_compromise_with_the_sdp CZE_closer_ties_with_the_moderate_germany_parties CZE_national_defense_act CZE_contact_henlein CZE_ally_yugoslavia CZE_department_two_expansion CZE_car_and_oil_rationing CZE_establish_the_fall_backlines CZE_deepend_ties_with_the_trademans CZE_grow_ckd_secondary_facilities CZE_bolster_domestic_construction CZE_rapid_response_divisions CZE_continue_with_snejdareks_plan_dynamic CZE_merge_the_paramilitaries CZE_integrated_paramilitaries CZE_leverage_sokol CZE_bastion_of_liberty CZE_expand_prf_science_facilities CZE_increase_food_and_resource_imports CZE_truth_prevails CZE_complete_reconciliation CZE_improve_the_current_officer_pool CZE_three_kings CZE_anti_tank_development CZE_complete_the_power_grid CZE_build_the_slapy_reservoir CZE_realize_motorway_proposals CZE_outreach_to_the_western_powers CZE_grow_the_anglo_czechoslovak_prague_credit_bank CZE_supply_fighters_for_allies CZE_finish_double_tracking_efforts CZE_expand_vitkovice_ironworks CZE_expand_airfield_capacity CZE_demand_guarantees CZE_continue_avia_expansion CZE_lessons_of_war CZE_increase_military_aeronautical_institute_funding CZE_second_to_none CZE_expand_the_horska_divisions CZE_develop_horska_artillery CZE_expand_skoda_offices CZE_skoda_internal_competition CZE_st
# ... (truncated)
### Entity: Idea
Component: AUS_domestic_air_production_large
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/austria.txt

Code:
AUS_domestic_air_production_large = {
	allowed = {
		tag = AUS
	}
	removal_cost = -1
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Hawaiian Department
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Hawaiian Department
	location = 4180
	division_template = Army Departments
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_end_the_depression
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, add_timed_idea, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_end_the_depression
	icon = GFX_goal_generic_economics_reform
	text = GRE_end_the_depression
	prerequisite = {
		focus = GRE_fight_depression
	}
	x = 8
	y = 1
	cost = 5
	ai_will_do = {
		factor = 70
	}
	available = {
		NOT = {
			has_idea = GRE_economic_downfall
		}
	}
	completion_reward = {
		remove_ideas = GRE_depression
		add_timed_idea = {
			idea = GRE_depression_recovery
			days = 500
		}
		unlock_decision_tooltip = GRE_work_on_economy
		hidden_effect = {
			set_country_flag = depression_over
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ADuplicate.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Duplicate:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Category:Duplicates ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Duplicate"
### Entity: Character
Component: womens_rights_activist
Constructs: stability_factor, political_power_gain, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
womens_rights_activist = {
	random = no
	sprite = 13
	democratic_drift = 0.05
	political_power_gain = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_strengthen_heavy_industry
Constructs: prerequisite, limit, completion_reward, has_global_flag, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_strengthen_heavy_industry
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = SOV_the_builder_of_the_red_army SOV_reigniting_the_revolutionary_spirit
	}
	x = 1
	y = 1
	relative_position_id = SOV_reigniting_the_revolutionary_spirit
	cost = 10
	available = {
		has_global_flag = SOV_soviet_civil_war_over
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SOV_strengthen_heavy_industry
			ahead_reduction = 1
			uses = 2
			category = industry infantry_weapons
		}
		random_owned_controlled_state = {
			prioritize = {
				252 254
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				256 239 260
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				195 214 213 408 137
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_join_the_carlist_fight
Constructs: prerequisite, limit, has_war_with, completion_reward, is_neighbor_of, add_ai_strategy, has_civil_war, is_puppet
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_join_the_carlist_fight
	select_effect = {
		if = {
			limit = {
				country_exists = SPA
				is_neighbor_of = SPA
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPA
				value = 100
			}
		} {
			limit = {
				country_exists = SPD
				is_neighbor_of = SPD
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPD
				value = 100
			}
		} {
			limit = {
				country_exists = SPC
				is_neighbor_of = SPC
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPC
				value = 100
			}
		}
	}
	available = {
		has_civil_war = no
		SPR_scw_in_progress = yes
		country_exists = SPB
		NOT = {
			has_war_with = SPB
		}
		is_puppet = no
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_assist_the_requetes
	}
	icon = GFX_focus_spa_no_compromise_on_carlist_ideals
	x = 0
	y = 1
	relative_position_id = POR_assist_the_requetes
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = POR_fight_alongside_the_carlists
		if = {
			limit = {
				country_exists = SPA
			}
			SPA = {
				country_event = {
					id = lar_portugal_spanish_civil_war.3
				}
			}
		} {
			limit = {
				country_exists = SPD
			}
			SPD = {
				country_event = {
					id = lar_portugal_spanish_civil_war.3
				}
			}
		} {
			limit = {
				country_exists = SPC
			}
			SPC = {
				country_event = {
					id = lar_portugal_spanish_civil_war.3
				}
			}
		}
	}
}
### Entity: Idea
Component: PRC_the_long_march_1
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_long_march_1 = {
	name = PRC_the_long_march
	picture = prc_the_long_march
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = -0.15
		production_speed_buildings_factor = -0.5
	}
}
### Entity: Idea
Component: NZL_wairarapa_sheep_farms
Constructs: removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_wairarapa_sheep_farms = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Country History
Country: TIB
Component: TIB_characters
Constructs: recruit_character
Source: game
File: history/countries/TIB - Tibet.txt

Code:
# Leaders & Characters for TIB
recruit_character = TIB_jamphel_yeshe_gyaltsen TIB_namgang_rinpoche TIB_penor_tashi TIB_tsepon_shatra TIB_gyato_wangdu TIB_lobsang_tenzin TIB_sampo_tsewang_rigzin TIB_chama_samphe TIB_lhalu_tsewang_dorje TIB_chodak_karma TIB_tenpa_jamyang TIB_sogyal_rinpoche TIB_bapa_yeshe TIB_jampal_rabgye_rinpoche TIB_chaghoe_namgyal_dorje TIB_jamyang_rabten TIB_khemey_sonam_wangdi TIB_jigme_taring TIB_reting_rimpoche TIB_taktra_rinpoche TIB_lungshar TIB_phuntsok_wangyal TIB_langdun TIB_thubten_kunpela TIB_tsarong_dzasa
### Entity: Character
Component: PRC_zhang_wei
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_wei = {
	name = PRC_zhang_wei
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PRC_zhang_wei
		ledger = navy
		allowed = {
			original_tag = PRC
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_italian_liberation_war
Constructs: has_completed_focus, division_template, limit, has_government, has_war_with, has_country_flag, is_major, completion_reward
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_italian_liberation_war
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = -6
	y = 0
	relative_position_id = ITA_ethiopian_war_logistics_bba
	cost = 5
	allow_branch = {
		has_global_flag = ITA_antifascist_civil_war_triggered_flag
		tag = RDS
	}
	available = {
		tag = RDS
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			set_country_flag = ITA_rds_cw_flag
			if = {
				limit = {
					has_completed_focus = ITA_monarchia_d_italia
				}
				if = {
					limit = {
						NOT = {
							has_government = neutrality
						}
					}
					set_politics = {
						ruling_party = neutrality
						elections_allowed = no
					}
				} {
					limit = {
						has_character = ITA_vittorio_emanuele_iii
						NOT = {
							has_country_leader = {
								character = ITA_vittorio_emanuele_iii
								ruling_only = yes
							}
						} {
							has_country_flag = ITA_vittorio_emmanuele_dead_flag
						}
					}
					promote_character = ITA_vittorio_emanuele_iii
				}
				else_if = {
					limit = {
						has_character = ITA_prince_umberto
						NOT = {
							has_country_leader = {
								character = ITA_prince_umberto
								ruling_only = yes
							}
						}
						has_country_flag = ITA_vittorio_emmanuele_dead_flag
					}
					if = {
						limit = {
							NOT = {
								ITA_prince_umberto = {
									has_ideology_group = neutrality
								}
							}
						}
						ITA_promote_umberto_to_country_leader = yes
					}
					else = {
						promote_character = ITA_prince_umberto
					}
				}
			} {
				limit = {
					any_other_country = {
						original_tag = ITA
						has_war_with = ROOT
						any_enemy_country = {
							is_major = yes
							OR = {
								has_government = ROOT democratic
							}
						}
					}
				}
				random_other_country = {
					limit = {
						original_tag = ITA
						has_war_with = ROOT
					}
					random_enemy_country = {
						limit = {
							is_major = yes
							OR = {
								has_government = ROOT democratic
							}
						}
						puppet = ROOT
					}
				}
			}
			else_if = {
				limit = {
					has_completed_focus = ITA_unite_the_opposition
				}
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
			delete_unit_template_and_units = {
				division_template = Camicie Nere
			}
			every_state = {
				limit = {
					is_core_of = ROOT
					controller = {
						has_war_w
# ... (truncated)
### Entity: Unit Template
Component: IRE_SS_HISTORICAL
Source: game
File: common/units/names_ships/IRE_ship_names.txt

Code:
IRE_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		IRE
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = LE 
	fallback_name = Submarine %d
	unique = {
		Macha Maev Cliona Setanta Ferdia Grainne Banba Fola Deirdre Emer Aoife Aisling Eithne Orla Ciara Róisín Niamh
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_expand_the_marine_regiment
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_expand_the_marine_regiment
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = ROM_capital_ships
	}
	x = 2
	y = 2
	relative_position_id = ROM_black_sea_dominance
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_expand_the_marine_regiment
			bonus = 0.5
			uses = 2
			category = tp_tech marine_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: Character
Component: morges_champion
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
morges_champion = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	training_time_factor = -0.1
	mobilization_laws_cost_factor = -0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_modernize_the_navy
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_coastal, is_subject, add_manpower
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_modernize_the_navy
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = DEN_expand_ubadsvabnet
	}
	mutually_exclusive = {
		focus = DEN_refit_civilian_ships
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = 1
	y = 1
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_manpower = 1500
		mio:DEN_orlogsvaerftet_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.1
			unlock_mio_trait_tooltip = DEN_mio_trait_burmeister_wain_engines
		}
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_naval_detection = 0.1
			tooltip = naval_detection_tt
		} {
			DEN_sovaernet_naval_accidents = -0.1
			tooltip = naval_accidents_chance_tt
		} {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capabilities_dockyard_output = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			if = {
				limit = {
					NOT = {
						has_tech = basic_ship_hull_cruiser
					}
				}
				create_equipment_variant = {
					name = Peter Raben Class
					type = ship_hull_cruiser_coastal_defense_ship
					name_group = DEN_CA_HISTORICAL
					parent_version = 0
					modules = {
						fixed_ship_battery_slot = ship_heavy_battery_1
						fixed_ship_anti_air_slot = ship_anti_air_1
						fixed_ship_fire_control_system_slot = ship_fire_control_system_0
						fixed_ship_radar_slot = empty
						fixed_ship_engine_slot = cruiser_ship_engine_2
						fixed_ship_armor_slot = ship_armor_cruiser_2
						fixed_ship_secondaries_slot = ship_secondaries_1
						mid_1_custom_slot = ship_secondaries_1
						mid_2_custom_slot = empty
						rear_1_custom_slot = ship_medium_battery_1
					}
					obsolete = yes
					design_team = mio:DEN_burmeister_wain_organization
				}
				add_equipment_production = {
					equipment = {
						type = ship_hull_cruiser_coastal_defense_ship
						creator = DEN
						version_name = Peter Raben Class
					}
					name = Peter Raben
					requested_factories = 1

# ... (truncated)