Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: man_focus
Component: MAN_expand_showa_steel_works
Constructs: prerequisite, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, unlock_decision_tooltip
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_expand_showa_steel_works
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = MAN_develop_aluminum_sources
	}
	x = 0
	y = 1
	relative_position_id = MAN_develop_aluminum_sources
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		716 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		716 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = MAN_develop_liaotung_iron_ore_deposits
	}
}
### Entity: Unit Template
Component: SOV_GTC_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_GTC_01 = {
	name = Guards Tanks
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Gvds. Tankovaya Korpus
	ordered = {
		1 = {
			%dya Gvds. Tankovaya Korpus
		}
		2 = {
			%dya 'Tatsinskaya' Gvds. Tank. Korpus
		}
		3 = {
			%dya Gvds. Tankovaya Korpus
		}
		4 = {
			%dya 'Kantemirovskaya' Gvds. Tank. Korpus
		}
		5 = {
			%dya Gvds. Tankovaya Korpus
		}
		6 = {
			%dya Gvds. Tankovaya Korpus
		}
		7 = {
			%dya Gvds. Tankovaya Korpus
		}
		8 = {
			%dya Gvds. Tankovaya Korpus
		}
		9 = {
			%dya Gvds. Tankovaya Korpus
		}
		10 = {
			%dya 'Uralsko-Lvovskaya' Gvds. Tank. Korpus
		}
		11 = {
			%dya Gvds. Tankovaya Korpus
		}
		12 = {
			%dya Gvds. Tankovaya Korpus
		}
	}
}
### Entity: Idea
Component: ENG_anti_submarine_training_school
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_anti_submarine_training_school = {
	picture = generic_coastal_defense_ships2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_destroyer_combat_factor = 0.1
		experience_gain_destroyer_training_factor = 0.1
	}
}
### Entity: Event
Component: siam.23
Constructs: is_triggered_only, add_opinion_modifier, add_to_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.23
	title = siam.23.t
	desc = siam.23.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = siam.23.a
		SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it = yes
		custom_effect_tooltip = modify_idea_SIA_foreign_diplomatic_relationships
		add_to_variable = {
			foreign_diplomatic_relationships_production_speed_industrial_complex_factor = 0.05
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			foreign_diplomatic_relationships_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			foreign_diplomatic_relationships_production_speed_supply_node_factor = 0.1
			tooltip = production_speed_supply_node_factor_tt
		}
		effect_tooltip = {
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_tied_their_currency_to_ours
				}
			}
		}
		ENG = {
			country_event = {
				id = siam.42
			}
		}
	} {
		name = siam.23.b
		SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it = yes
		custom_effect_tooltip = modify_idea_SIA_foreign_diplomatic_relationships
		add_to_variable = {
			foreign_diplomatic_relationships_production_speed_arms_factory_factor = 0.08
			tooltip = production_speed_arms_factory_factor_tt
		} {
			foreign_diplomatic_relationships_production_speed_dockyard_factor = 0.08
			tooltip = production_speed_dockyard_factor_tt
		} {
			foreign_diplomatic_relationships_production_factory_start_efficiency_factor = production_factory_start_efficiency_factor_tt
		} {
			foreign_diplomatic_relationships_consumer_goods_factor = 0.05
			tooltip = consumer_goods_factor_tt
		}
		effect_tooltip = {
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_tied_their_currency_to_ours
				}
			}
		}
		JAP = {
			country_event = {
				id = siam.42
			}
		}
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_a_great_purge
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_a_great_purge
	icon = GFX_focus_SOV_penal_battalions
	prerequisite = {
		focus = KMT_declare_the_peoples_republic
	}
	available = {
		has_government = communism
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.1
	}
	relative_position_id = KMT_declare_the_peoples_republic
	completion_reward = {
		add_ideas = KMT_great_purge
	}
}
### Entity: Idea
Component: LUX_minister_army_LSAP
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_army_LSAP = {
	modifier = {
		army_attack_against_major_factor = 0.1
	}
}
### Entity: Name List
Component: WLS
Source: game
File: common/names/00_names.txt

Code:
WLS = {
	male = {
		names = {
			Aled Alun Aneurin Billy Bryn Dai David Emrys Esyr Gareth George Glyn Gwynfor Harry Huw Ianto Idris Idwal Iorwerth James John Morgan Osian Owen Rhodri Rhys Roy Thomas Trevor Tudor Vaughan William Wyn
		}
	}
	female = {
		names = {
			Carys Enid Gwen Mair Megan Nia Sian Vivian
		}
	}
	surnames = {
		Bevan Bowen Collins Davies Driscoll Edwards Ellis Evans Griffiths Harris Howell Hughes Ifans James Jenkins Jones Lewis Lloyd Morgan Moss Owen Owens Phillips Price Rees Roberts Smith Thomas Williams
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_mechanization_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_mechanization_effort
	text = ABC_mechanization_effort
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = TAN_army_modernization
	}
	mutually_exclusive = {
		focus = TAN_establish_a_armor_corp TAN_uphold_the_cavalry_primacy
	}
	x = 1
	y = 1
	relative_position_id = TAN_army_modernization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.75
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SLO_MEC_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SLO_INF_01
	}
	fallback_name = %d. Mechanizovaná Divize
	ordered = {
		1 = {
			%d. Mechanizovaná Divize
		}
		2 = {
			%d. Mechanizovaná Divize
		}
		3 = {
			%d. Mechanizovaná Divize
		}
		4 = {
			%d. Mechanizovaná Divize
		}
		5 = {
			%d. Mechanizovaná Divize
		}
		6 = {
			%d. Mechanizovaná Divize
		}
		7 = {
			%d. Mechanizovaná Divize
		}
		8 = {
			%d. Mechanizovaná Divize
		}
		9 = {
			%d. Mechanizovaná Divize
		}
		10 = {
			%d. Mechanizovaná Divize
		}
	}
}
### Entity: Idea
Component: KMT_chinese_resistance4
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_resistance4 = {
	removal_cost = -1
	picture = SOV_desperate_measures_ns_nsb_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		consumer_goods_factor = 0.2
		stability_factor = -0.1
		neutrality_drift = 0.01
		army_core_defence_factor = -0.15
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_king_george_line
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_king_george_line
	icon = GFX_goal_generic_fortify_city
	text = GRE_king_george_line
	prerequisite = {
		focus = GRE_no_allignment GRE_british_allignment
	}
	x = 1
	y = 1
	relative_position_id = GRE_no_allignment
	cost = 10
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		185 = {
			if = {
				limit = {
					is_controlled_by = GRE
				}
				add_building_construction = {
					type = bunker
					level = 5
					province = 11786
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 11895
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 12001
					instant_build = yes
				}
			}
		}
		47 = {
			if = {
				limit = {
					is_controlled_by = GRE
				}
				add_building_construction = {
					type = bunker
					level = 5
					province = 863
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 3973
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_admiral_accused_effect
Constructs: limit, has_character_flag, random_navy_leader, set_character_flag, clr_character_flag, set_variable, has_trait, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_admiral_accused_effect = {
	hidden_effect = {
		if = {
			limit = {
				any_navy_leader = {
					has_character_flag = SOV_potential_target_flag
					SOV_character_can_be_purged = yes
				}
			}
			random_navy_leader = {
				limit = {
					has_character_flag = SOV_potential_target_flag
					SOV_character_can_be_purged = yes
				}
				set_character_flag = SOV_targeted_for_purge_flag
				clr_character_flag = SOV_potential_target_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_purged_character_for_loc = PREV
					}
				}
			}
		}
		else = {
			random_navy_leader = {
				limit = {
					SOV_character_can_be_purged = yes
					NOT = {
						has_trait = trait_SOV_stalinist
					}
				}
				set_character_flag = SOV_targeted_for_purge_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_purged_character_for_loc = PREV
					}
				}
			}
		}
	}
	var:SOV_purged_character_for_loc = {
		unit_leader_event = NSB_soviet_paranoia_system_events.31
	}
	set_variable = {
		SOV_last_regular_purge_area = 3
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Character
Component: SAF_sir_patrick_duncan
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/SAF.txt

Code:
SAF_sir_patrick_duncan = {
	name = SAF_sir_patrick_duncan
	portraits = {
		army = {
			small = GFX_idea_SAF_sir_patrick_duncan
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAF_sir_patrick_duncan
		allowed = {
			original_tag = SAF
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = SAF_support_the_policy_of_appeasement
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_accept_british_naval_dominance_ww
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, has_added_tension_amount, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_accept_british_naval_dominance_ww
	icon = GFX_focus_ger_accept_british_naval_dominance
	prerequisite = {
		focus = GER_weltpolitik
	}
	mutually_exclusive = {
		focus = GER_the_second_naval_race
	}
	x = -3
	y = 1
	relative_position_id = GER_weltpolitik
	cost = 5
	available = {
		has_added_tension_amount = < 25
		NOT = {
			has_war_with = ENG
			ENG = {
				has_government = communism
			}
		}
		ENG = {
			is_subject = no
		}
	}
	continue_if_invalid = yes
	cancel = {
		has_war_with = ENG
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_accept_british_naval_dominance_opinion
			}
		}
		add_ideas = GER_redirecting_naval_production
	}
}
### Entity: Idea
Component: ISR_welfare
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_welfare = {
	picture = generic_goods_red_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.06
		stability_weekly = 0.001
		political_power_factor = -0.05
		industrial_capacity_factory = 0.05
		monthly_population = 0.25
		drift_defence_factor = 0.1
	}
}
### Entity: Event
Component: spain.8
Constructs: ai_chance, has_government, owns_state, fire_only_once, has_global_flag, is_capital, set_capital
Source: game
File: events/Spain.txt

Code:
country_event = {
	id = spain.8
	title = spain.8.t
	desc = spain.8.d
	picture = GFX_report_event_spain_civil_war_volunteers_01
	trigger = {
		original_tag = SPR
		has_government = fascism
		has_global_flag = nationalist_victory
		owns_state = 41
		NOT = {
			41 = {
				is_capital = yes
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 2
	}
	option = {
		ai_chance = {
			factor = 1
		}
		name = spain.8.a
		set_capital = {
			state = 41
		}
	} {
		ai_chance = {
			factor = 0
		}
		name = spain.8.b
	}
}
### Entity: Character
Component: GRE_vasilios_tsarpalis
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_vasilios_tsarpalis = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_vasilios_tsarpalis
		portraits = {
			army = {
				small = GFX_idea_gre_vasilios_tsarpalis
			}
		}
		advisor = {
			slot = air_chief
			idea_token = GRE_vasilios_tsarpalis
			name = GRE_vasilios_tsarpalis
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_vasilios_tsarpalis
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
		advisor = {
			slot = air_chief
			idea_token = GRE_vasilios_tsarpalis
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				air_chief_safety_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: SAM_aa2
Source: game
File: common/ideas/samoa.txt

Code:
SAM_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: ROM_foreign_motor_company
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ROM_foreign_motor_company = {
	valid_relation_trigger = {
		FROM = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	license_purchase_cost = 0
	ai_license_acceptance = 20
	license_production_speed = 0.1
	license_tech_difference_speed = 0.1
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_reform_the_republic
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, add_popularity, set_cosmetic_tag
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_reform_the_republic
	icon = GFX_focus_PRC_restore_the_old_republic
	prerequisite = {
		focus = PRC_adopt_sun_yat_sens_principles PRC_move_capital PRC_the_first_premier
	}
	x = 3
	y = 1
	relative_position_id = PRC_adopt_sun_yat_sens_principles
	mutually_exclusive = {
		focus = PRC_the_party_builds_the_nation
	}
	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_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.5
		}
		hidden_effect = {
			set_cosmetic_tag = PRC_social_democracy
		} {
			country_event = SEA_PRC_misc_events.20
		}
		if = {
			limit = {
				CHI = {
					NOT = {
						has_completed_focus = CHI_revive_the_chinese_action_committee
					}
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			CHI = {
				CHI_zhang_lan = {
					set_nationality = ROOT
				}
			}
			effect_tooltip = {
				CHI = {
					add_country_leader_role = {
						character = CHI_zhang_lan
						promote_leader = yes
						country_leader = {
							ideology = socialism
							expire = 1965.1.1.1
							traits = {
								GER_pragmatic_socialist
							}
						}
					}
				}
			}
		}
		else = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			CHI = {
				CHI_chen_mingshu = {
					set_nationality = ROOT
				}
			}
			effect_tooltip = {
				CHI = {
					add_country_leader_role = {
						character = CHI_chen_mingshu
						promote_leader = yes
						country_leader = {
							ideology = socialism
							expire = 1965.1.1.1
							traits = {
								GER_pragmatic_socialist
							}
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_investment_fund
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_active_mission, unlock_decision_tooltip
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_investment_fund
	icon = GFX_focus_PHI_investment_fund
	prerequisite = {
		focus = PHI_pro_hacendados
	}
	relative_position_id = PHI_pro_hacendados
	x = -2
	y = 1
	cost = 5
	available = {
		NOT = {
			has_active_mission = PHI_investment_plan_1 PHI_investment_plan_2 PHI_investment_plan_3
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		PHI_set_pre_investment_variables = yes
		if = {
			limit = {
				NOT = {
					has_country_flag = PHI_completed_investment_plan_1
				}
			}
			activate_mission = PHI_investment_plan_1
			custom_effect_tooltip = PHI_investment_plan_1_tt
		}
		else_if = {
			limit = {
				NOT = {
					has_country_flag = PHI_completed_investment_plan_2
				}
			}
			activate_mission = PHI_investment_plan_2
			custom_effect_tooltip = PHI_investment_plan_2_tt
		}
		else = {
			activate_mission = PHI_investment_plan_3
			custom_effect_tooltip = PHI_investment_plan_3_tt generic_skip_one_line_tt
			unlock_decision_tooltip = PHI_establish_reserve_transport_fleet PHI_establish_new_train_connections PHI_inspect_road_network
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_fenrir
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_fenrir = {
	name = 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 = 0.1
		stability_factor = 0.1
		research_speed_factor = 0.05
		political_power_gain = 0.15
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Character
Component: KMT_co_founder_of_the_blueshirts
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_co_founder_of_the_blueshirts = {
	random = no
	sprite = 13
	stability_factor = -0.025
	war_support_factor = 0.025
	fascism_drift = 0.02
	civilian_intel_to_others = -1
	army_intel_to_others = -2
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_american_doctrines
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_american_doctrines
	icon = GFX_goal_CAN_scheme_no1
	prerequisite = {
		focus = PHI_island_hopping_strategy
	}
	mutually_exclusive = {
		focus = PHI_japanese_doctrines PHI_study_european_tanks
	}
	relative_position_id = PHI_island_hopping_strategy
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	bypass = {
		has_war_with = JAP USA GER
	}
	completion_reward = {
		add_ideas = PHI_american_advisors
		add_doctrine_cost_reduction = {
			name = PHI_american_doctrines
			cost_reduction = 0.5
			uses = 2
			category = cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_allies_integration
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_tech_bonus, add_to_tech_sharing_group, is_faction_leader, every_allied_country
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_allies_integration
	icon = GFX_goal_tfv_generic_tech_sharing
	x = 0
	y = 1
	relative_position_id = SIA_join_the_allies
	prerequisite = {
		focus = SIA_join_the_allies
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		OR = {
			is_in_faction_with = ENG USA FRA
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = infantry_weapons
			name = SIA_allies_integration
		} {
			bonus = 0.5
			uses = 3
			category = naval_equipment
			name = SIA_allies_integration
		}
		if = {
			limit = {
				is_in_faction_with = ENG
			}
			add_to_tech_sharing_group = commonwealth_research
		}
		else_if = {
			limit = {
				is_in_faction_with = USA
				USA = {
					is_faction_leader = yes
				}
			}
			add_to_tech_sharing_group = us_research
		}
		else = {
			every_allied_country = {
				add_to_tech_sharing_group = siam_tech_sharing_group
			}
			add_to_tech_sharing_group = siam_tech_sharing_group
		}
	}
}
### Entity: Character
Component: PHI_leoncio_s_tan
Source: game
File: common/characters/PHI.txt

Code:
PHI_leoncio_s_tan = {
	advisor = {
		slot = army_chief
		idea_token = PHI_leoncio_s_tan
		allowed = {
			original_tag = phi
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = PHI_leoncio_s_tan
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}