Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kal_focus
Component: KAL_special_forces
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_special_forces
	text = ABC_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = KAL_equipment_effort_3
	} {
		focus = KAL_equipment_effort_2
	}
	x = -1
	y = 1
	relative_position_id = KAL_equipment_effort_3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 2
			uses = 1
			category = r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: MAN_white_russian_advisers
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_white_russian_advisers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = SOV_romanov_tsars
	modifier = {
		army_morale_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, research_speed_factor, limit, has_government, has_country_flag, add_stability, fire_only_once, is_subject_of
Source: game
File: common/decisions/r56_AFG.txt

Code:
political_actions = {
	AFG_reinstall_the_king = {
		priority = 50
		icon = generic_monarchy
		allowed = {
			always = yes
		}
		available = {
			ROOT = {
				NOT = {
					has_government = communism
				}
				has_country_flag = accepted_afghan_exile
			}
			OR = {
				AFG = {
					is_subject_of = ROOT
				}
				any_state = {
					is_owned_and_controlled_by = ROOT
					is_core_of = AFG
					NOT = {
						state = 442
					}
				}
			}
		}
		visible = {
			ROOT = {
				has_country_flag = accepted_afghan_exile
				NOT = {
					has_government = communism
				}
			}
			OR = {
				ROOT = {
					any_owned_state = {
						is_core_of = AFG
					}
				}
				any_country = {
					is_subject_of = ROOT
					any_owned_state = {
						is_core_of = AFG
					}
				}
			}
			NOT = {
				has_global_flag = afg_dlc_focus_tree
			}
		}
		cost = 50
		complete_effect = {
			if = {
				limit = {
					AFG = {
						exists = no
					}
				}
				ROOT = {
					release_autonomy = {
						target = AFG
						autonomy_state = autonomy_puppet
					}
				}
				AFG = {
					set_politics = {
						ruling_party = neutrality
					}
					AFG_mohammed_zahir_shah = {
						promote_character = yes
					}
				}
			}
			else_if = {
				limit = {
					AFG = {
						is_subject_of = ROOT
					}
				}
				AFG = {
					set_politics = {
						ruling_party = neutrality
					}
					AFG_mohammed_zahir_shah = {
						promote_character = yes
					}
				}
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 20
				has_government = neutrality
			} {
				factor = 10
				has_government = fascism
			}
		}
	}
	AFG_invite_fakhri_pasha = {
		icon = generic_military
		fire_only_once = yes
		allowed = {
			original_tag = AFG
		}
		available = {
			ROOT = {
				has_country_leader = {
					character = AFG_amanullah_khan
					ruling_only = yes
				}
			}
		}
		visible = {
			ROOT = {
				has_country_leader = {
					character = AFG_amanullah_khan
					ruling_only = yes
				}
				has_country_flag = AFG_invite_fakhri_pasha
			}
			NOT = {
				TUR = {
					has_country_flag = TUR_ottoman_officers_invited_back
				}
			} {
				has_global_flag = afg_dlc_focus_tree
			}
		}
		cost = 50
		days_remove = 30
		remove_effect = {
			custom_effect_tooltip = AFG_get_fakhri_pasha_tt available_chief_of_army
			show_ideas_tooltip = AFG_fakhri_pasha
			hidden_effect = {
				TUR = {
					TUR_fakhri_pasha = {
						remove_unit_leader_ro
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_african_research_and_development_department
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_research_slot
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_african_research_and_development_department
	icon = GFX_focus_research2
	x = 2
	y = 1
	prerequisite = {
		focus = COG_liberation_by_force
	}
	relative_position_id = COG_liberation_by_force
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
	}
	completion_reward = {
		IF = {
			limit = {
				amount_research_slots = < 5
			}
			add_research_slot = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COG_pooled_technical_know_how
	}
}
### Entity: Unit Template
Component: PER_CV_HISTORICAL
Source: game
File: common/units/names_ships/PER_ship_names.txt

Code:
PER_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		PER
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = IIS 
	fallback_name = Carrier %d
	unique = {
		Palang Babr Shir Paykan Saam Zaal Rostam Faramarz
	}
}
### Entity: Character
Component: JAM_fascist_guy
Constructs: has_government
Source: game
File: common/characters/JAM.txt

Code:
JAM_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = JAM_fascist_guy
		allowed = {
			original_tag = JAM
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Idea
Component: FIJ_aa2
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = FIJ
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_sino_germanic_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, enable_automatic_bypass, is_subject, is_faction_leader, has_global_flag
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_sino_germanic_pact
	icon = GFX_focus_GER_the_proud_eagle_and_the_rising_dragon
	prerequisite = {
		focus = GER_request_the_return_of_qingdao
	}
	enable_automatic_bypass = no
	x = 0
	y = 1
	relative_position_id = GER_request_the_return_of_qingdao
	cost = 5
	available = {
		is_subject = no
		is_faction_leader = yes
		has_global_flag = CHI_has_accepted_german_overtures
		event_target:WTT_current_china_leader = {
			NOT = {
				has_government = communism
				has_war_with = ROOT
			}
			is_in_faction = no
			is_subject = no
		}
	}
	dynamic = yes
	cancel = {
		event_target:WTT_current_china_leader = {
			OR = {
				has_war_with = ROOT
				is_subject = yes
				is_in_faction = yes
			}
		}
	}
	bypass = {
		event_target:WTT_current_china_leader = {
			is_in_faction = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Order of Battle
Component: 5th Cavalry Division
Constructs: division_template
Source: game
File: history/units/GSM_1936_sea.txt

Code:
division = {
	name = 5th Cavalry Division
	location = 5100
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: Technology
Component: etax_air_focus
Constructs: is_major, allow_branch, has_global_flag, disable_r56_techs, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	allow_branch = {
		NOT = {
			has_global_flag = disable_r56_techs
		}
	}
	path = {
		leads_to_tech = etax_air_firepower
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_air_defense
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1936
	air_ace_generation_chance_factor = 0.05
	air_superiority_efficiency = 0.05
	production_speed_air_facility_factor = 0.05
	folder = {
		name = etax_folder
		position = {
			x = -12
			y = 2
		}
	}
	categories = {
		r56_special_research_division air_doctrine air_equipment cat_strategic_destruction cat_battlefield_support cat_operational_integrity
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = yes
			date = < 1940.1.1
		} {
			factor = 2
			is_major = yes
			date = > 1940.1.2
		}
	}
}
### Entity: Character
Component: BUK_polat_usmon
Source: game
File: common/characters/BUK.txt

Code:
BUK_polat_usmon = {
	name = BUK_polat_usmon
	portraits = {
		civilian = {
			large = GFX_portrait_Polat_Usmon_Khodzhayev
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1944.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: BRA_ddam_manufacturer
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_ddam_manufacturer = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		has_dlc = Trial of Allegiance
		tag = BRA
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_volunteer_corps
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_volunteer_corps
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = EFR_interventionism_focus
	}
	relative_position_id = EFR_liberty_ethos
	x = 2
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = volunteer_corps_focus
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_capital_ship_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_capital_ship_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = RAJ_screening_effort RAJ_cruiser_effort
	}
	x = 2
	y = 3
	relative_position_id = RAJ_expand_mazagon_dock
	cost = 10
	ai_will_do = {
		factor = 20
	}
	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 = RAJ_capital_ship_effort
			bonus = 1.5
			uses = 1
			category = cv_tech bb_tech
		}
	}
}
### Entity: Idea
Component: GER_prioritize_defensive_construction_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_prioritize_defensive_construction_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_bunker_factor = 0.15
		production_speed_coastal_bunker_factor = 0.15
		production_speed_radar_station_factor = 0.15
		production_speed_anti_air_building_factor = 0.15
	}
}
### Entity: Character
Component: MEN_anti_japanese_nationalist
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_anti_japanese_nationalist = {
	sprite = 13
	random = no
	war_support_factor = 0.05
	political_power_factor = -0.1
	defensive_war_stability_factor = 0.1
	democratic_drift = 0.03
}
### Entity: Event
Component: chile.12
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.12
	title = Our alliance grows
	desc = This is the beginning of great things for South America.
	picture = GFX_CZKE_karel_palecek_report
	is_triggered_only = yes
	option = {
		name = Good for both of us!
		add_to_faction = FROM
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_train_mechanics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_train_mechanics
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = CEL_build_trainer_aircrafts CEL_bimotor_aircrafts
	}
	relative_position_id = CEL_build_trainer_aircrafts
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 15
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_GDC_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_GDC_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GDC
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Event
Component: mongol_greater_mongolia.25
Constructs: is_triggered_only, ai_chance, has_war, limit, add_war_support, has_country_flag, set_rule, has_dlc
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.25
	title = mongol_greater_mongolia.25.t
	desc = mongol_greater_mongolia.25.d
	picture = GFX_report_event_indonesia_handover
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.25.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 10
				has_war = yes
			}
		}
		MON = {
			country_event = {
				id = mongol_greater_mongolia.26
				hours = 6
			}
		}
		effect_tooltip = {
			MON = {
				set_rule = {
					can_create_factions = yes
				}
				IF = {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					set_rule = {
						can_create_factions = yes
					}
					create_faction_from_template = {
						template = faction_template_PRC_the_peoples_front
						name = ulaanbaatar_yan_an_pact
					}
					add_faction_initiative = 1
				}
				ELSE = {
					set_rule = {
						can_create_factions = yes
					}
					create_faction = ulaanbaatar_yan_an_pact
				}
				add_to_faction = PRC
			}
			custom_effect_tooltip = MON_ul_conference_attendants_angry_tt
			every_other_country = {
				limit = {
					has_country_flag = MON_attending_ulaanbaatar_conference
				}
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 150
				} {
					type = antagonize
					id = PRC
					value = 150
				}
			}
		}
	} {
		name = mongol_greater_mongolia.25.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 10
				any_neighbor_country = {
					NOT = {
						original_tag = MON
					}
				}
			}
		}
		MON = {
			country_event = {
				id = mongol_greater_mongolia.27
				hours = 6
			}
		}
		effect_tooltip = {
			MON = {
				add_war_support = -0.1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: MEX_tnca_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MEX_organization.txt

Code:
MEX_tnca_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_MEX_tnca
	allowed = {
		has_dlc = Man the Guns
		tag = MEX
	}
	available = {
		owner = {
			has_completed_focus = MEX_focus_aviation_workshops
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_making_the_ends_of_europe_meet
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_making_the_ends_of_europe_meet
	available = {
		NOT = {
			is_in_faction_with = GER
		}
	}
	bypass = {
		has_war_with = GER
	}
	prerequisite = {
		focus = HOL_soviet_technical_teams
	}
	will_lead_to_war_with = GER
	icon = GFX_focus_attack_germany
	x = 0
	y = 2
	relative_position_id = HOL_soviet_technical_teams
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
			expire = 0
		}
	}
}
### Entity: Idea
Component: POL_Polish_Military_Mission
Constructs: is_in_faction_with, removal_cost, research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polish_Military_Mission = {
	allowed = {
		always = no
	}
	available = {
		is_in_faction_with = POL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Plan_W
	research_bonus = {
		computing_tech = 0.1
	}
	modifier = {
		decryption = 0.1
	}
}
### Entity: AI Strategy
Component: HOL_alternate_communist_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_alternate_strategy_plan.txt

Code:
HOL_alternate_communist_plan = {
	name = Netherlands Communist plan
	desc = Netherlands will become communist and build up on the continent rather than their colonies.
	allowed = {
		original_tag = HOL
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_completed_focus = HOL_legacy_of_the_de_zeven_provincien_mutiny
			has_country_flag = HOL_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_expand_the_artillerieinrichtingen HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities HOL_overturn_military_budget_cuts HOL_prepare_the_inundation_lines HOL_germany_is_the_greater_threat HOL_war_on_pacifism HOL_gateway_to_europe HOL_maintain_trade_neutrality HOL_legacy_of_the_de_zeven_provincien_mutiny HOL_red_is_the_new_orange HOL_decolonization HOL_join_the_french HOL_affirm_loyalty_to_moscow HOL_socialist_industrial_support HOL_mobilize_the_masses HOL_french_military_mission HOL_soviet_technical_teams HOL_the_zuiderzee_works HOL_for_the_common_good HOL_fortress_holland HOL_modernize_the_grebbeline HOL_appoint_new_supreme_commander HOL_develop_the_randstad HOL_expand_the_ijmuiden_steel_mill HOL_fokker HOL_domestic_jet_engine_designs HOL_domestic_innovation HOL_modernize_our_infantry_equipment
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.50
Constructs: is_triggered_only, ai_chance, annex_country, set_autonomy, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.50
	title = SEA_japan_foreign_policy.50.t
	desc = SEA_japan_foreign_policy.50.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.50.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.51
				hours = 12
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.50.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.52
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
				remove_from_faction = ROOT
				custom_effect_tooltip = generic_skip_one_line_tt
				create_wargoal = {
					type = annex_everything
					target = ROOT
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHI_three_princpals_a_idea
Constructs: war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_three_princpals_a_idea = {
	name = CHI_three_princpals_reorganized_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.05
		communism_drift = -0.05
	}
}
### Entity: State History
Component: 1020
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1020-Bago.txt

Code:
state = {
	id = 1020
	name = STATE_1020
	manpower = 136860
	state_category = town
	provinces = {
		1296 1315 1385 1403 1417 4275 4293 4336 4408 7295 7441 10217 12125 12238 12292
	}
	resources = {
		tungsten = 132
	}
	history = {
		owner = RAJ
		add_core_of = BRM
		add_to_array = {
			state_victory_points = 1403
		}
		victory_points = {
			1403 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_GUYA_old_powers_GER
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_GER = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = generic_acquire_tanks
	removal_cost = -1
	modifier = {
		army_armor_attack_factor = 0.1
		army_armor_defence_factor = 0.15
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
		motorized_attack_factor = 0.1
		motorized_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_dive_bombers
Constructs: prerequisite, limit, completion_reward, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_dive_bombers
	icon = GFX_focus_generic_cas_aircraft
	alternate_icon = GFX_focus_GER_sturzkampfbomber_historical
	prerequisite = {
		focus = GER_aeronautical_research_institute
	}
	mutually_exclusive = {
		focus = GER_tactical_bombers GER_uralbomber_program
	}
	x = -2
	y = 1
	relative_position_id = GER_aeronautical_research_institute
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_mastery_bonus = {
			name = GER_dive_bombers
			bonus = 0.05
			days = 180
			grand_doctrine = new_battlefield_support
		} {
			name = GER_dive_bombers
			bonus = 0.15
			days = 180
			track = strike_aircraft
		}
		add_doctrine_cost_reduction = {
			name = GER_dive_bombers
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		}
		add_tech_bonus = {
			name = GER_dive_bombers
			bonus = 0.5
			uses = 1
			category = light_air
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = Ju 87 D
				type = small_plane_cas_airframe_2
				allow_without_tech = no
				design_team = mio:GER_junkers_organization
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = bomb_locks
					engine_type_slot = engine_2_1x
					special_type_slot_1 = lmg_defense_turret
					special_type_slot_2 = empty
				}
				icon = GFX_GER_CAS2_medium
				model = GER_CAS_equipment_2_entity
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = junkers
				}
				swap_ideas = {
					remove_idea = junkers
					add_idea = GER_junkers_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = junkers
						add_idea = GER_junkers_improved
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt available_theorist
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_cas_efficiency = 0.1
			tooltip = air_cas_efficiency_tt
		}
		add_ace = {
			name = Hans
			surname = Rudel
			callsign = Adler
			type = support_genius
		} {
			name = Anton
			surname = Hubsch
# ... (truncated)