Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_establish_soviet_democracy
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_establish_soviet_democracy
	icon = GFX_goal_generic_communist_pride
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	prerequisite = {
		focus = SPR_the_left_front
	} {
		focus = SPR_socialize_the_means_of_production
	}
	completion_reward = {
		add_ideas = SPR_establish_soviet_democracy
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = SPR_republican_victory
	x = 1
	y = 3
}
### Entity: Idea
Component: GYA_ncs
Source: game
File: common/ideas/guyana.txt

Code:
GYA_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = GYA
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_forge_a_cult_of_personality
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, add_popularity, swap_country_leader_traits
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_forge_a_cult_of_personality
	prerequisite = {
		focus = POR_cement_the_dictatorship
	}
	icon = GFX_focus_generic_full_social_mobilization
	cost = 15
	x = 0
	y = 1
	relative_position_id = POR_cement_the_dictatorship
	completion_reward = {
		add_political_power = 75
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_utilize_the_propaganda_ministry_which_grants_tt
			add_stability = 0.04
			add_war_support = 0.04
			add_popularity = {
				ideology = ROOT
				popularity = 0.04
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		POR_rolao_preto = {
			swap_country_leader_traits = {
				remove = fascist_militia_leader
				add = charismatic_dictator
			}
		}
		if = {
			limit = {
				has_idea = POR_growing_rural_support
			}
			swap_ideas = {
				remove_idea = POR_growing_rural_support
				add_idea = POR_unifier_of_the_countryside
			}
		}
		else_if = {
			limit = {
				has_idea = POR_apathy_throughout_rural_regions
			}
			swap_ideas = {
				remove_idea = POR_apathy_throughout_rural_regions
				add_idea = POR_growing_rural_support
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_faltering_rural_support
				add_idea = POR_apathy_throughout_rural_regions
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_liberate_the_home_of_marx
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_liberate_the_home_of_marx
	prerequisite = {
		focus = ENG_the_one_true_revolution ENG_preparing_the_second_front
	}
	available = {
		is_subject = no
		country_exists = GER
		NOT = {
			is_in_faction_with = GER
		}
	}
	will_lead_to_war_with = GER
	icon = GFX_focus_eng_liberate_the_home_of_marx
	x = 1
	y = 1
	relative_position_id = ENG_the_one_true_revolution
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
			expire = 0
		}
	}
}
### Entity: Event
Component: mtg_netherlands.79
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.79
	title = mtg_netherlands.79.t
	desc = mtg_netherlands.79.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.11
Constructs: is_triggered_only, limit, remove_ideas, has_government, remove_opinion_modifier
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.11
	title = wuw_GER_diplomacy.11.t
	desc = wuw_GER_diplomacy.11.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.11.a
		effect_tooltip = {
			FROM = {
				IF = {
					limit = {
						ROOT = {
							has_government = fascism
						}
					}
					remove_ideas = {
						idea = fascist_influence
					}
				}
				ELSE_IF = {
					limit = {
						ROOT = {
							has_government = democratic
						}
					}
					remove_ideas = {
						idea = democratic_influence
					}
				} {
					limit = {
						ROOT = {
							has_government = neutrality
						}
					}
					remove_ideas = {
						idea = neutrality_influence
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				remove_opinion_modifier = {
					target = GER
					modifier = GER_german_influence
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Decision
Component: LIE_foreign_gold_trading_category
Constructs: has_completed_focus, has_idea
Source: game
File: common/decisions/categories/LIE_decision_categories.txt

Code:
LIE_foreign_gold_trading_category = {
	icon = GFX_decision_category_gre_investment_decisions
	visible_when_empty = yes
	priority = 9
	allowed = {
		original_tag = LIE
	}
	visible = {
		OR = {
			has_completed_focus = LIE_foreign_gold_trade
			any_other_country = {
				has_idea = LIE_gold_trade_with_liechtenstein
			}
		}
	}
}
### Entity: Event
Component: IRQ_political_events.24
Constructs: is_triggered_only, ai_chance, remove_ideas, add_war_support, add_claim_by
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.24
	title = IRQ_political_events.24.t
	desc = IRQ_political_events.24.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.24.a
		ai_chance = {
			base = 10
		}
	} {
		name = IRQ_political_events.24.b
		ai_chance = {
			base = 10
		}
		454 = {
			add_claim_by = ROOT
		}
		add_war_support = 0.1
		remove_ideas = IRQ_anglo_iraqi_treaty
		FROM = {
			diplomatic_relation = {
				country = ROOT
				relation = military_access
				active = no
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SWE_1939_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = destroyer_2
			creator = SWE
		}
		requested_factories = 1
		progress = 0.3
		amount = 1
	} {
		equipment = {
			type = submarine_2
			creator = SWE
		}
		requested_factories = 2
		progress = 0.3
		amount = 1
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_bomber
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_bomber
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = KOR_pyeongtaek_airplane_workshop
	}
	x = 0
	y = 1
	relative_position_id = KOR_pyeongtaek_airplane_workshop
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = KOR_bomber
				technology = aa_cannon_1 aa_cannon_2
				bonus = 1
				uses = 1
				category = medium_air heavy_air
			}
		}
		else = {
			add_tech_bonus = {
				name = KOR_bomber
				bonus = 1
				uses = 1
				category = cas_bomber tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: SWI_mr_lowest_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_lowest_reduction = {
	subtract_from_variable = {
		var = SWI_military_readiness
		value = SWI_mr_lowest_amount
	}
	SWI_clamp_mr = yes
}
### Entity: National Focus
Tree: mu_czech_focus
Component: mu_czech_focus_1
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
					CZE_build_additional_rail_stations CZE_increase_bauxite_imports CZE_bailout_moser CZE_expand_central_bohemian_mines
				}
### Entity: Country History
Country: SAN
Component: SAN_technology
Constructs: set_technology
Source: game
File: history/countries/SAN - San Marino.txt

Code:
# Starting Technologies for SAN
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_support = 1
	gw_artillery = 1
	tech_trucks = 1
	motorised_infantry = 1
}
### Entity: Idea
Component: EAI_INSANE/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_mine_sweeper_early
Source: game
File: common/ai_equipment/EAI_navy_mine_sweeper_role.txt

Code:
EAI_mine_sweeper_early = {
	category = naval
	roles = {
		naval_mine_sweeper
	}
	priority = {
		base = 0
	}
	EARLY_MINE_SWEEPER_1 = {
		role_icon_index = 5
		priority = {
			base = 0
		}
		target_variant = {
			type = ship_hull_light_1
			match_value = 1000
		}
	}
}
### Entity: Idea
Component: GER_enigma_machine1_no_lar
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_enigma_machine1_no_lar = {
	name = GER_enigma_machine1
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = GER_Enigma_Machine1
	modifier = {
		foreign_subversive_activites = -0.1
		navy_intel_to_others = -0.5
	}
	research_bonus = {
		encryption_tech = 0.1
	}
}
### Entity: Event
Component: japan.16
Constructs: is_triggered_only, ai_chance, create_wargoal, take_state
Source: game
File: events/Japan.txt

Code:
country_event = {
	id = japan.16
	title = japan.16.t
	desc = japan.16.d
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = japan.16.a
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0
				strength_ratio = {
					tag = JAP
					ratio = > 0.1
				}
				CHI_is_on_historical_plan_trigger = yes
			}
		}
		JAP = {
			country_event = {
				id = japan.17
			}
			effect_tooltip = {
				puppet = CHI
			}
		}
	} {
		name = japan.16.b
		ai_chance = {
			factor = 40
		}
		JAP = {
			country_event = {
				id = japan.18
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state
					target = CHI
					generator = owned_states
				}
			}
		}
	}
}
### Entity: Event
Component: r56_scotland.4
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_opinion_modifier, add_political_power, set_country_flag, has_idea
Source: game
File: events/Scotland.txt

Code:
country_event = {
	id = r56_scotland.4
	title = r56_scotland.4.t
	desc = r56_scotland.4.desc
	picture = GFX_r56i_generic_event_08
	is_triggered_only = yes
	option = {
		name = r56_scotland.4.a
		ai_chance = {
			base = 5
		}
		add_political_power = 25
		add_opinion_modifier = {
			target = ENG
			modifier = small_increase
		}
		set_country_flag = SCO_has_the_stone_of_scone
		if = {
			limit = {
				has_idea = SCO_absence_of_the_stone_of_scone
			}
			remove_ideas = SCO_absence_of_the_stone_of_scone
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_recycling_programs
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_recycling_programs
	icon = GFX_goal_continuous_repairments
	cost = 5
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ICE_domestic_ind
	}
	x = 5
	y = 2
	completion_reward = {
		add_ideas = ICE_recycle
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: the_silver_president
Source: game
File: common/country_leader/00_traits.txt

Code:
the_silver_president = {
	random = no
	consumer_goods_factor = -0.15
	fascism_acceptance = 50
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_suggest_fascism
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, is_ai, add_popularity, set_party_name
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_suggest_fascism
	icon = GFX_goal_HON_bannana_takeover
	prerequisite = {
		focus = HON_politics
	}
	mutually_exclusive = {
		focus = HON_go_communist
	} {
		focus = HON_status_quo
	} {
		focus = HON_suggest_monarchy
	}
	relative_position_id = HON_politics
	x = -11
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			add = 100
			USA = {
				has_government = fascism
			}
		} {
			add = 0.1
			AND = {
				GUA = {
					is_ai = yes
				}
				ELS = {
					is_ai = yes
				}
				COS = {
					is_ai = yes
				}
				PAN = {
					is_ai = yes
				}
			}
		}
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = fascist_influence
		set_party_name = {
			ideology = fascism
			long_name = United Fruit Company
			name = United Fruit
		}
		hidden_effect = {
			set_party_name = {
				ideology = democratic
				name = ANC_name_l
				long_name = ANC_name_l_long
			} {
				ideology = neutrality
				name = ANC_name_l_n
				long_name = ANC_name_l_n_long
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_0 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = -100
	}
}
### Entity: Decision
Component: GUAY_meet_with_the_old_powers_cat
Constructs: add_ideas, has_war_with, is_subject, has_capitulated, complete_effect, set_variable, add_doctrine_cost_reduction
Source: game
File: common/decisions/GUAY_decisions.txt

Code:
GUAY_meet_with_the_old_powers_cat = {
	GUAY_meet_with_USA = {
		icon = GFX_decision_generic_factory
		priority = 99
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		available = {
			USA = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		cost = 0
		complete_effect = {
			add_ideas = idea_GUYA_old_powers_USA
			set_variable = {
				old_power_partner = USA
			}
		}
	}
	GUAY_meet_with_FRA = {
		icon = GFX_decision_generic_fortification
		priority = 99
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		available = {
			FRA = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		cost = 0
		complete_effect = {
			add_ideas = idea_GUYA_old_powers_FRA
			set_variable = {
				old_power_partner = FRA
			}
		}
	}
	GUAY_meet_with_ENG = {
		icon = GFX_decision_hol_draw_up_staff_plans
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		available = {
			ENG = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		cost = 0
		complete_effect = {
			add_ideas = idea_GUYA_old_powers_ENG
			add_doctrine_cost_reduction = {
				cost_reduction = 0.35
				uses = 2
				category = special_forces_doctrine
				name = idea_GUYA_old_powers_ENG
			}
			set_variable = {
				old_power_partner = ENG
			}
		}
	}
	GUAY_meet_with_SOV = {
		icon = GFX_decision_SWE_set_army_budget
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		available = {
			SOV = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		cost = 0
		complete_effect = {
			add_ideas = idea_GUYA_old_powers_SOV
			set_variable = {
				old_power_partner = SOV
			}
		}
	}
	GUAY_meet_with_GER = {
		icon = GFX_decision_ger_reichskommissariats
		allowed = {
			OR = {
				original_tag = URG PAR
			}
		}
		visible = {
			always = yes
		}
		available = {
			GER = {
				exists = yes
				is_subject = no
				has_capitulated = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		cost = 0
		complete_effect = {
			add_ideas = idea_GUYA_old_powers_GER
			set_variable = {
				old_power_partner = GER
			}
		}
	}

# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_three_principles_of_the_people
Constructs: add_stability, completion_reward, add_political_power, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_three_principles_of_the_people
	icon = GFX_goal_generic_national_unity
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
	}
}
### Entity: Trigger Reference
Construct: power_balance_value
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## power_balance_value

* Supported Scopes: any
* Supported Targets: none

```
compares current value of a power balance

Example:
power_balance_value = {
	id = power_balance_id
	value > 0.5 # supported operators are: >, < and =
}
```
### Entity: Scripted Effect
Component: ROM_level_up_the_east_demands
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_level_up_the_east_demands = {
	if = {
		limit = {
			has_idea = r56_ROM_the_east_democratic_demands_3
		}
		remove_ideas = r56_ROM_the_east_democratic_demands_3
	} {
		limit = {
			has_idea = r56_ROM_the_east_democratic_demands_2
		}
		swap_ideas = {
			remove_idea = r56_ROM_the_east_democratic_demands_2
			add_idea = r56_ROM_the_east_democratic_demands_3
		}
	} {
		limit = {
			has_idea = r56_ROM_the_east_democratic_demands_1
		}
		swap_ideas = {
			remove_idea = r56_ROM_the_east_democratic_demands_1
			add_idea = r56_ROM_the_east_democratic_demands_2
		}
	}
}
### Entity: Idea
Component: PAL_fifty_men_order
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fifty_men_order = {
	picture = chi_army_corruption2
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		cavalry_attack_factor = 0.1
		weekly_manpower = 150
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AEngineer.png.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
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The following pages link to File:Engineer.png:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Engineer.png"
### Entity: Character
Component: MEX_manuel_perez_trevino
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/MEX.txt

Code:
MEX_manuel_perez_trevino = {
	name = MEX_manuel_perez_trevino
	portraits = {
		army = {
			large = GFX_portrait_MEX_manuel_perez_trevino
			small = GFX_portrait_MEX_manuel_perez_trevino_small
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = MEX_manuel_perez_trevino
		ledger = army
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_heroic_military_college
			}
		}
		traits = {
			superior_firepower_expert
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 703
	}
}
### Entity: Idea
Component: EAI_DD_12/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Game Data
Component: SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS
Constructs: xp_cost, naval_speed
Source: game
File: common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt

Code:
capital_hunters = {
	track = submarines
    name = SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS
    description = SUBDOCTRINE_SUBMARINE_CAPITAL_HUNTERS_DESC
    icon = GFX_doctrine_unrestricted_submarine_warfare_medium

    xp_cost = 100
    xp_type = navy

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 25
            original_tag = JAP
        }
    }
    available = {
        always = yes
    }

    naval_torpedo_reveal_chance_factor = -0.1

    rewards = {
    	fire_protocol_drills = {
    		submarine = {
    			naval_torpedo_hit_chance_factor = 0.15
    		}
    	}
    	battle_line_priority = {
    		naval_torpedo_screen_penetration_factor = 0.05
    	}
    	quick_reload_procedures = {
    		submarine = {
    			torpedo_attack = 0.1
    		}
    	}
    	battleship_chase = {
    		submarine = {
    			fuel_consumption = -0.1
    			naval_range = 0.1
    		}

    	}
    	escape_when_empty = {
    		submarine = {
    			sub_visibility = -0.05
    			naval_speed = 0.1
    		}
    		sub_retreat_speed = 0.1

    	}
    }
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_finish_the_masaryk_military_hospital
Constructs: prerequisite, completion_reward, add_tech_bonus, special_bonus, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_finish_the_masaryk_military_hospital
	text = CZE_field_medics
	icon = GFX_goal_medicine
	prerequisite = {
		focus = CZE_ministry_of_defense
	}
	x = -3
	y = 1
	relative_position_id = CZE_ministry_of_defense
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = special_bonus
			bonus = 1
			uses = 2
			technology = tech_field_hospital tech_field_hospital2 tech_field_hospital3 tech_field_hospital4 tech_field_hospital_a tech_field_hospital_b tech_field_hospital_c
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_army_morale_factor = 0.02
			tooltip = army_morale_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CYP_mehmet_ozkan
Constructs: has_country_leader
Source: game
File: common/characters/CYP.txt

Code:
CYP_mehmet_ozkan = {
	name = CYP_mehmet_ozkan
	portraits = {
		civilian = {
			large = gfx/leaders/CYP/r56_portrait_CYP_Mehmet_Ozkan.dds
			small = GFX_idea_r56_CYP_mehmet_ozkan
		}
	}
	country_leader = {
		ideology = controlled_democracy
		traits = {
			cypriot_kemalist gallant_doctor
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CYP_mehmet_ozkan
		available = {
			NOT = {
				has_country_leader = {
					character = CYP_mehmet_ozkan
					ruling_only = yes
				}
			}
		}
		traits = {
			gallant_doctor
		}
	}
}