Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bra_focus
Component: BRA_expand_fordlandia
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_resource, add_extra_state_shared_building_slots, add_victory_points
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_expand_fordlandia
	icon = GFX_focus_SWE_lynx_armored_car
	prerequisite = {
		focus = BRA_invest_in_road_infrastructure
	}
	x = 1
	y = 2
	relative_position_id = BRA_invest_in_road_infrastructure
	mutually_exclusive = {
		focus = BRA_fabrica_nacional_de_motores
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		USA = {
			NOT = {
				has_government = communism
			}
		}
		NOT = {
			has_government = communism
			has_war_with = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		938 = {
			add_resource = {
				type = rubber
				amount = 10
			}
			add_extra_state_shared_building_slots = 1
			add_victory_points = {
				province = 2035
				value = 1
			}
		}
		hidden_effect = {
			set_province_name = {
				id = 2035
				name = BRA_fordlandia_name
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = USA_ford_motor_company_organization
			mio:USA_ford_motor_company_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = BRA_nacional_de_motores_bonus
				bonus = 0.75
				uses = 1
				category = motorized_equipment
			}
		}
	}
}
### Entity: Character
Component: ETH_john_robinson
Constructs: has_government, has_country_flag, has_dlc
Source: game
File: common/characters/ETH.txt

Code:
ETH_john_robinson = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		name = ETH_john_robinson
		allowed_civil_war = {
			OR = {
				has_government = democratic neutrality communism
			}
		}
		portraits = {
			army = {
				small = GFX_portrait_ETH_john_robinson_small
			}
		}
		advisor = {
			slot = air_chief
			ledger = air
			idea_token = ETH_john_robinson
			allowed = {
				original_tag = ETH
			}
			available = {
				NOT = {
					has_government = fascism
				} {
					has_country_flag = ETH_selassie_left_flag
				}
			}
			traits = {
				air_chief_reform_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		name = ETH_john_robinson
		portraits = {
			army = {
				small = GFX_idea_generic_air_arab_3
			}
		}
		advisor = {
			slot = air_chief
			ledger = air
			idea_token = ETH_john_robinson
			allowed = {
				original_tag = ETH
			}
			traits = {
				air_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_4
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_4 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_light_tank_flame_chassis_4
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_flame_chassis
		value = 1
	}
}
### Entity: Modifier Reference
Component: AST_citizen_army_spirit
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_citizen_army_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_citizen_militia_1
	army_non_core_attack_factor = AST_citizen_army_spirit_army_non_core_attack_factor
	army_non_core_defence_factor = AST_citizen_army_spirit_army_non_core_defence_factor
}
### Entity: Order of Battle
Component: 3. Virginia Volunteers
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Virginia Volunteers
	location = 10412
	division_template = Volunteer Brigade
}
### Entity: Modifier Reference
Component: kiel_canal_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
kiel_canal_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_decision_hol_inundate_water_lines
	custom_modifier_tooltip = kiel_canal_damaged_tt
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_bonus_1
Constructs: fire_only_once, has_project_flag, equipment_bonus, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_bonus_1 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_bonus
		iteration_output = {
			equipment_bonus = {
				armor = {
					armor_value = 0.02
				}
			}
			country_effects = {
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_bonus_flag
				}
			}
		}
	}
}
### Entity: Country History
Country: UBD
Component: UBD_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/UBD - United Baltic Duchy.txt

Code:
# Politics & Parties for UBD
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 5
	fascism = 5
	communism = 20
	neutrality = 70
}
add_ideas = {

}
### Entity: Idea
Component: KUR_united_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
KUR_united_idea = {
	allowed = {
		OR = {
			original_tag = IRQ KUR
		}
	}
	removal_cost = -1
	picture = KUR_united_idea
	modifier = {
		stability_factor = 0.2
		production_speed_buildings_factor = 0.05
		production_speed_infrastructure_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_steel
Constructs: prerequisite, limit, owns_state, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_steel
	icon = GFX_goal_generic_construct_civ_factory
	x = -7
	y = 6
	cost = 10
	prerequisite = {
		focus = CHL_expand_our_arsenal
	}
	ai_will_do = {
		factor = 8
	}
	available = {
		owns_state = 506 507
	}
	completion_reward = {
		506 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		507 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		add_resource = {
			type = steel
			amount = 6
			state = 506
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: BUL_prussia_of_the_balkans_04
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_prussia_of_the_balkans_04 = {
	name = BUL_prussia_of_the_balkans_01
	picture = bul_prussia_of_the_balkans
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		non_core_manpower = 0.04
		experience_gain_navy_factor = 0.15
		experience_gain_army_factor = 0.15
		army_leader_start_attack_level = 2
		army_leader_start_defense_level = 2
		navy_leader_start_attack_level = 2
		navy_leader_start_defense_level = 2
		army_morale_factor = 0.1
		max_command_power = 100
		justify_war_goal_time = -0.5
		army_org_factor = 0.1
	}
}
### Entity: Event
Component: kmt.10
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.10
	title = kmt.10.t
	desc = kmt.10.d
	picture = GFX_report_event_tibetan_army_3
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.10.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Decision
Component: honcorestuff_decisions
Constructs: has_completed_focus, owns_state, fire_only_once, has_civil_war, is_owned_by, is_fully_controlled_by, remove_effect, add_core_of
Source: game
File: common/decisions/HON.txt

Code:
honcorestuff_decisions = {
	HON_assimilate_cuba = {
		icon = generic_nationalism
		cost = 50
		fire_only_once = yes
		days_remove = 40
		allowed = {
			original_tag = HON
		}
		highlight_states = {
			highlight_state_targets = {
				state = 994 315
			}
		}
		available = {
			has_civil_war = no
			994 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
			315 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
				compliance = > 40
			}
		}
		visible = {
			has_completed_focus = HON_reclaim_cuba
		}
		remove_effect = {
			994 = {
				add_core_of = ROOT
			}
			315 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
	HON_core_guat = {
		icon = generic_operation
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 313
			}
		}
		available = {
			313 = {
				NOT = {
					is_core_of = HON
				}
			}
			owns_state = 313
		}
		visible = {
			owns_state = 313
			313 = {
				NOT = {
					is_core_of = HON
				}
			}
			has_completed_focus = HON_politics
		}
		fire_only_once = yes
		cost = 100
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			313 = {
				add_core_of = HON
			}
		}
	}
	HON_core_salvador = {
		icon = generic_operation
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 314
			}
		}
		available = {
			owns_state = 314
		}
		visible = {
			owns_state = 314
			314 = {
				NOT = {
					is_core_of = HON
				}
			}
			has_completed_focus = HON_politics
		}
		fire_only_once = yes
		cost = 100
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			314 = {
				add_core_of = HON
			}
		}
	}
	HON_core_nicaragua = {
		icon = generic_operation
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 317
			}
		}
		available = {
			owns_state = 317
		}
		visible = {
			owns_state = 317
			317 = {
				NOT = {
					is_core_of = HON
				}
			}
			has_completed_focus = HON_politics
		}
		fire_only_once = yes
		cost = 100
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			317 = {
				add_core_of = HON
			}
		}
	}
	HON_core_costarica = {
		icon = generic_operation
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 316
			}
		}
		available = {
			owns_state = 316
		}
		visible = {
			owns_state = 316
			316 = {
				NOT = {
					is_core_of = HON
				}
			}

# ... (truncated)
### Entity: Unit Template
Component: OMA_MEC_01
Source: game
File: common/units/names_divisions/OMA_names_divisions.txt

Code:
OMA_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		OMA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		OMA_INF_01
	}
	fallback_name = Omani al-Mushati al-%dr
	ordered = {
		1 = {
			Alquwwat Almusallahat Alssultan
		}
		2 = {
			Omani al-Mushati al-%di
		}
		3 = {
			Omani al-Mushati al-%di
		}
		4 = {
			Omani al-Mushati al-%di
		}
		5 = {
			Omani al-Mushati al-%di
		}
		6 = {
			Omani al-Mushati al-%di
		}
		7 = {
			Omani al-Mushati al-%di
		}
		8 = {
			Omani al-Mushati al-%di
		}
		9 = {
			Omani al-Mushati al-%di
		}
		10 = {
			Omani al-Mushati al-%di
		}
		12 = {
			Omani al-Mushati al-%dr
		}
		13 = {
			Omani al-Mushati al-%dr
		}
		14 = {
			Omani al-Mushati al-%dr
		}
		15 = {
			Omani al-Mushati al-%dr
		}
		16 = {
			Omani al-Mushati al-%dr
		}
		17 = {
			Omani al-Mushati al-%dr
		}
		18 = {
			Omani al-Mushati al-%dr
		}
		19 = {
			Omani al-Mushati al-%dr
		}
		20 = {
			Omani al-Mushati al-%dr
		}
	}
}
### Entity: Idea
Component: IRQ_true_republic
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_true_republic = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = nkvd
	modifier = {
		conscription = 0.01
		army_core_defence_factor = 0.25
		army_core_attack_factor = 0.25
	}
}
### Entity: State History
Component: 262
Constructs: add_core_of
Source: game
File: history/states/262-Torzhok.txt

Code:
state = {
	id = 262
	name = STATE_262
	manpower = 21795
	state_category = rural
	resources = {
		oil = 7
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV KOM
	}
	provinces = {
		154 6016 6177 6538 9099 9121 9230 10723 11182
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Lillebror.html

Doc:
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13:57, 2 April 2016 (diff | hist) . . (+51)‎ . . m National Focus ‎ (→‎Generic Focus Tree: added sreenshot) (current)

13:56, 2 April 2016 (diff | hist) . . (+54)‎ . . N File:Generic national focus tree.jpg ‎ (== Licensing == {{C-Paradox}} Category:Screenshots) (current)

08:30, 29 March 2016 (diff | hist) . . (+5)‎ . . m Template:Icon ‎ (current)

08:29, 29 March 2016 (diff | hist) . . (-10)‎ . . Construction ‎ (current)

08:25, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Military factories.png ‎ (Lillebror moved page File:MF.png to File:Military factories.png without leaving a redirect) (current)

08:24, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Civilian factories.png ‎ (Lillebror moved page File:CF.png to File:Civilian factories.png without leaving a redirect) (current)

08:23, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Naval dockyards.png ‎ (Lillebror moved page File:ND.png to File:Naval dockyards.png without leaving a redirect) (current)

08:23, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Naval dockyard.png ‎ (Lillebror moved page File:Naval dockyards.png to File:Naval dockyard.png without leaving a redirect) (current)

08:22, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Civilian factory.png ‎ (Lillebror moved page File:Civilian factories.png to File:Civilian factory.png without leaving a redirect) (current)

08:22, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Military factory.png ‎ (Lillebror moved page File:Military factories.png to File:Military factory.png without leaving a redirect) (current)

08:21, 29 March 2016 (diff | hist) . . (0)‎ . . m File:Naval dockyards.png ‎ (Lillebror moved page File:Naval dockyar
# ... (truncated)
### Entity: Character
Component: GER_der_fuhrer_neurath
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_der_fuhrer_neurath = {
	random = no
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	political_power_factor = 0.1
	compliance_growth = -0.02
	resistance_target = 0.05
	justify_war_goal_time = 0.15
	experience_gain_army_factor = 0.1
	experience_gain_air_factor = 0.1
	experience_gain_navy_factor = 0.1
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_exploit_resources
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_exploit_resources
	icon = GFX_goal_generic_construct_civilian
	text = CARIB_develop_mining
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = PLY_UNIFIED_polynesian_unifacation
	prerequisite = {
		focus = PLY_UNIFIED_polynesian_unifacation
	}
	x = -4
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		has_tech = excavation1
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Idea
Component: EAI_DD_4/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: NOR_SS_HISTORICAL
Source: game
File: common/units/names_ships/NOR_ship_names.txt

Code:
NOR_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		NOR
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = HNoMS 
	fallback_name = Ubåt %d
	unique = {
		Uredd Ula Utstein Uthaug Utvær Utsira Kya Kaura Kinn Kinn Kya Kobben Kunna Kaura Sklinna Skolpen Stadt Stord Svenner
	}
}
### Entity: Unit Template
Component: LUX_BB_HISTORICAL
Source: game
File: common/units/names_ships/LUX_ship_names.txt

Code:
LUX_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		LUX
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = HMdS 
	fallback_name = Schluechtschëff %d
	unique = {
		Groussherzog Adolphe I Groussherzog Guillaume IV
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_specialized_warfare
Constructs: prerequisite, completion_reward, add_to_variable, add_potential_special_forces_tree
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_specialized_warfare
	icon = GFX_focus_GER_afrikakorps
	x = -2
	y = 0
	relative_position_id = SIA_plan_for_a_short_war
	prerequisite = {
		focus = SIA_the_army_of_siam
	}
	mutually_exclusive = {
		focus = SIA_artillery_reigns_supreme
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = idea_SIA_the_army_of_siam_tt
		add_to_variable = {
			SIA_army_of_siam_supply_consumption_factor = -0.05
			tooltip = supply_consumption_factor_tt
		} {
			SIA_army_of_siam_no_supply_grace = 48
			tooltip = SIA_no_supply_grace_tt
		}
		add_potential_special_forces_tree = yes
	}
}
### Entity: Event
Component: war_justification.1
Constructs: is_triggered_only, has_government, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.1
	title = war_justification.1.t
	desc = war_justification.1.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	trigger = {
		has_government = fascism
		FROM = {
			has_government = neutrality
		}
		NOT = {
			has_country_flag = war_justification_last_event_political
		}
	}
	option = {
		name = war_justification.1.a
		FROM = {
			country_event = {
				id = war_justification.201
			}
		}
		set_country_flag = war_justification_last_event_political
		clr_country_flag = war_justification_last_event_generic war_justification_last_event_neighbor war_justification_last_event_mobilized war_justification_last_event_borderthreat
	}
}
### Entity: Event
Component: belgium.19
Constructs: add_ideas, remove_ideas, has_country_flag, fire_only_once
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.19
	title = belgium.15.t
	desc = belgium.15.d
	picture = GFX_report_event_benelux
	fire_only_once = yes
	trigger = {
		has_country_flag = BEL_economic_iniative_yes_hol BEL_economic_iniative_yes_bel BEL_economic_iniative_yes_lux
		tag = BEL
	}
	mean_time_to_happen = {
		days = 0
	}
	option = {
		name = belgium.15.a
		hidden_effect = {
			HOL = {
				add_ideas = BEL_economic_cooperation_within_benelux4
				remove_ideas = BEL_economic_cooperation_within_benelux BEL_economic_cooperation_within_benelux2 BEL_economic_cooperation_within_benelux3
			}
		}
	}
}
### Entity: State History
Component: 844
Constructs: add_core_of
Source: game
File: history/states/844-jubaland.txt

Code:
state = {
	id = 844
	name = STATE_844
	manpower = 1028895
	state_category = pastoral
	history = {
		owner = ITA
		add_core_of = SOM
		victory_points = {
			12941 1
		}
		buildings = {
			infrastructure = 2
			12941 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		11014 12941
	}
	local_supplies = 0.0
}
### Entity: Doctrine
Component: air_subdoctrine_naval_torpedo_tactics
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_strike_aircraft_subdoctrines.txt

Code:
air_subdoctrine_naval_torpedo_tactics = {
	track = strike_aircraft
	name = SUBDOCTRINE_NAVAL_TORPEDO_TACTICS
	description = SUBDOCTRINE_NAVAL_TORPEDO_TACTICS_DESC
	icon = GFX_doctrine_naval_strike_torpedo_tactics_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 75
			original_tag = JAP
		} {
			factor = 0
			is_major = no
		}
	}
	category_nav_bomber = {
		naval_strike_attack = 0.1
	}
	rewards = {
		port_strikes = {
			port_strike = 0.2
		}
		low_level_attack_runs = {
			category_nav_bomber = {
				air_agility = 0.1
			}
		}
		extended_sea_patrols = {
			category_nav_bomber = {
				air_range = 0.05
			}
			category_carrier_nav_bomber = {
				air_range = 0.05
			}
		}
		all_weather_training = {
			air_weather_penalty = -0.1
		}
		naval_strike_mastery = {
			air_nav_efficiency = 0.1
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Foundations_for_the_First_Five_Year_Plan
Constructs: shared_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Foundations_for_the_First_Five_Year_Plan
	icon = GFX_goal_generic_industrial_planning
	cost = 17.15
	prerequisite = {
		focus = RAJ_Irrigation_Infrastructure
	} {
		focus = RAJ_Initiate_Land_Reform
	}
	ai_will_do = {
		factor = 10
	}
	x = 0
	y = 3
	select_effect = {
		country_event = {
			id = india.427
			hours = 120
		}
		activate_mission_tooltip = raj_first_five_year_plan
	}
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		custom_effect_tooltip = SOV_focus_select_effect_tt
		country_event = {
			id = india.427
			hours = 8
		}
		activate_mission_tooltip = raj_first_five_year_plan
	}
}
### Entity: Idea
Component: SWE_nationalist_military_garrisons
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_nationalist_military_garrisons = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		has_government = communism democratic
	}
	modifier = {
		stability_factor = -0.1
	}
}