Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_Nationalize_the_brea_y_parinas
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, random_owned_controlled_state, add_building_construction, add_resource
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Nationalize_the_brea_y_parinas
	icon = GFX_goal_generic_construction
	relative_position_id = PRU_adean_commissars
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_adean_commissars
	} {
		focus = PRU_collective_agriculture
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_resource = {
				type = oil
				amount = 10
			}
		}
		if = {
			limit = {
				USA = {
					NOT = {
						has_government = communism
					}
				}
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
		custom_effect_tooltip = PRU_oli_loyalty_hostile_status_text
		set_variable = {
			PRU_oli_loyalty = -2
		}
		PRU = {
			set_country_flag = PRU_oli_exclu
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_industrial_planning
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_industrial_planning
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = SER_expand_the_university_of_belgrade
	}
	relative_position_id = SER_expand_the_university_of_belgrade
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				108
			}
			limit = {
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_protect_against_france
Constructs: prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_protect_against_france
	icon = GFX_focus_SWI_fortify_border_with_france
	prerequisite = {
		focus = BEL_our_southern_neighbour
	}
	relative_position_id = BEL_our_southern_neighbour
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 0
	y = 2
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_protect_against_france_available_tt
			OR = {
				34 = {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 9536
					}
				}
				6 = {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 3576
					}
				} {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 6446
					}
				}
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				34 = {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 9536
					}
				}
			}
			34 = {
				add_building_construction = {
					type = bunker
					province = 9536
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				6 = {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 3576
					}
				}
			}
			6 = {
				add_building_construction = {
					type = bunker
					province = 3576
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				6 = {
					free_building_slots = {
						building = bunker
						size = > 0
						province = 6446
					}
				}
			}
			6 = {
				add_building_construction = {
					type = bunker
					province = 6446
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Achievement
Component: collect_all_the_romes
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
collect_all_the_romes = {
	id = 166
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ITA
	}
	happened = {
		controls_state = 2 797 219
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_protect_our_businesses
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_protect_our_businesses
	prerequisite = {
		focus = PRU_privatize_the_public_service
	}
	icon = GFX_goal_generic_light_industry
	x = 1
	y = 3
	relative_position_id = PRU_standard_oil_refinery_initiative
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_oil_republic_1
			add_idea = PRU_oil_republic_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Order of Battle
Component: 1. Fedrelandsregiment 'Byens Beste'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_neutrality.txt

Code:
division = {
	name = 1. Fedrelandsregiment 'Byens Beste'
	location = 122
	division_template = Fedrelandsregiment
}
### Entity: State History
Component: 1118
Constructs: add_core_of, add_to_array, has_dlc
Source: game
File: history/states/1118-Hebei-Chahar.txt

Code:
state = {
	id = 1118
	name = STATE_1118
	manpower = 367500
	state_category = pastoral
	history = {
		owner = HBC
		add_core_of = HBC MEN CHI PRC
		add_to_array = {
			state_victory_points = 6904
		}
		buildings = {
			infrastructure = 1
			1590 = {
				landmark_great_wall_section = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
		}
		victory_points = {
			6904 3
		}
		1938.10.25 = {
			owner = CHI
			controller = MEN
		}
	}
	provinces = {
		1137 1590 6904 9776
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_anti_tank_guns
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_anti_tank_guns
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = POL_army_modernisation
	}
	x = 1
	y = 1
	relative_position_id = POL_army_modernisation
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_anti_tank_guns
			bonus = 1.0
			uses = 1
			category = cat_anti_tank
		}
	}
}
### Entity: Order of Battle
Component: Tâi-pak Fan K'ang Chün
Constructs: division_template
Source: game
File: history/units/CHI_taiwan_uprise.txt

Code:
division = {
	name = Tâi-pak Fan K'ang Chün
	location = 7186
	division_template = Fan K'ang Chün
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reformalize_the_role_of_the_patriarchate
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reformalize_the_role_of_the_patriarchate
	icon = GFX_SOV_reformalize_the_role_of_the_patriarchate_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_rebuild_the_savior_cathedral
	} {
		focus = SOV_the_synod
	}
	x = 2
	y = 4
	relative_position_id = SOV_rebuild_the_savior_cathedral
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		SOV_increase_church_power = yes
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Lithuania.html

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

Filters
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The following pages link to Lithuania:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Turkey ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Lithunia (redirect page) ‎ (← links | edit)

Ireland ‎ (← links | edit)

User:SaintDaveUK/sandbox ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

Philippines ‎ (← links | edit)

Capital ‎ (← links | edit)

Mexico ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Lithuania"
### Entity: Event
Component: austria.1001
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
news_event = {
	id = austria.1001
	title = austria.1001.t
	desc = austria.1001.d
	picture = GFX_news_event_HUN_blessed_otto
	is_triggered_only = yes
	major = yes
	option = {
		name = austria.1001.a
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_american_investment_aid
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_cic
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_american_investment_aid
	icon = GFX_focus_generic_american_investments
	x = 1
	y = 1
	relative_position_id = SIA_seri_thai
	prerequisite = {
		focus = SIA_seri_thai
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SIA_when_civil_war_starts
		effect_tooltip = {
			add_cic = 15000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1200
				producer = USA
			} {
				type = support_equipment
				amount = 150
				producer = USA
			} {
				type = artillery_equipment
				amount = 70
				producer = USA
			}
		}
	}
}
### Entity: Character
Component: ELS_augustin_farabundo_marti
Source: game
File: common/characters/ELS.txt

Code:
ELS_augustin_farabundo_marti = {
	advisor = {
		slot = high_command
		idea_token = ELS_augustin_farabundo_marti
		ledger = army
		allowed = {
			original_tag = ELS
		}
		traits = {
			navy_amphibious_assault_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Augustín Farabundo Martí
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: AI Strategy
Component: EAI_JAP_build_garrison_divisions
Constructs: is_major, build_army
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_build_garrison_divisions = {
	allowed = {
		tag = JAP
	}
	enable = {
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 100
	}
}
### Entity: Shared Focus
Component: ARAB_motorization_effort
Constructs: shared_focus, prerequisite, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_motorization_effort
	icon = GFX_goal_generic_modernizing_the_cavalry
	text = ABC_motorization_effort
	prerequisite = {
		focus = ARAB_army_modernization
	}
	x = 1
	y = 1
	relative_position_id = ARAB_army_modernization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PC_sort_projects_by_type
Constructs: limit, has_country_flag, clear_temp_array, is_in_array, check_variable, add_to_temp_array, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_sort_projects_by_type = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_detailed_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: EAI_PC_sort_projects_by_type
	}
	clear_temp_array = projects_to_be_sorted_pos projects_to_be_sorted_id projects_to_be_sorted_val _sort_projects_by_type_TYPES
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		if = {
			limit = {
				is_in_array = {
					_sort_projects_by_type_TYPES = EAI_PC_building_type^_project_id
				}
				check_variable = {
					EAI_PC_build_time^_project_id = > 0
				}
			}
			add_to_temp_array = {
				projects_to_be_sorted_pos = i
			} {
				projects_to_be_sorted_id = _project_id
			} {
				projects_to_be_sorted_val = _sort_projects_by_type_PRIO^EAI_PC_building_type^_project_id
			}
		}
	} {
		array = projects_to_be_sorted_pos
		set_variable = {
			EAI_PC_queue^v = projects_to_be_sorted_id^i
		}
	}
	EAI_PC_sort_projects_by_sort_val = yes
}
### Entity: Technology
Component: advanced_ship_hull_carrier
Constructs: limit, enable_equipments, enable_equipment_modules, has_dlc, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_carrier_3
	}
	enable_equipment_modules = {
		carrier_ship_engine_4
	}
	on_research_complete = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_naval_modern_carrier
			}
		}
	}
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = mtgnavalfolder
		position = {
			x = -1
			y = 20
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 8
			OR = {
				tag = ENG JAP USA
			}
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: State History
Component: 562
Constructs: add_core_of
Source: game
File: history/states/562-TS 4.txt

Code:
state = {
	id = 562
	name = STATE_562
	manpower = 63480
	state_category = pastoral
	history = {
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV FER
	}
	provinces = {
		1714 1805 4810 4881 7772 10572 10598 11607 12518 12551 12650
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Taiheiyo Kantai
Source: game
File: history/units/JAP_1936_naval_legacy.txt

Code:
fleet = {
	name = Taiheiyo Kantai
	naval_base = 2489
	task_force = {
		name = Nanpo Yuso Sendan
		location = 2489
		ship = {
			name = Oite
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Hayate
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Yugao
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Minekaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Sawakaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Okikaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		} {
			name = Yakaze
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = JAP
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Army_planner.html

Doc:
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The following pages link to Army planner:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Land units ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Army_planner"
### Entity: Effect Reference
Construct: force_disable_resistance
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## force_disable_resistance

* Supported Scopes: STATE
* Supported Targets: any

```
force disables resistance for scoped state.  :
force_disable_resistance = GER # same as occupier = GER 
force_disable_resistance = { 
  clear = no #if yes, will clear previously disabled resistance
  occupier = GER #if set, the resistance will be disabled when the occupier is GER
  occupied = ENG #if set, the resistance will be disabled if the occupier country is target
}
```
### Entity: Idea
Component: FSM_ncm
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = FSM
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: URG_eleazar_diaz_caminate
Source: game
File: common/characters/URG.txt

Code:
URG_eleazar_diaz_caminate = {
	advisor = {
		slot = high_command
		idea_token = URG_eleazar_diaz_caminate
		ledger = army
		allowed = {
			original_tag = URG
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Unit Template
Component: BEL
Source: game
File: common/units/names/00_names.txt

Code:
BEL = {
	submarine = {
		prefix = BNS
		generic = {
			Sous-Marin
		}
		unique = {
			Artevelde Zinnia Jan Breydel Victor Billet Wielingen Westdiep Wandelaar Westhinder Leopold I Louise-Marie Brugge
		}
	}
	destroyer = {
		prefix = BNS
		generic = {
			Contre-Torpilleur
		}
		unique = {
			Artevelde Zinnia Jan Breydel Victor Billet Wielingen Westdiep Wandelaar Westhinder Leopold I Louise-Marie Brugge
		}
	}
	light_cruiser = {
		prefix = BNS
		generic = {
			Croiseur Léger
		}
		unique = {
			Wielingen Westdiep Wandelaar Albertville Elisabethville Antwerpen Bruxelles Gent Ieper Liege Brugge Roeselare
		}
	}
	heavy_cruiser = {
		prefix = BNS
		generic = {
			Croiseur Lourd
		}
		unique = {
			Wielingen Westdiep Wandelaar Albertville Elisabethville Antwerpen Bruxelles Gent Ieper Liège Brugge Roeselare
		}
	}
	battle_cruiser = {
		prefix = BNS
		generic = {
			Croiseur Cuirassé
		}
		unique = {
			Roi Leopold I Roi Leopold II Roi Albert I Reine Astrid Jeneval General Brialmont Leopoldville
		}
	}
	battleship = {
		prefix = BNS
		generic = {
			Navire de Ligne
		}
		unique = {
			Roi Leopold I Roi Leopold II Roi Albert I Reine Astrid Jeneval Général Brialmont Leopoldville
		}
	}
	carrier = {
		prefix = BNS
		generic = {
			Porte-Avions
		}
		unique = {
			Graaf van Vlaanderen Hainaut Robrecht de Béthune Aster Bellis Crocus Lobelia Narcis Primula
		}
	}
	air_wing_names_template = AIR_WING_NAME_GER_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Escadrille de Chasse Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_BEL_GENERIC
		unique = {

		}
	}
	medium_plane_scout_plane_airframe = {
		prefix = 
		generic = {
			Escadre de Reconnaissance Verkenningsgroep
		}
		generic_pattern = AIR_WING_NAME_BEL_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Escadrille de Chasse Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_BEL_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Escadrille de Chasse Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_BEL_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
		generic = {
			Escadrille d'Assaut Bommenwerpergroep
		}
		generic_pattern = AIR_WING_NAME_BEL_GENERIC
		unique = {

		}
	}
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Escadrille de Chasse Naval
		}
		generic_pattern = AIR_WI
# ... (truncated)
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_ubiquista_youth
Constructs: prerequisite, completion_reward, add_manpower, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_ubiquista_youth
	icon = GFX_goal_FRA_militarist_society
	prerequisite = {
		focus = GUA_purchase_italian_weaponry
	} {
		focus = GUA_militarize_the_schools
	}
	x = 1
	y = 1
	relative_position_id = GUA_militarize_the_schools
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_manpower = 5000
		swap_ideas = {
			remove_idea = GUA_indigenous_military_1
			add_idea = GUA_indigenous_military_2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_gain_warlord_support
Constructs: prerequisite, completion_reward, is_historical_focus_on, is_subject, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_gain_warlord_support
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = CHI_sea_join_the_republican_government
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_join_the_republican_government
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CHI_allow_warlord_support_tt
		set_country_flag = tsr_warlord_support
	}
}
### Entity: AI Strategy
Component: SAF_suez_is_getting_dangerous
Constructs: has_defensive_war, is_in_faction_with, is_subject
Source: game
File: common/ai_strategy/r56_SAF.txt

Code:
SAF_suez_is_getting_dangerous = {
	allowed = {
		original_tag = SAF
	}
	enable = {
		OR = {
			ROOT = {
				exists = yes
				has_defensive_war = yes
				surrender_progress = < 0.01
				is_in_faction_with = ENG
			}
			threat = > 0.2
			EGY = {
				is_subject = no
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			995 991 447 452
		}
		ratio = 0.1
		area = suez
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_total_defense
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_total_defense
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = SWI_fight_until_death
	}
	x = 0
	y = 1
	relative_position_id = SWI_fight_until_death
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_frontier_defense_plan_idea_2
			add_idea = SWI_frontier_defense_plan_idea_3
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}