Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: MAN_56_event.10
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.10
	title = MAN_56_event.10.t
	desc = MAN_56_event.10.desc
	picture = GFX_report_event_felix_eboue
	is_triggered_only = yes
	option = {
		name = MAN_56_event.10.a
		custom_effect_tooltip = MAN_certainty_tt
		MAN = {
			add_to_variable = {
				MAN.MAN_jap_hints = 25
			}
		}
	}
}
### Entity: Character
Component: AUS_franz_koritschoner
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_franz_koritschoner = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_franz_koritschoner
		allowed = {
			original_tag = AUS
		}
		traits = {
			AUS_communist_revolutionary
		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0
				has_completed_focus = AUS_totalitarian_safety
			}
		}
	}
	name = AUS_franz_koritschoner
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_franz_koritschoner_small
		}
	}
}
### Entity: Modding Documentation
Construct: Important_concepts:
Source: vanilla_docs
File: common/doctrines/_documentation.md

Doc:
## Important concepts:

* **Folder** - the category of doctrines, e.g. *land*, *air* or *naval*
* **Grand Doctrine** - mutually exclusive root of the doctrine folder, unlocked with XP
* **Track** - a slot for a subdoctrine and its rewards
* **Milestone** - an additional reward for completing a track
* **Subdoctrine** - can be slotted as the root of a specific track, unlocked with XP
* **Mastery** - the progress made within a track
* **Reward** - a reward for making gaining mastery within a track, belongs to a subdoctrine
### Entity: Scripted Effect
Component: BRA_communist_cw_transfer_chars
Constructs: limit, set_character_flag, every_character, has_character_flag, set_nationality
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
BRA_communist_cw_transfer_chars = {
	BRA = {
		BRA_eurico_gaspar_dutra = {
			set_character_flag = BRA_loyal_to_gov_char
		}
		BRA_mascarenhas_de_morais = {
			set_character_flag = BRA_loyal_to_gov_char
		}
		every_character = {
			limit = {
				has_character_flag = BRA_loyal_to_gov_char
			}
			set_nationality = PREV.PREV
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Character
Component: GXC_yang_hulin
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_yang_hulin = {
	name = GXC_yang_hulin
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_yang_hulin
		ledger = air
		allowed = {
			original_tag = GXC
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: danzig.6
Constructs: is_triggered_only, ai_chance, fire_only_once, annex_country, add_state_core
Source: game
File: events/danzig.txt

Code:
country_event = {
	id = danzig.6
	title = danzig.6.t
	desc = danzig.6.desc
	fire_only_once = yes
	picture = GFX_report_event_danzig_boat
	is_triggered_only = yes
	option = {
		name = danzig.6.a
		ai_chance = {
			base = 99
		}
		effect_tooltip = {
			GER = {
				annex_country = {
					target = DNZ
					transfer_troops = no
				}
				add_state_core = 85
			}
		}
	}
}
### Entity: Scripted Trigger
Component: has_tech_sharing_feature
Constructs: has_tech_sharing_feature, has_dlc
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_tech_sharing_feature = {
	OR = {
		has_dlc = Together for Victory Death or Dishonor Waking the Tiger La Resistance
	}
}
### Entity: Idea
Component: KOS_stc
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = KOS
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Decision
Component: CHI_integrate_the_warlords
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_integrate_the_warlords = {
	allowed = {
		OR = {
			tag = CHI PRC GXC YUN SHX XSM SIK GDC KHM GSM NXM SND SIC XIC KUM HBC
		}
	}
	icon = generic_political_actions
	visible = {
		OR = {
			has_completed_focus = CHI_subjugate_the_warlords CHI_sea_subjugate_the_warlords
		} {
			any_of_scopes = {
				array = subjects
				OR = {
					tag = GXC YUN SHX XSM GDC KHM GSM NXM SND SIC XIC KUM HBC
				}
			}
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_empower_the_chambers
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_empower_the_chambers
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = ETH_re-convene_the_parliament
	}
	x = 0
	y = 1
	relative_position_id = ETH_re-convene_the_parliament
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 125
		add_popularity = {
			popularity = -0.1
			ideology = fascism
		}
		custom_effect_tooltip = ETH_empower_the_chambers_tt
		add_to_variable = {
			ETH_bureaucracy_production_speed_buildings_factor = 0.05
		}
		ETH_check_remove_corrupt_bureaucracy = yes
		271 = {
			ETH_upgrade_state_category = yes
			ETH_upgrade_main_city = yes
		}
	}
}
### Entity: Character
Component: flemish_milita_leader_r56
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
flemish_milita_leader_r56 = {
	sprite = 18
	random = no
	conscription = 0.0025
	fascism_drift = 0.05
}
### Entity: Event
Component: r56_raj.102
Constructs: is_triggered_only, add_ideas, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.102
	title = r56_raj.102.t
	desc = r56_raj.102.d
	picture = GFX_report_event_picture_RAJ_Railway
	is_triggered_only = yes
	option = {
		name = r56_raj.102.a
		add_ideas = RAJ_Railway_Expansion_Act
		set_country_flag = Railway_Expansion_Act_passed interface_disable
	}
}
### Entity: Event
Component: AAT_Sweden.3
Constructs: is_triggered_only, ai_chance, limit, has_game_rule, retire_country_leader, add_trait, set_party_name, set_politics
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.3
	title = AAT_Sweden.3.t
	desc = AAT_Sweden.3.desc
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.3.a
		ai_chance = {
			base = 1
			modifier = {
				has_game_rule = {
					rule = SWE_ai_behavior
					option = SWE_DEMOCRATIC_DEM_ALT
				}
				factor = 0
			}
		}
		retire_country_leader = yes
		promote_character = SWE_per_albin_hansson
		SWE_per_albin_hansson = {
			add_trait = {
				trait = SWE_solidified_mandate
				ideology = socialism
			} {
				trait = SWE_reluctant_towards_rearmament
				ideology = socialism
			}
		}
		set_party_name = {
			ideology = democratic
			name = SWE_democratic_party
			long_name = SWE_democratic_party_long
		}
		hidden_effect = {
			set_politics = {
				ruling_party = democratic
				last_election = 1936.11.20
				election_frequency = 48
				elections_allowed = yes
			}
		}
	} {
		name = AAT_Sweden.3.b
		ai_chance = {
			base = 0
			modifier = {
				add = 0.5
				OR = {
					is_historical_focus_on = no
					has_game_rule = {
						rule = SWE_ai_behavior
						option = SWE_DEMOCRATIC_DEM_ALT
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = SWE_axel_pehrssonbramstorp
					}
				}
			}
			retire_country_leader = yes
			IF = {
				limit = {
					NOT = {
						SWE_axel_pehrssonbramstorp = {
							AND = {
								has_ideology = liberalism
								has_trait = SWE_support_party_in_power SWE_rearnament_proponent
							}
						}
					}
				}
			}
			promote_character = SWE_axel_pehrssonbramstorp
			hidden_effect = {
				set_politics = {
					ruling_party = democratic
					last_election = 1936.11.20
					election_frequency = 48
					elections_allowed = yes
				}
			}
			set_party_name = {
				ideology = democratic
				name = SWE_aat_farmers_union
				long_name = SWE_aat_farmers_union_long
			}
		}
	} {
		name = AAT_Sweden.3.c
		ai_chance = {
			base = 0
			modifier = {
				add = 0.5
				OR = {
					is_historical_focus_on = no
					has_game_rule = {
						rule = SWE_ai_behavior
						option = SWE_DEMOCRATIC_DEM_ALT
					}
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = SWE_gosta_bagge
					}
				}
			}
			retire_country_leader = yes
			SWE_gosta_bagge = {
				add_country_leader_role = {
					country_
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_support_for_chinese_communists
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, completion_reward, has_manpower, has_equipment, add_relation_rule_override, random_hours
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_support_for_chinese_communists
	icon = GFX_focus_prc_proclaim_the_peoples_republic
	prerequisite = {
		focus = PHI_legalize_the_communist_party
	}
	relative_position_id = PHI_legalize_the_communist_party
	x = 1
	y = 1
	cost = 10
	available = {
		communism = > 0.2
		has_manpower = > 5000
		has_equipment = {
			infantry_equipment = > 2499
		}
	}
	bypass = {

	}
	cancel = {
		has_manpower = < 5000
		has_equipment = {
			infantry_equipment = < 2500
		}
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt generic_skip_one_line_tt if_they_accept_tt
		add_relation_rule_override = {
			target = PRC
			can_send_volunteers = yes
		}
		add_ideas = BEL_volunteer_effort1_ns
		PRC = {
			country_event = {
				id = SEA_PHI_political_events.6
				hours = 3
				random_hours = 6
			}
		}
		effect_tooltip = {
			add_manpower = -5000
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = -2500
				producer = PHI
			}
			PRC = {
				add_manpower = 5000
			} {
				add_equipment_to_stockpile = {
					type = infantry_equipment_0
					amount = 2500
					producer = PHI
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Align_the_Soviet_Union
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_faction_leader, is_subject_of
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Align_the_Soviet_Union
	icon = GFX_goal_generic_soviet_assistance
	cost = 10
	available = {
		is_in_faction = no
		is_subject = no
		SOV = {
			has_government = communism
			is_faction_leader = yes
			NOT = {
				has_war_with = PAK
			}
		}
	}
	bypass = {
		OR = {
			is_subject_of = SOV
			is_in_faction_with = SOV
		}
	}
	ai_will_do = {
		factor = 160
	}
	prerequisite = {
		focus = PAK_A_Federal_Pakistan
	} {
		focus = PAK_Seize_Royal_Assets
	}
	mutually_exclusive = {
		focus = PAK_Our_Own_Path
	}
	x = 5
	y = 5
	completion_reward = {
		SOV = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: BAH_henry_milton_taylor
Source: game
File: common/characters/BAH.txt

Code:
BAH_henry_milton_taylor = {
	name = Henry Milton Taylor
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_africa_generic_8.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Trigger Reference
Construct: has_breakthrough_points
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_breakthrough_points

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if the country in scope has enough breakthroughs within a given specialization.
specialization = <specialization_token>
value = <point>
ex: GER = {
	  has_breakthrough_points = {
	    specialization = specialization_nuclear
		value = 1
      }
	}

```
### Entity: Order of Battle
Component: Atlantic Fleet
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
fleet = {
	name = Atlantic Fleet
	naval_base = 788
	task_force = {
		name = Destroyer Squadron 12
		location = 3878
		ship = {
			name = USS Gilmer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Du Pont
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Bernadou
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Ellis
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Cole
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Tarbell
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Upshur
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Greer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = 2nd Submarine Squadron
		location = 9832
		ship = {
			name = USS S-20
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS S-22
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS R-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS R-4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS R-10
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_n
# ... (truncated)
### Entity: Unit Template
Component: HAN_MAR_01
Source: game
File: common/units/names_divisions/HAN_names_divisions.txt

Code:
HAN_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		HAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_sturmscharen_support
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, has_country_leader, random_owned_controlled_state, has_full_control_of_state
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_sturmscharen_support
	icon = GFX_focus_generic_monarchist_workers
	prerequisite = {
		focus = AUS_strengthen_legitimistische_corps
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = AUS_strengthen_legitimistische_corps
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_ernst_rudiger_starhemberg
					}
				}
			}
			show_unit_leaders_tooltip = AUS_ernst_rudiger_starhemberg
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = AUS_militia_support
		division_template = {
			name = Sturmscharen Division
			priority = 1
			division_names_group = AUS_INF_03
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "1. Sturmscharen Division" division_template = "Sturmscharen Division" start_experience_factor = 0.6
				owner = PREV
				officer = {
					name = AUS_konrad_von_hotzendorf
					portraits = {
						army = {
							large = GFX_portrait_AUS_konrad_von_hotzendorf
							small = GFX_portrait_AUS_konrad_von_hotzendorf_small
						}
					}
				}
			}
		} {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "2. Sturmscharen Division" division_template = "Sturmscharen Division" start_experience_factor = 0.6
				owner = PREV
				officer = {
					name = AUS_erwin_von_hotzendorf
				}
			}
		}
		hidden_effect = {
			country_event = {
				id = AUS_political_events.35
				days = 3
			}
		}
	}
}
### Entity: Game Data
Component: hispano_america
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
hispano_america = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = ARG ECU PAR CHL COL PAN PRU BOL URG VEN
		}
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = hispano_america_tt
			has_global_flag = form_hispanomerica_flag
		}
	}
}
### Entity: Scripted Trigger
Component: ENG_focus_available_war
Constructs: has_government, has_war_with, has_offensive_war, has_added_tension_amount, is_in_faction_with
Source: game
File: common/scripted_triggers/ENG_scripted_triggers.txt

Code:
ENG_focus_available_war = {
	exists = yes
	OR = {
		has_offensive_war = yes
		has_added_tension_amount = > 30
	}
	NOT = {
		has_government = ROOT
	} {
		is_in_faction_with = ENG
	} {
		has_war_with = ENG
	}
}
### Entity: Idea
Component: EAI_DD_1/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_hellenic_armed_forces
Constructs: completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_hellenic_armed_forces
	icon = GFX_focus_GRE_hellenic_armed_forces
	x = 46
	y = 0
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		army_experience = 30
		navy_experience = 30
		air_experience = 30
		unlock_decision_category_tooltip = GRE_hellenic_academy_category
	}
}
### Entity: Order of Battle
Component: Pacific Reserve Fleet
Source: game
File: history/units/USA_1936_naval_legacy.txt

Code:
fleet = {
	name = Pacific Reserve Fleet
	naval_base = 1562
	task_force = {
		name = Pacific Reserve Destroyers
		location = 1562
		ship = {
			name = USS Ballard
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Chew
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Crane
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Crosby
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Greene
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Hogan
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Howard
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Kennison
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Kilty
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Palmer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Schley
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Stansbury
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Thornton
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Ward
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Dorsey
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Elliot
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Boggs
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
# ... (truncated)
### Entity: National Focus
Tree: alb_focus
Component: ALB_fortify_the_kingdom_of_yugoslavia_border
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_fortify_the_kingdom_of_yugoslavia_border
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = ALB_fortify_the_coastline
	}
	x = 17
	y = 6
	cost = 5
	available = {
		has_full_control_of_state = 910 44
	}
	completion_reward = {
		910 = {
			add_building_construction = {
				type = bunker
				level = 4
				instant_build = yes
				province = 9780
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 3896
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = 11762
			}
		}
		44 = {
			add_building_construction = {
				type = bunker
				level = 4
				instant_build = yes
				province = 9875
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: BUL_trifon_trifonov
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_trifon_trifonov = {
	advisor = {
		slot = high_command
		idea_token = BUL_trifon_trifonov
		ledger = army
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_trifon_trifonov
	portraits = {
		army = {
			small = GFX_idea_bul_trifon_trifonov
		}
	}
}