Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Technology
Component: tech_field_hospital
Constructs: has_completed_focus, limit, enable_subunits, has_dlc, research_cost, add_units_to_division_template
Source: game
File: common/technologies/support.txt

Code:
technology = {
	enable_subunits = {
		field_hospital
	} {
		limit = {
			has_dlc = Thunder at Our Gates
		}
		 = hq_field_hospital
	}
	path = {
		leads_to_tech = tech_field_hospital2
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_helicopter_med_evac_tech
		research_cost_coeff = 1
	}
	dependencies = {
		motorised_infantry = 1
	}
	research_cost = 1.25
	start_year = 1936
	folder = {
		name = support_folder
		position = {
			x = @field_hospital_x
			y = @1936
		}
	}
	categories = {
		support_tech hospital_tech motorized_equipment mio_cat_tech_all_motorized_mechanized
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			date = > 1939.1.1
		}
	}
	on_research_complete = {
		if = {
			limit = {
				original_tag = AFG
				has_dlc = Graveyard of Empires
				has_completed_focus = AFG_expand_quami_template
			}
			add_units_to_division_template = {
				template_name = Pashtun Levy
				support = {
					field_hospital = 0
				}
			}
		}
	}
}
### Entity: Event
Component: r56i.event.11
Constructs: is_triggered_only
Source: game
File: events/r56i_events.txt

Code:
news_event = {
	id = r56i.event.11
	title = r56i.event.11.title
	desc = r56i.event.11.description
	picture = GFX_news_event_journalists_speech
	is_triggered_only = yes
	major = yes
	option = {
		name = r56i.event.11.a
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_mil_production_effort
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_state, is_in_home_area
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_mil_production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ARG_end_of_economic_depresion
	}
	x = 37
	y = 1
	cost = 10
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = arms_factory
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government, is_subject_of, has_cosmetic_tag, is_subject, has_autonomy_state, has_country_leader_ideology
Source: game
File: common/scripted_localisation/00_scripted_localisation_countries_RU_loc.txt

Code:
defined_text = {
	name = GetAdjRuLower
	text = {
		trigger = {
			is_subject_of = ITA
			has_cosmetic_tag = BOS_without_HRZ
			has_government = fascism
		}
		localization_key = BOS_without_HRZ_ITA_fascism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = ITA
			has_cosmetic_tag = gojjam
			has_government = fascism
		}
		localization_key = gojjam_ITA_fascism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = SOV
			has_cosmetic_tag = mountainous_republics_unified
			has_government = communism
		}
		localization_key = mountainous_republics_unified_SOV_communism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = ITA
			has_cosmetic_tag = dalmatia
			has_government = fascism
		}
		localization_key = dalmatia_ITA_fascism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = ITA
			has_cosmetic_tag = jimma
			has_government = fascism
		}
		localization_key = jimma_ITA_fascism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = SOV
			has_cosmetic_tag = idel_ural
			has_government = communism
		}
		localization_key = idel_ural_SOV_communism_subject_ADJ_RU_lower
	} {
		trigger = {
			OR = {
				AND = {
					is_subject_of = SPA
					has_cosmetic_tag = MEX_cristero
					has_government = fascism
				} {
					is_subject_of = SPA
					has_cosmetic_tag = MEX_cristero
					has_government = neutrality
				} {
					is_subject_of = SPR
					has_cosmetic_tag = MEX_cristero
					has_government = fascism
				} {
					is_subject_of = SPR
					has_cosmetic_tag = MEX_cristero
					has_government = neutrality
				}
			}
		}
		localization_key = MEX_cristero_SPR_neutrality_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = ITA
			has_cosmetic_tag = SER
			has_government = fascism
		}
		localization_key = SER_ITA_fascism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = SOV
			has_cosmetic_tag = siberia_unified
			has_government = communism
		}
		localization_key = siberia_unified_SOV_communism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = SOV
			has_cosmetic_tag = transcaucasia_unified
			has_government = communism
		}
		localization_key = transcaucasia_unified_SOV_communism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = SOV
			has_cosmetic_tag = turkestan_united
			has_government = communism
		}
		localization_key = turkestan_united_SOV_communism_subject_ADJ_RU_lower
	} {
		trigger = {
			is_subject_of = 
# ... (truncated)
### Entity: Character
Component: RAJ_GOE_muhammad_ali_jinnah
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_muhammad_ali_jinnah = {
	name = RAJ_GOE_muhammad_ali_jinnah
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_muhammad_ali_jinnah_small
			large = GFX_portrait_RAJ_muhammad_ali_jinnah
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_muhammad_ali_jinnah
		allowed = {
			is_raj_or_raj_inheritor = yes
			has_dlc = Graveyard of Empires
		}
		visible = {
			NOT = {
				has_completed_focus = RAJ_incorporation_of_the_east_india_company
			}
		}
		available = {

		}
		traits = {
			all_india_muslim_league_leader
		}
	}
}
### Entity: AI Strategy
Component: VIC_prep_for_war_with_SIA
Source: game
File: common/ai_strategy/SIA.txt

Code:
VIC_prep_for_war_with_SIA = {
	enable = {
		country_exists = VIC
		tag = VIC
		SIA = {
			focus_progress = {
				focus = SIA_recover_indochina
				progress = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SIA
		value = 800
	}
}
### Entity: Modifier Reference
Construct: scientist_research_bonus_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## scientist_research_bonus_factor

* Number with 2 decimal places
* **Categories**: character
### Entity: AI Strategy
Component: EAI_ITA_balkans_DEPLOY_GRE
Constructs: has_global_flag, force_concentration_factor, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_balkans_DEPLOY_GRE = {
	allowed = {
		tag = GER
	}
	enable = {
		has_global_flag = {
			flag = EAI_GER_blitz_yugoslavia_365d
			days = < 180
		}
		GRE = {
			EAI_PREV_deploy_against_THIS = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_armor_score
		id = GRE
		value = 50000
	} {
		type = force_concentration_factor
		value = 20
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		strategic_region = 25
	} {
		type = force_concentration_target_weight
		value = 50
		state = 47
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_bomber_focus
	icon = GFX_goal_generic_air_bomber
	text = GRE_bomber_focus
	prerequisite = {
		focus = GRE_fighter_focus GRE_cas_focus
	}
	x = 11
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1
			uses = 2
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
			category = tactical_bomber
		}
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = aekkea_raab
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_greece.71
Constructs: create_country_leader, limit, has_country_flag, add_stability, fire_only_once, has_start_date, has_country_leader, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.71
	title = bftb_greece.71.t
	desc = bftb_greece.71.desc
	picture = GFX_report_event_gre_venizelos_death
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_king_arrested
		has_start_date = < 1936.01.02
	}
	mean_time_to_happen = {
		days = 650
	}
	immediate = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = GRE_eleftherios_venizelos
				}
			}
			hidden_effect = {
				kill_ideology_leader = democratic
				create_country_leader = {
					name = Themistoklis Sofoulis
					desc = POLITICS_THEMISTOKLIS_SOFOULIS_DESC
					picture = GFX_portrait_gre_themistoklis_sofoulis
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						professional_crisis_solver
					}
				}
			}
			set_country_flag = GRE_had_venezelos_when_he_died_flag
		}
		ELSE_IF = {
			limit = {
				has_character = GRE_eleftherios_venizelos
			}
			hidden_effect = {
				retire_character = GRE_eleftherios_venizelos
			}
		}
	}
	option = {
		name = bftb_greece.71.a
		add_stability = -0.05
		IF = {
			limit = {
				has_country_flag = GRE_had_venezelos_when_he_died_flag
			}
			effect_tooltip = {
				create_country_leader = {
					name = Themistoklis Sofoulis
					desc = POLITICS_THEMISTOKLIS_SOFOULIS_DESC
					picture = GFX_portrait_gre_themistoklis_sofoulis
					expire = 1965.1.1
					ideology = liberalism
					traits = {
						professional_crisis_solver
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_promote_nichiren_buddhism
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, add_war_support, add_opinion_modifier
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_promote_nichiren_buddhism
	icon = GFX_goal_buddhist
	prerequisite = {
		focus = KAL_armament_production_plan
	}
	x = 1
	y = 1
	relative_position_id = KAL_armament_production_plan
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		if = {
			limit = {
				has_government = neutrality
			}
			has_completed_focus = TAN_interventionism_focus
			has_war = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_country_leader_with_trait = pacifist_isolationist
			}
			remove_country_leader_trait = pacifist_isolationist
		} {
			limit = {
				JAP = {
					OR = {
						has_government = neutrality fascism
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = JAP
				modifier = large_increase
			}
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
		add_country_leader_trait = autocratic_imperialist
		add_war_support = 0.15
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_request_the_return_of_qingdao
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_global_flag, is_owned_and_controlled_by, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_request_the_return_of_qingdao
	icon = GFX_focus_GER_request_the_return_of_qingdao
	prerequisite = {
		focus = GER_industrial_investments GER_send_military_aid
	}
	x = 1
	y = 2
	relative_position_id = GER_industrial_investments
	cost = 5
	available = {
		is_subject = no
		has_global_flag = CHI_has_accepted_german_overtures
		event_target:WTT_current_china_leader = {
			NOT = {
				has_war_with = ROOT
			}
			743 = {
				is_owned_and_controlled_by = PREV
			}
			OR = {
				is_subject = no
				is_subject_of = ROOT
			}
		}
	}
	dynamic = yes
	bypass = {
		event_target:WTT_current_china_leader = {
			743 = {
				NOT = {
					is_owned_and_controlled_by = PREV
				}
			}
		}
	}
	cancel = {
		event_target:WTT_current_china_leader = {
			has_war_with = ROOT
			743 = {
				NOT = {
					is_owned_and_controlled_by = PREV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = {
				id = wtt_germany.38
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			transfer_state = 743
		}
	}
}
### Entity: Event
Component: bftb_greece.168
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, has_idea, add_timed_idea, add_to_variable, add_offsite_building
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.168
	title = bftb_greece.168.t
	desc = bftb_greece.168.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.168.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_idea = hjalmar_schacht
			}
		}
		add_timed_idea = {
			idea = GRE_heavy_investment
			days = 60
		}
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_exploited_our_generosity
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_german_influence_over_greek_government
					value = 25
				}
				country_event = {
					id = bftb_greece.169
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.168.b
		trigger = {
			has_idea = hjalmar_schacht
		}
		ai_chance = {
			base = 100
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		custom_effect_tooltip = gott_bless_herr_schacht_tt
		hidden_effect = {
			GRE = {
				country_event = {
					id = bftb_greece.172
					days = 2
				}
			} {
				add_to_variable = {
					var = GRE_german_influence_over_greek_government
					value = 15
				}
			}
		}
	} {
		name = bftb_greece.168.c
		trigger = {
			NOT = {
				has_idea = hjalmar_schacht
			}
		}
		ai_chance = {
			base = 0
		}
		add_political_power = -120
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_exploited_our_generosity
		}
		GRE = {
			country_event = {
				id = bftb_greece.170
				days = 2
			}
		}
	} {
		name = bftb_greece.168.d
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -25
				}
			}
		}
		add_political_power = -120
		add_opinion_modifier = {
			target = GRE
			modifier = GRE_exploited_our_generosity
		}
		GRE = {
			country_event = {
				id = bftb_greece.171
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_germany_rebuffed
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_pragmatic_expansionism
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_pragmatic_expansionism
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = TUR_western_detente
	}
	x = 1
	y = 2
	relative_position_id = TUR_western_detente
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = TUR_pragmatic_expansionism_tt
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_industrial_cooperation
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_industrial_cooperation
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = GER_sign_the_second_treaty_of_berlin
	}
	x = 1
	y = 1
	relative_position_id = GER_sign_the_second_treaty_of_berlin
	cost = 5
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			OR = {
				is_subject = no
				is_subject_of = ROOT
			} {
				has_government = communism democratic
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = wuw_GER_diplomacy.95
				hours = 12
			}
		}
	}
}
### Entity: Idea
Component: SPR_anarchism_knows_no_borders
Constructs: war_support_factor, has_government
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchism_knows_no_borders = {
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = 0.1
		justify_war_goal_time = -0.75
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_education_for_the_masses
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_education_for_the_masses
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = RAJ_indian_socialism
	}
	x = 2
	y = 0
	relative_position_id = RAJ_break_the_zamindars
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_education_for_the_masses
			uses = 1
			category = computing_tech
			ahead_reduction = 2
		}
		custom_effect_tooltip = newline_tt RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_greater_yugoslavia
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, is_core_of, add_claim_by
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_greater_yugoslavia
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = YUG_claim_macedonia
	}
	x = 0
	y = 1
	relative_position_id = YUG_claim_macedonia
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {

	}
	bypass = {

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

	}
	completion_reward = {
		BUL = {
			every_owned_state = {
				limit = {
					is_core_of = BUL
				}
				add_claim_by = YUG
			}
		}
		news_event = {
			id = news.325
		}
	}
}
### Entity: Event
Component: mtg_usa_canadian_corridor.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, take_state
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_canadian_corridor.3
	title = mtg_usa_canadian_corridor.3.t
	desc = mtg_usa_canadian_corridor.3.desc
	picture = GFX_report_event_canadian_artillery
	is_triggered_only = yes
	option = {
		name = mtg_usa_canadian_corridor.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = take_state
			target = CAN
			generator = {
				740 473 739 471 864
			}
		}
	} {
		name = mtg_usa_canadian_corridor.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: AI Strategy
Component: default_mountaineers_production
Source: game
File: common/ai_strategy/default.txt

Code:
default_mountaineers_production = {
	enable = {
		NOT = {
			original_tag = GER
		}
		ai_wants_divisions = > 11
	}
	abort = {
		ai_wants_divisions = < 12
	}
	ai_strategy = {
		type = role_ratio
		id = mountaineers
		value = 3
	}
}
### Entity: Order of Battle
Component: Atlantic Reserve Fleet
Source: game
File: history/units/USA_1939_naval_mtg.txt

Code:
fleet = {
	name = Atlantic Reserve Fleet
	naval_base = 6845
	task_force = {
		name = Atlantic Reserve Destroyers
		location = 6845
		ship = {
			name = USS Allen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Noa
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Dahlgren
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		}
	} {
		name = Reserve Submarine Squadron
		location = 6845
		ship = {
			name = USS O-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-6
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-7
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-8
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-9
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS O-10
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS R-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Class
				}
			}
		} {
			name = USS R-3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = USA
					version_name = S Cl
# ... (truncated)
### Entity: National Focus
Tree: cro_focus
Component: CRO_militarism
Constructs: division_template, prerequisite, add_ideas, has_government, is_major, completion_reward, is_historical_focus_on, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_militarism
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = CRO_nationalism_focus
	}
	available = {
		has_government = fascism
	}
	relative_position_id = CRO_nationalism_focus
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_militarism_focus
		army_experience = 10
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 3
			uses = 1
			category = military_police_tech
		}
		custom_effect_tooltip = axis_minors_croatia_ustashe_militia_tooltip
		hidden_effect = {
			division_template = {
				name = Ustaška vojnica
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					}
				}
				support = {
					military_police = {
						x = 0
						y = 0
					}
				}
			}
			load_oob = CRO_ustashe_militia
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}