Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_axis_avoid_mediterranean
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_axis_avoid_mediterranean = {
	enable = {
		has_war_with = ENG
		alliance_naval_strength_ratio = < 2
		GER = {
			EAI_PREV_on_same_side_with_THIS = yes
		}
		OR = {
			NOT = {
				118 = {
					CONTROLLER = {
						is_in_faction_with = ROOT
					}
				}
				290 = {
					CONTROLLER = {
						is_in_faction_with = ROOT
					}
				}
			} {
				446 = {
					CONTROLLER = {
						is_in_faction_with = ROOT
					}
				}
				453 = {
					CONTROLLER = {
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 68
		value = 50
	} {
		type = naval_avoid_region
		id = 169
		value = 50
	} {
		type = naval_avoid_region
		id = 69
		value = 50
	} {
		type = naval_avoid_region
		id = 100
		value = 50
	}
}
### Entity: AI Strategy
Component: EAI_ESPIONAGE_counterintelligence_mission
Constructs: check_variable, is_running_operation, is_preparing_operation, has_finished_collecting_for_operation
Source: game
File: common/ai_strategy/EAI_ESPIONAGE_strategies.txt

Code:
EAI_ESPIONAGE_counterintelligence_mission = {
	enable = {
		OR = {
			check_variable = {
				EAI_operation_target = 0
			} {
				EAI_ESP_available_operatives = > 2
			}
			is_running_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			is_preparing_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			has_finished_collecting_for_operation = {
				target = var:EAI_operation_target
				operation = var:EAI_operation_type
			}
			NOT = {
				network_strength = {
					target = var:EAI_operation_target
					value = < global.EAI_OPERATION_NETWORK_REQUIREMENT^EAI_operation_type
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_mission
		mission = counter_intelligence
		value = 50000
		mission_target = ROOT
		num_operatives = 1
	}
}
### Entity: Character
Component: ENG_corgis_3
Constructs: has_completed_focus, has_government, has_country_leader, has_dlc
Source: game
File: common/characters/ENG.txt

Code:
ENG_corgis_3 = {
	name = ENG_corgis_3
	portraits = {
		army = {
			small = GFX_idea_ENG_corgis_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_corgis_3
		available = {
			has_government = neutrality
			has_completed_focus = ENG_the_kings_party
			has_country_leader = {
				name = Elizabeth II
				ruling_only = yes
			}
		}
		visible = {
			has_country_leader = {
				name = Elizabeth II
				ruling_only = yes
			}
		}
		allowed = {
			original_tag = ENG
			has_dlc = Man the Guns
		}
		traits = {
			snuggler
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: SWI_active_citizen_militia
Constructs: has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_active_citizen_militia = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	icon = GFX_idea_generic_manpower_bonus
	industrial_capacity_factory = SWI_citizen_militia_industrial_capacity_factory
	industrial_capacity_dockyard = SWI_citizen_militia_industrial_capacity_dockyard
	production_speed_buildings_factor = SWI_citizen_militia_production_speed_buildings_factor
	training_time_factor = SWI_citizen_militia_training_time_factor
	civilian_factory_use = SWI_citizen_militia_civ_factory_use
}
### Entity: Modding Documentation
Construct: num_basic_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_basic_traits
* description: number of basic traits a leader has
### Entity: Technology
Component: improved_depth_charges
Constructs: has_war_with, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipment_modules = {
		ship_depth_charge_2
	}
	on_research_complete = {
		custom_effect_tooltip = depth_charges_advice_tt
	}
	path = {
		leads_to_tech = advanced_depth_charges
		research_cost_coeff = 1
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = mtgnavalfolder
		position = {
			x = 1
			y = 8
		}
	}
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 2
			has_war_with = GER
		} {
			factor = 2
			anti_submarine_strategy_required_trigger = yes
		}
	}
	categories = {
		naval_equipment dd_tech asw_tech ship_modules_tech mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_joint_swedish-ethiopian_intelligence_program
Constructs: prerequisite, limit, completion_reward, has_legitimacy, is_government_in_exile, has_opinion, has_dlc, allow_branch
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_joint_swedish-ethiopian_intelligence_program
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ETH_the_american_radio_address
	}
	mutually_exclusive = {
		focus = ETH_anti-tank_guns
	}
	x = -1
	y = 1
	relative_position_id = ETH_the_american_radio_address
	cost = 10
	ai_will_do = {
		base = 1.5
	}
	available = {
		AND = {
			has_legitimacy = > 50
			is_government_in_exile = yes
		}
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
		}
	}
	allow_branch = {
		check_variable = {
			ETH.host_nation = SWE
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				bonus = 0.5
				uses = 2
				category = electronics
			}
		}
		ELSE = {
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			upgrade_intelligence_agency = upgrade_economy_civilian upgrade_passive_defense upgrade_diplo_training
		}
	}
}
### Entity: Order of Battle
Component: air_wing_386
Source: game
File: history/units/USA_1939_air_legacy.txt

Code:
air_wings = {
	386 = {
		nav_bomber_equipment_1 = {
			owner = USA
			amount = 30
		}
	}
}
### Entity: Order of Battle
Component: Dai 1 Kantai
Source: game
File: history/units/JAP_1936_naval.txt

Code:
fleet = {
	name = Dai 1 Kantai
	naval_base = 9998
	task_force = {
		name = 1 Kantai
		location = 9998
		ship = {
			name = Nagato
			pride_of_the_fleet = yes
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Haruna
			definition = battle_cruiser
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Kongo Class
				}
			}
		} {
			name = Fuso
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Fuso Class
				}
			}
		} {
			name = Yamashiro
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Fuso Class
				}
			}
		} {
			name = Sendai
			definition = light_cruiser
			officer = {
				name = JAP_kosaku_aruga
				portraits = {
					navy = {
						large = GFX_portrait_JAP_kosaku_aruga
						small = GFX_portrait_JAP_kosaku_aruga_small
					}
				}
			}
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Jintsu
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Nagara
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		}
	} {
		name = 1 Suirai Sentai
		location = 9998
		ship = {
			name = Abukuma
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Ariake
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Hatsuharu Class
				}
			}
		} {
			name = Yugure
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
# ... (truncated)
### Entity: Event
Component: r56.news_event.2010
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.2010
	title = r56.news_event.2010.t
	desc = r56.news_event.2010.d
	picture = GFX_news_event_PRU_politician_meets_with_people
	is_triggered_only = yes
	option = {
		name = r56.news_event.2010.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.2010.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Brigades
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Brigades
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = TAN_interventionism_focus
	}
	x = 0
	y = 2
	relative_position_id = TAN_interventionism_focus
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_Brigades_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Naval_Effort
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Naval_Effort
	icon = GFX_goal_generic_large_fleet
	prerequisite = {
		focus = PAL_kickstart_military_industrial_complex
	}
	x = 9
	y = 1
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		is_subject = no
	}
	cost = 5
	relative_position_id = PAL_kickstart_military_industrial_complex
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_ship_designer_nevskoye
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_ship_designer_nevskoye = {
	OR = {
		has_idea = SOV_nevskoye_design_bureau SOV_nevskoye_design_bureau_1 SOV_nevskoye_design_bureau_2 SOV_nevskoye_design_bureau_3 SOV_nevskoye_design_bureau_4 SOV_nevskoye_design_bureau_1_2 SOV_nevskoye_design_bureau_1_3 SOV_nevskoye_design_bureau_1_4 SOV_nevskoye_design_bureau_2_4 SOV_nevskoye_design_bureau_3_4 SOV_nevskoye_design_bureau_final_2 SOV_nevskoye_design_bureau_final_3
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_39
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_39 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 39
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 39
	}
}
### Entity: Idea
Component: PER_air_officers_academy
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_air_officers_academy = {
	picture = generic_air_bonus
	removal_cost = -1
	modifier = {
		experience_gain_air_factor = 0.15
		air_ace_generation_chance_factor = 0.2
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APhilippines.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Philippines.png &#8206;(675 × 450 pixels, file size: 41 KB, MIME type: image/png)
### Entity: Order of Battle
Component: 3. pješadijska divizija
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SLV_home_guard.txt

Code:
division = {
	name = 3. pješadijska divizija
	location = 3654
	division_template = Pjesadijska divizija
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = YUG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_tank_workshops
Constructs: prerequisite, has_war, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress, has_dlc
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_tank_workshops
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = MEX_focus_weapons_modernisation
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_weapons_modernisation
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor
			bonus = 1.0
			uses = 1
			category = armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = MEX_tga_organization
			mio:MEX_tga_organization = {
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = MEX_tga
		}
	}
}
### Entity: Idea
Component: PRC_yto
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_yto = {
	picture = yto
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_invest_in_new_companies
	}
	cost = 150
	removal_cost = 10
	traits = {
		medium_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: czech.18
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.18
	title = czech.16.t
	desc = czech.18.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = czech.18.a
		hidden_effect = {

		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_mexico
Constructs: prerequisite, has_war, completion_reward, is_puppet, create_wargoal, annex_everything, add_state_claim
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_mexico
	icon = GFX_focus_attack_mexico
	relative_position_id = VEN_unify_political_command
	x = -1
	y = 3
	cost = 10
	available = {
		is_puppet = no
	}
	mutually_exclusive = {
		focus = VEN_alliance_with_mexico
	}
	prerequisite = {
		focus = VEN_attack_central_america VEN_alliance_with_honduras
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			has_war = yes
			factor = 0
		}
	}
	will_lead_to_war_with = MEX
	completion_reward = {
		custom_effect_tooltip = VEN_invade_mexico_tooltip
		create_wargoal = {
			type = annex_everything
			target = MEX
			expire = 0
			generator = {
				475 474 476 477 931 932 277 485 478 930 479 480 929 481 482 483 484
			}
		}
		hidden_effect = {
			add_state_claim = 475 474 476 477 931 932 277 485 478 930 479 480 929 481 482 483 484
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_communist_industrialization
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_communist_industrialization
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = AFG_state_atheism AFG_soviet_research_cooperation
	}
	x = 2
	y = 1
	relative_position_id = AFG_state_atheism
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = idea_URG_rapid_industrialization
			days = 720
		}
	}
}
### Entity: Unit Template
Component: MAL_BC_HISTORICAL
Source: game
File: common/units/names_ships/MAL_ship_names.txt

Code:
MAL_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		MAL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = KD 
	fallback_name = Battlecruiser %d
	unique = {
		Malaya Singapore Malacca Borneo Brunai Segamat Penang Sabah Sarawak
	}
}
### Entity: Event
Component: luxembourg.406
Constructs: is_triggered_only, limit, add_opinion_modifier, set_cosmetic_tag, every_state, is_owned_and_controlled_by, add_core_of, add_autonomy_score
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.406
	title = luxembourg.406.t
	desc = luxembourg.406.d
	is_triggered_only = yes
	option = {
		name = luxembourg.406.a
		set_cosmetic_tag = LUX_gau_rheinprovinz
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
		every_state = {
			limit = {
				is_owned_and_controlled_by = FROM
				OR = {
					state = 51 989
				}
			}
			add_core_of = ROOT
			transfer_state_to = ROOT
		}
		add_autonomy_score = {
			value = -200
		}
	}
}
### Entity: Country History
Country: DNZ
Component: DNZ_technology
Constructs: set_technology
Source: game
File: history/countries/DNZ - Danzig.txt

Code:
# Starting Technologies for DNZ
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Idea
Component: EAI_DD_5/heavy_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/heavy_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_flame_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Character
Component: peace_proponent
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
peace_proponent = {
	random = no
	sprite = 13
	war_support_factor = -0.1
	stability_factor = 0.1
	political_power_factor = 0.1
}
### Entity: Event
Component: prc.85
Constructs: is_triggered_only, limit, has_country_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.85
	title = prc.85.t
	desc = prc.85.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = prc.85.a
		if = {
			limit = {
				FROM = {
					has_country_flag = prc_330_owner_return
				}
			}
			effect_tooltip = {
				transfer_state = 330 820 818 817 819
			}
		} {
			limit = {
				FROM = {
					has_country_flag = prc_329_owner_return
				}
			}
			effect_tooltip = {
				transfer_state = 329
			}
		}
	}
}
### Entity: Character
Component: PRU_alberto_roque_saldias
Source: game
File: common/characters/PRU.txt

Code:
PRU_alberto_roque_saldias = {
	advisor = {
		slot = navy_chief
		idea_token = PRU_alberto_roque_saldias
		allowed = {
			original_tag = PRU
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Alberto Roque Saldías
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Component: austro_hungarian_releasable_focus
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus_tree = {
	id = austro_hungarian_releasable_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			OR = {
				tag = SLO TRA CRO LBV SIL MNT BOS SLV HRZ ALB
			}
			has_dlc = Gotterdammerung
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1350
	}
	shared_focus = HABSBURG_part_of_something_bigger
	focus = {
		id = ah_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 1
		y = 0
		cost = 10
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		ai_will_do = {
			factor = 1
		}
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	} {
		id = ah_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = {
			focus = ah_army_effort
		}
		x = -1
		y = 1
		relative_position_id = ah_army_effort
		cost = 10
		ai_will_do = {
			factor = 1
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		available_if_capitulated = yes
		completion_reward = {
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 0.1
			}
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1.0
				uses = 1
				category = infantry_weapons artillery
			}
		}
	} {
		id = ah_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = {
			focus = ah_army_effort
		}
		bypass = {
			has_tech = motorised_infantry
		}
		x = 1
		y = 1
		relative_position_id = ah_army_effort
		cost = 10
		ai_will_do = {
			factor = 1
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = motorized_bonus
				bonus = 1.0
				technology = motorised_infantry
			}
		}
	} {
		id = ah_doctrine_effort
		icon = GFX_goal_generic_army_doctrines
		prerequisite = {
			focus = ah_army_effort
		}
		x = 0
		y = 2
		relative_position_id = ah_army_effort
		cost = 10
		ai_will_do = {
			factor = 1
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 25
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	} {
		id = ah_equipment_effort_2
		icon = GFX_goal_generic_army_artillery
		prerequisite = {
			focus = ah_equi
# ... (truncated)
### Entity: Unit Template
Component: YUG_BC_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = KB 
	fallback_name = Bojna Krstarica %d
	unique = {
		Brus Nis Srbija Hrvatska Bosna Hercegovina Makedonija Slovenija Crna Gora Vojvodina
	}
}
### Entity: National Focus
Component: wuw_HUN_spur_on_the_trianon_trauma
Constructs: prerequisite, completion_reward, has_country_leader, cancel_if_invalid, swap_country_leader_traits, add_manpower
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_spur_on_the_trianon_trauma
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = wuw_HUN_outlaw_the_party_of_national_will
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_outlaw_the_party_of_national_will
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = HUN_miklos_horthy
		}
	}
	bypass = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = HUN_miklos_horthy
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		HUN_miklos_horthy = {
			swap_country_leader_traits = {
				remove = HUN_the_regent_2
				add = HUN_the_regent_3
				ideology = oligarchism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_manpower = 14000
	}
}