Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_demand_katowice
Constructs: prerequisite, has_war, owns_state, has_war_with, completion_reward, is_ai, has_war_with_major, is_subject
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_demand_katowice
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = CZE_claim_lands_of_the_bohemian_crown
	}
	mutually_exclusive = {
		focus = CZE_poland_alliance_monarchist
	}
	cost = 10
	relative_position_id = CZE_claim_lands_of_the_bohemian_crown
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			POL = {
				is_ai = no
			}
		} {
			factor = 0
			strength_ratio = {
				tag = POL
				ratio = < 0.85
			}
			POL = {
				has_war = no
			}
		} {
			factor = 0
			OR = {
				has_war_with_major = yes
				any_neighbor_country = {
					has_war_with = ROOT
				}
			}
		}
	}
	available = {
		is_subject = no
		762 = {
			owner = {
				NOT = {
					is_ally_with = ROOT
				}
			}
		}
	}
	bypass = {
		OR = {
			owns_state = 762
			has_war_with = 762
			 = .owner
		}
	}
	completion_reward = {
		762 = {
			owner = {
				country_event = MUN_czech.1019
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SAD_amedeo_umberto
Source: game
File: common/characters/SAD.txt

Code:
SAD_amedeo_umberto = {
	name = SAD_amedeo_umberto
	portraits = {
		civilian = {
			large = gfx/leaders/ITA/Portrait_Italy_Generic_navy_2.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: FRA_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_medium_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_welded_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_welded_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_medium_two_man_tank_turret
				suspe
# ... (truncated)
### Entity: Character
Component: XSM_air_chief
Source: game
File: common/characters/XSM.txt

Code:
XSM_air_chief = {
	name = Chief of the Air Force
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = XSM_air_chief
		allowed = {
			original_tag = XSM
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: CZE_communist_officers_training
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_communist_officers_training = {
	picture = generic_reserve_divisions
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		field_officer_promotion_penalty = -0.5
		army_leader_start_level = 1
		army_morale_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PC_SCORE_get_final_score
Constructs: limit, has_country_flag, check_variable, set_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_SCORE_get_final_score = {
	multiply_temp_variable = {
		final_score = 1000
	}
	if = {
		limit = {
			check_variable = {
				final_score = > 0
			}
		}
		set_temp_variable = {
			scored_target_states_scores^tmp_potential_target_state_index = final_score
		}
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AA_score_logging
				check_variable = {
					_project_building_type = global.EAI_PC_AA
				}
			}
		}
		set_variable = {
			EAI_debug_value = final_score
		}
		log = [this.getname] - final_score [?final_score]
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
				check_variable = {
					_project_building_type = global.EAI_PC_AIR
				}
			}
		}
		set_variable = {
			EAI_debug_value = final_score
		}
		log = [this.getname] - final_score [?final_score]
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ACurrent.html

Doc:
|
Template:Current documents a current event. Information may change rapidly as the event progresses. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Current/doc. (edit | history)
Current can be used to highlight current event related articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: National Focus
Tree: isr_focus
Component: ISR_kill_stern
Constructs: prerequisite, limit, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_kill_stern
	icon = GFX_goal_generic_backstab
	relative_position_id = ISR_nile_to_euphrates
	x = 4
	y = 1
	mutually_exclusive = {
		focus = ISR_stern_cult
	}
	prerequisite = {
		focus = ISR_nile_to_euphrates
	}
	cost = 10
	completion_reward = {
		add_stability = -0.05
		if = {
			limit = {
				has_country_leader = {
					character = ISR_avraham_stern
					ruling_only = yes
				}
			}
			kill_ideology_leader = fascism
		}
		promote_character = ISR_lehi_triumvirate
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_develop_civilian_economy
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_develop_civilian_economy
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ARG_immigration_wave
	}
	x = 0
	y = 1
	relative_position_id = ARG_immigration_wave
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = ARG_civilian_economy_boost_idea
			days = 365
		}
	}
}
### Entity: Achievement
Component: med_plutonium_2
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
med_plutonium_2 = {
	id = 177
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = DEN
	}
	happened = {
		tag = DEN
		DEN = {
			has_country_flag = achievement_med_plutonium_2
		}
	}
}
### Entity: Decision
Component: SWE_ebba_palmstierna_cat
Constructs: has_trait, complete_effect, add_trait
Source: game
File: common/decisions/SWE.txt

Code:
SWE_ebba_palmstierna_cat = {
	SWE_ebba_add_research = {
		visible = {
			SWE_ebba_palmstierna = {
				NOT = {
					has_trait = SWE_suffragette_research
				}
			}
		}
		cost = 60
		available = {
			hidden_trigger = {
				SWE_ebba_palmstierna = {
					NOT = {
						has_trait = SWE_suffragette_research
					}
				}
			}
		}
		complete_effect = {
			SWE_ebba_palmstierna = {
				add_trait = {
					slot = political_advisor
					trait = SWE_suffragette_research
				}
			}
		}
	}
	SWE_ebba_add_production = {
		visible = {
			SWE_ebba_palmstierna = {
				NOT = {
					has_trait = SWE_suffragette_production
				}
			}
		}
		cost = 60
		available = {
			hidden_trigger = {
				SWE_ebba_palmstierna = {
					NOT = {
						has_trait = SWE_suffragette_production
					}
				}
			}
		}
		complete_effect = {
			SWE_ebba_palmstierna = {
				add_trait = {
					slot = political_advisor
					trait = SWE_suffragette_production
				}
			}
		}
	}
	SWE_ebba_political_clout = {
		visible = {
			SWE_ebba_palmstierna = {
				NOT = {
					has_trait = SWE_suffragette_clout
				}
			}
		}
		cost = 60
		available = {
			hidden_trigger = {
				SWE_ebba_palmstierna = {
					NOT = {
						has_trait = SWE_suffragette_clout
					}
				}
			}
		}
		complete_effect = {
			SWE_ebba_palmstierna = {
				add_trait = {
					slot = political_advisor
					trait = SWE_suffragette_clout
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ENG_protect_the_channel_from_invasion
Constructs: has_war
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_protect_the_channel_from_invasion = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = yes
		any_enemy_country = {
			OR = {
				ships_in_area = {
					type = screen_ship
					area = 18
					size = > 14
				} {
					type = capital_ship
					area = 18
					size = > 1
				} {
					type = submarine
					area = 18
					size = > 23
				} {
					type = carrier
					area = 18
					size = > 1
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_PATROL
		value = -100
	} {
		type = strike_force_home_base
		id = 18
		value = 250
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_forced_conscription
Constructs: prerequisite, add_ideas, completion_reward, has_manpower, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_forced_conscription
	icon = GFX_focus_CHI_baojia_system
	prerequisite = {
		focus = CHI_sea_scorched_earth_tactics
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_scorched_earth_tactics
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			has_manpower = > 1000000
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHI_forced_conscription
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_mechanize_the_farming_sector
Constructs: prerequisite, completion_reward, add_timed_idea, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_mechanize_the_farming_sector
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = TUR_further_agricultural_cooperative_reform
	}
	x = 0
	y = 1
	relative_position_id = TUR_further_agricultural_cooperative_reform
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_mechanization_efforts
			days = 180
		}
		349 = {
			add_extra_state_shared_building_slots = 1
		}
		355 = {
			add_extra_state_shared_building_slots = 1
		}
		354 = {
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Effect Reference
Construct: damage_building
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## damage_building

* Supported Scopes: STATE, COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Damages a building in a targeted state or province.
Example:
damage_building = {
	type = industrial_complex
	damage = 2.4
	repair_speed_modifier = -0.5 # repair will be 50% slower until building is fully repaired
}

The building can also be specified through tags.
Example: damage_building = {
	tags = facility # can be a single tag or a { }-wrapped list of tags
	damage = 2.4
	repair_speed_modifier = -0.5 # repair will be 50% slower until building is fully repaired
}

The above examples will only work in state scope where buildings can be found through the scope state,
and province buildings are recursively found from that state.

You can also manually specify either a state or province:

damage_building = {
	type = industrial_complex
	province = 500 # or a variable like var:target_province
	damage = 2.4
}

damage_building = {
	type = industrial_complex
	state = 35 # or a variable like var:target_state
	damage = 2.4
}

If the building is a province building but only a state has been specicied, all provinces in that state will be
searched to find the first matching province building.

```
### Entity: Scripted Effect
Component: raj_was_a_subject_reset_party_ideology_after_independence
Constructs: limit, has_government, has_country_flag, has_global_flag, is_subject, set_autonomy, set_politics, set_popularities
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
raj_was_a_subject_reset_party_ideology_after_independence = {
	if = {
		limit = {
			has_global_flag = RAJ_was_a_subject_pre_cw_of_uk
		}
		if = {
			limit = {
				RAJ = {
					is_subject = no
				}
			}
			RAJ = {
				ROOT = {
					set_autonomy = {
						target = RAJ
						autonomy_state = autonomy_dominion
						freedom_level = var:saved_autonomy_ratio
						end_wars = no
						end_civil_wars = no
					}
				}
				if = {
					limit = {
						has_country_flag = was_communist
						NOT = {
							has_government = communism
						}
					}
					set_politics = {
						ruling_party = communism
						elections_allowed = no
					}
				}
				else_if = {
					limit = {
						has_country_flag = was_fascist
						NOT = {
							has_government = fascism
						}
					}
					set_politics = {
						ruling_party = fascism
						elections_allowed = no
					}
				} {
					limit = {
						has_country_flag = was_unaligned
						NOT = {
							has_government = neutrality
						}
					}
					set_politics = {
						ruling_party = neutrality
						elections_allowed = yes
					}
				}
				else = {
					set_politics = {
						ruling_party = democratic
						elections_allowed = yes
					}
				}
				set_popularities = {
					democratic = var:saved_democratic_support
					neutrality = var:saved_neutrality_support
					fascism = var:saved_fascism_support
					communism = var:saved_communism_support
				}
			}
		}
		else = {
			RAJ = {
				OVERLORD = {
					if = {
						limit = {
							has_government = fascism
						}
						set_autonomy = {
							target = RAJ
							autonomy_state = autonomy_satellite
							freedom_level = var:saved_autonomy_ratio
							end_wars = no
							end_civil_wars = no
						}
					}
					else = {
						set_autonomy = {
							target = RAJ
							autonomy_state = autonomy_dominion
							freedom_level = var:saved_autonomy_ratio
							end_wars = no
							end_civil_wars = no
						}
					}
				}
				if = {
					limit = {
						has_country_flag = was_communist
						NOT = {
							has_government = communism
						}
					}
					set_politics = {
						ruling_party = communism
						elections_allowed = no
					}
				}
				else_if = {
					limit = {
						has_country_flag = was_fascist
						NOT = {
							has_government = fascism
						}
					}
					set_politics = {
						ruling_party = fascism
						elections_allowed = no
					}
				} {
					limit = {
						has_
# ... (truncated)
### Entity: Character
Component: GER_carl_friedrich_goerdeler
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_carl_friedrich_goerdeler = {
	name = GER_carl_friedrich_goerdeler
	portraits = {
		civilian = {
			large = GFX_portrait_GER_carl_friedrich_goerdeler
			small = GFX_portrait_GER_carl_friedrich_goerdeler_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_carl_friedrich_goerdeler
		allowed = {
			OR = {
				original_tag = GER COG
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			NOT = {
				OR = {
					AND = {
						original_tag = GER
						has_government = fascism
						has_completed_focus = GER_remilitarize_the_rhineland
					}
				}
				has_completed_focus = GER_start_the_proletarian_revolution
			}
		}
		available = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Gotterdammerung
					}
				}
				has_completed_focus = GER_revive_the_kaiserreich
			}
			ELSE = {
				OR = {
					has_completed_focus = GER_revive_the_kaiserreich_ww COG_invite_german_kasierist_exiles GER_strive_for_conservative_values
				}
			}
		}
		traits = {
			GER_price_commissioner
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: State History
Component: 958
Constructs: add_core_of
Source: game
File: history/states/958 - San Luis.txt

Code:
state = {
	id = 958
	name = STATE_958
	manpower = 602403
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		buildings = {
			infrastructure = 2
			5152 = {
				dam = 1
			}
		}
		victory_points = {
			12942 2
		}
	}
	provinces = {
		2158 5152 5184 5219 7550 11021 11022 12942 12970
	}
	local_supplies = 0.0
}
### Entity: Event
Component: wtt_germany.43
Constructs: is_triggered_only, ai_chance, has_war_with, has_idea, set_state_name, set_province_name
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.43
	title = wtt_germany.43.t
	desc = wtt_germany.43.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.43.a
		ai_chance = {
			factor = 60
			modifier = {
				factor = 0
				NOT = {
					has_war_with = CHI
				}
			}
		}
		trigger = {
			CHI = {
				has_idea = german_advisors
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.44
				days = 1
			}
		}
	} {
		name = wtt_germany.38.b
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				has_war_with = CHI
			}
		}
		effect_tooltip = {
			GER = {
				transfer_state = 743
			}
			743 = {
				set_state_name = Tsingtao
			}
			set_province_name = {
				id = 10000
				name = Tsingtao
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.48
				days = 1
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.17
				hours = 30
			}
		}
	} {
		name = wtt_germany.43.b
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				has_war_with = CHI
			}
		}
		GER = {
			country_event = {
				id = wtt_germany.45
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: QAT
Component: QAT_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/QAT - Qatar.txt

Code:
# Misc for QAT
capital = 765
IF = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: State History
Component: 948
Constructs: add_core_of
Source: game
File: history/states/948 - Easter Island.txt

Code:
state = {
	id = 948
	name = STATE_948
	manpower = 6600
	state_category = small_island
	history = {
		owner = CHL
		add_core_of = CHL RAP
		buildings = {
			infrastructure = 1
			13294 = {
				naval_base = 1
			}
		}
		victory_points = {
			13294 1
		}
	}
	provinces = {
		13294
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_three_year_industrial_plan
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, add_timed_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_three_year_industrial_plan
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = TUR_reaffirm_the_balkan_pact
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = TUR_reaffirm_the_balkan_pact
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = TUR_three_year_plan_balkans
			days = 1095
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					NOT = {
						tag = ROOT
					}
					OR = {
						original_tag = GRE YUG ROM
					}
				}
				add_timed_idea = {
					idea = TUR_three_year_plan_balkans
					days = 1095
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_prepare_the_crossing
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_prepare_the_crossing
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = PAL_operation_hejazi
	}
	x = 3
	y = 1
	relative_position_id = PAL_operation_hejazi
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = PAL_operation_preperations
			days = 140
		}
	}
}
### Entity: Character
Component: USA_william_halsey_jr
Source: game
File: common/characters/USA.txt

Code:
USA_william_halsey_jr = {
	name = USA_william_halsey_jr
	portraits = {
		navy = {
			large = GFX_portrait_USA_william_halsey_jr
			small = GFX_portrait_USA_william_halsey_jr_small
		}
		army = {
			large = GFX_portrait_USA_william_halsey_jr
			small = GFX_portrait_USA_william_halsey_jr_small
		}
	}
	navy_leader = {
		traits = {
			bold aviation_enthusiast superior_tactician spotter
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
	}
	advisor = {
		slot = navy_chief
		idea_token = william_halsey
		allowed = {
			original_tag = USA
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}