Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_seize_galicia
Constructs: prerequisite, completion_reward, is_subject, add_core_of, create_wargoal, take_core_state
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_seize_galicia
	icon = GFX_focus_POL_reassert_silesian_claims
	prerequisite = {
		focus = AUS_union_of_danubian_socialist_republics
	}
	mutually_exclusive = {
		focus = AUS_the_correct_communism
	}
	x = 2
	y = 1
	relative_position_id = AUS_union_of_danubian_socialist_republics
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_seize_galicia_tt
		hidden_effect = {
			88 = {
				add_core_of = ROOT
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_core_state
							target = PREV
							generator = {
								88
							}
						}
					}
				}
			}
			89 = {
				add_core_of = ROOT
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_core_state
							target = PREV
							generator = {
								89
							}
						}
					}
				}
			}
			91 = {
				add_core_of = ROOT
				OWNER = {
					ROOT = {
						create_wargoal = {
							type = take_core_state
							target = PREV
							generator = {
								91
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Event
Component: lar_france_french_union.9
Constructs: is_triggered_only, every_owned_state, limit, is_subject_of, set_autonomy, is_core_of, add_resistance_target
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_france_french_union.9
	title = lar_france_french_union.9.t
	desc = lar_france_french_union.9.desc
	picture = GFX_report_event_ghandi_women
	is_triggered_only = yes
	option = {
		name = lar_france_french_union.3.a
		if = {
			limit = {
				SYR = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			set_autonomy = {
				target = SYR
				autonomy_state = autonomy_free
			}
		} {
			limit = {
				LEB = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			set_autonomy = {
				target = LEB
				autonomy_state = autonomy_free
			}
		}
		every_owned_state = {
			limit = {
				OR = {
					is_core_of = LEB SYR
				}
			}
			add_resistance_target = {
				amount = 55
				tooltip = LAR_fra_voted_independence_tt
			}
		}
	}
}
### Entity: Event
Component: DOD_romania.53
Constructs: is_triggered_only, ai_chance, has_war, create_wargoal, puppet_wargoal_focus
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.53
	title = DOD_romania.53.t
	desc = DOD_romania.53.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = DOD_romania.53.a
		ai_chance = {
			factor = 10
			modifier = {
				strength_ratio = {
					tag = HUN
					ratio = < 0.5
				}
				factor = 7
			}
		}
	} {
		name = DOD_romania.53.b
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = HUN
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_aerial_support_initiative
Constructs: prerequisite, completion_reward, is_subject_of, is_subject, is_in_faction_with, add_tech_bonus, fighter_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_aerial_support_initiative
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = MON_support_the_red_army_focus
	}
	x = 1
	y = 2
	relative_position_id = MON_support_the_red_army_focus
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			is_subject_of = SOV
			AND = {
				is_subject = no
				is_in_faction_with = SOV
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 1
			category = light_fighter
		}
		unlock_decision_tooltip = MON_arat_air_squadron
		MON_soviet_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_develop_road_infrastructure
Constructs: prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_develop_road_infrastructure
	icon = GFX_goal_generic_road3
	relative_position_id = ISR_general_zionists
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_general_zionists
	}
	cost = 5
	completion_reward = {
		454 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				controls_state = 1016
			}
			1016 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: JAP_communist_sympathizer
Constructs: gain_xp
Source: game
File: common/unit_leader/JAP_traits.txt

Code:
JAP_communist_sympathizer = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = JAP
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Technology
Component: armor_piercing_bombs
Constructs: enable_equipment_modules, research_cost, has_tech
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipment_modules = {
		armor_piercing_bomb_locks
	}
	research_cost = 1
	start_year = 1936
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 2
		}
	}
	categories = {
		air_equipment plane_modules_tech cat_air_bombs mio_cat_all_cas_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_tech = iw_small_airframe iw_medium_airframe iw_large_airframe
			}
			factor = 5
		}
	}
}
### Entity: Event
Component: belgium.177
Constructs: is_triggered_only, fire_only_once, set_compliance
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.177
	title = belgium.177.t
	desc = belgium.177d
	picture = GFX_report_event_estalliance
	hidden = yes
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = belgium.176.a
		768 = {
			set_compliance = 70
		}
		769 = {
			set_compliance = 70
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_the_brotherhood
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, cancel_if_invalid, annex_country
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_the_brotherhood
	icon = GFX_focus_generic_forest_brothers
	prerequisite = {
		focus = EST_anti_communist_militia EST_join_the_axis
	} {
		focus = EST_baltic_shield
	}
	x = 1
	y = 1
	relative_position_id = EST_baltic_shield
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		OR = {
			LIT = {
				exists = yes
				OR = {
					is_subject = no
					is_subject_of = ROOT
				}
			}
			LAT = {
				exists = yes
				OR = {
					is_subject = no
					is_subject_of = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				LIT = {
					has_government = fascism
				}
			}
			effect_tooltip = {
				annex_country = {
					target = LIT
					transfer_troops = yes
				}
			}
			hidden_effect = {
				LIT = {
					country_event = EST_events.4
				}
			}
		} {
			limit = {
				LAT = {
					has_government = fascism
				}
			}
			effect_tooltip = {
				annex_country = {
					target = LAT
					transfer_troops = yes
				}
			}
			hidden_effect = {
				LAT = {
					country_event = EST_events.4
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = LIT
			}
			hidden_effect = {
				LIT = {
					country_event = EST_events.5
				}
			}
		} {
			create_wargoal = {
				type = annex_everything
				target = LAT
			}
			hidden_effect = {
				LAT = {
					country_event = EST_events.5
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_motion_of_no_confidence
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward, has_civil_war, add_timed_idea, set_party_name
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_motion_of_no_confidence
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = NOR_affirm_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = NOR_continuous_politics
	} {
		focus = NOR_change_starts_within
	}
	x = -9
	y = 2
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		date = > 1938.1.1
	}
	completion_reward = {
		add_timed_idea = {
			idea = NOR_change
			days = 150
		}
		add_ideas = NOR_pro-rearmament_politics
		set_party_name = {
			ideology = democratic
			long_name = Høyre
			name = Høyre
		}
		country_event = {
			hours = 6
			id = naw_norway.45
		}
		add_stability = -0.05
		add_war_support = 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Trigger Reference
Construct: less_combat_width_than_opponent
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## less_combat_width_than_opponent

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side has more combat width than their opponent
```
### Entity: Character
Component: RAJ_GOE_rajendrasinhji_jadeja
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_rajendrasinhji_jadeja = {
	name = RAJ_GOE_rajendrasinhji_jadeja
	portraits = {
		army = {
			large = GFX_portrait_RAJ_rajendrasinhji_jadeja
			small = GFX_portrait_RAJ_rajendrasinhji_jadeja_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_GOE_rajendrasinhji_jadeja
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_CombinedArms_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer loyalty_to_india
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_join_CZE_rails
Constructs: prerequisite, completion_reward, build_railway
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_join_CZE_rails
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = LIE_unite_west_slavia
	}
	relative_position_id = LIE_unite_west_slavia
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				3410 3581
			}
		} {
			path = {
				6483 6460 9563 11536 11691 13301
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_thai_rice_company
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_dynamic_modifier, set_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_thai_rice_company
	icon = GFX_focus_SIA_thai_rice_company
	x = 2
	y = 2
	relative_position_id = SIA_revision_of_unequal_treaties
	prerequisite = {
		focus = SIA_asian_financial_compact SIA_revision_of_unequal_treaties
	}
	mutually_exclusive = {
		focus = SIA_the_bank_of_siam
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_the_bank_of_siam
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_SIA_thai_rice_company
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = idea_SIA_printing_money
				}
			}
			divide_variable = {
				var = idea_SIA_printing_money_monthly_change
				value = 2
			}
			custom_effect_tooltip = SIA_printing_money_monthly_increase_halve
		} {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		set_variable = {
			SIA_aep_research_speed_factor = 0
		} {
			SIA_aep_production_factory_max_efficiency_factor = 0
		} {
			SIA_aep_industrial_capacity_factory = 0
		} {
			SIA_aep_industrial_capacity_dockyard = 0
		} {
			SIA_aep_extraction = 0
		} {
			SIA_aep_factory_energy_consumption = 0
		} {
			SIA_aep_production_speed_arms_factory_factor = 0
		} {
			SIA_aep_surrender_limit = 0
		} {
			SIA_aep_production_lack_of_resource_penalty_factor = 0
		} {
			SIA_aep_convoy_retreat_speed = 0
		} {
			SIA_aep_weekly_convoys_war_support = 0
		} {
			SIA_aep_resource_trade_cost_bonus_per_factory = 0
		} {
			SIA_aep_production_speed_arms_factory_factor = 0.05
		} {
			SIA_aep_recruitable_population_factor = 0
		} {
			SIA_aep_static_anti_air_hit_chance_factor = 0
		} {
			SIA_aep_supply_consumption_factor = 0
		} {
			SIA_aep_production_speed_bunker_factor = 0
		} {
			SIA_aep_production_speed_coastal_bunker_factor = 0
		}
		add_dynamic_modifier = {
			modifier = idea_SIA_agrarian_economical_policy
		}
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				infrastructure = < 5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
	
# ... (truncated)
### Entity: Order of Battle
Component: Base Naval El Ferrol
Source: game
File: history/units/SPA_1939_naval_mtg.txt

Code:
fleet = {
	name = Base Naval El Ferrol
	naval_base = 758
	task_force = {
		name = Escuadrón de El Ferrol
		location = 758
		ship = {
			name = ARE Canarias
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Canarias Class
				}
			}
		} {
			name = ARE Galicia
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Almirante Cervera
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Miguel de Cervantes
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = SPR
					version_name = Príncipe Alfonso Class
				}
			}
		} {
			name = ARE Alsedo
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		} {
			name = ARE Velasco
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		} {
			name = ARE Lazaga
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = SPR
					version_name = Alsedo Class
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_zaibatsu_faction_tier_3
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_zaibatsu_faction_tier_3 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.15
		economy_cost_factor = 0.3
	}
}
### Entity: Character
Component: SOV_ivan_fedyuninsky
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivan_fedyuninsky = {
	name = SOV_ivan_fedyuninsky
	portraits = {
		army = {
			large = GFX_portrait_SOV_ivan_fedyuninsky
			small = GFX_portrait_SOV_ivan_fedyuninsky_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_demand_guarantees
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_demand_guarantees
	icon = GFX_focus_chi_reach_out_to_france
	prerequisite = {
		focus = CZE_supply_fighters_for_allies
	}
	relative_position_id = CZE_supply_fighters_for_allies
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
		OR = {
			ENG = {
				hidden_trigger = {
					exists = yes
				}
				has_government = ROOT
				OR = {
					is_in_faction_with = ROOT
					AND = {
						has_guaranteed = ROOT
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			FRA = {
				hidden_trigger = {
					exists = yes
				}
				has_government = ROOT
				OR = {
					is_in_faction_with = ROOT
					AND = {
						has_guaranteed = ROOT
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				exists = no
				if = {
					limit = {
						has_dlc = Gotterdammerung
					}
					has_completed_focus = GER_oppose_hitler_ww
				}
				else = {
					has_completed_focus = GER_oppose_hitler
				}
				has_completed_focus = GER_befriend_czechoslovakia GER_demand_sudetenland
				is_subject = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_opinion_modifier = {
			target = FRA
			modifier = medium_increase
		} {
			target = ENG
			modifier = medium_increase
		}
		if = {
			limit = {
				ENG = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_ai_strategy = {
					type = support
					id = CZE
					value = 15
				} {
					type = protect
					id = CZE
					value = 25
				}
			}
		} {
			limit = {
				FRA = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				add_ai_strategy = {
					type = support
					id = CZE
					value = 15
				} {
					type = protect
					id = CZE
					value = 15
				}
			}
		} {
			limit = {
				NOT = {
					GER = {
						OR = {
							exists = no
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww GER_befriend_czechoslovakia GER_demand_sudetenland
							is_subject = yes
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt CZE_allies_more_likely_to_defend_us_2_tt
		}
	}
}
### Entity: Event
Component: Sweden_rearnament.2
Constructs: is_triggered_only, ai_chance, check_variable, add_to_variable, set_temp_variable, set_variable, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = Sweden_rearnament.2
	title = Sweden_rearnament.2.t
	desc = Sweden_rearnament.2.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			calculate_folkhemmet_no_air_tooltip = yes
			calculate_folkhemmet_low_air_tooltip = yes
			calculate_folkhemmet_medium_air_tooltip = yes
			calculate_folkhemmet_high_air_tooltip = yes
		}
	}
	option = {
		name = Sweden_rearnament.1.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_air_part = 0
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_none
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_none
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_none
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_none
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = tooltip_folkhemmet_dockyard_result_none
				tooltip = production_speed_dockyard_factor_tt
			}
		}
		set_temp_variable = {
			folkhemmet_air_part_delta = folkhemmet_air_part
		}
		set_variable = {
			folkhemmet_air_part = 0
		}
		subtract_from_temp_variable = {
			folkhemmet_air_part_delta = folkhemmet_air_part
		}
		add_to_variable = {
			folkhemmet_intactness = folkhemmet_air_part_delta
		}
		calculate_folkhemmet = yes
		clr_country_flag = air_budget_event_active
	} {
		name = Sweden_rearnament.1.b
		ai_chance = {
			base = 0
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_air_part = 1
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt Sweden_rearnament_delta_low
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_low
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_low
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_low
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_low
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = to
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_34
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_34 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 34
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 34
	}
}
### Entity: Technology
Component: sami_pathfinders_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	category_recon = {
		recon = 1
		snow = {
			movement = 0.1
		}
		forest = {
			movement = 0.05
		}
		hills = {
			movement = 0.05
		}
		mountain = {
			movement = 0.05
		}
		marsh = {
			movement = 0.05
		}
		plains = {
			movement = 0.05
		}
		river = {
			movement = 0.05
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_ideological_propaganda
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_ideological_propaganda
	text = BRA_ideological_propaganda
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = UKR_revolutionary_guards
	}
	x = 0
	y = 1
	relative_position_id = UKR_revolutionary_guards
	cost = 5
	ai_will_do = {
		factor = 0
	}
	allow_branch = {
		has_dlc = La Resistance
	}
	available = {
		has_intelligence_agency = yes
	}
	completion_reward = {
		upgrade_intelligence_agency = upgrade_psycho_warfare
		add_ideas = r56_clandestine_propaganda_techniques
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Order of Battle
Component: 4 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 4 Qibing Tuan
	location = 10499
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.25
}