Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_end_of_the_imperialist_era_old
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_end_of_the_imperialist_era_old
	text = SOV_the_end_of_the_imperialist_era
	icon = GFX_focus_por_latin_american_communism
	prerequisite = {
		focus = SOV_the_onslaught_on_colonialism_old SOV_carry_revolution_east_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_the_onslaught_on_colonialism_old
	cost = 10
	available = {
		surrender_progress = < 0.05
	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_end_of_the_imperialist_era_decision_tt
	}
}
### Entity: Event
Component: INS_industrial_events.19
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.19
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.19.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_rubber
			value = -12
			tooltip = country_resource_cost_rubber_tt
		}
	}
}
### Entity: National Focus
Component: tender_loving_empire_focus
Constructs: add_opinion_modifier, completion_reward, add_political_power, every_other_country, add_resource, add_building_construction
Source: game
File: common/national_focus/tender_loving_empire.txt

Code:
focus_tree = {
	id = tender_loving_empire_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = WHY
		}
	}
	continuous_focus_position = {
		x = 0
		y = 500
	}
	focus = {
		id = r56w_focus_WHY_totally_op
		icon = GFX_goal_generic_demand_territory
		x = 2
		y = 0
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available_if_capitulated = yes
		completion_reward = {
			add_political_power = 999
			army_experience = 100
			navy_experience = 100
			air_experience = 100
			every_other_country = {
				add_opinion_modifier = {
					target = WHY
					modifier = r56w_opinion_modifier_totally_op
				}
			}
			add_resource = {
				type = steel
				amount = 69
				state = 385
			} {
				type = tungsten
				amount = 69
				state = 385
			} {
				type = aluminium
				amount = 69
				state = 385
			} {
				type = chromium
				amount = 69
				state = 385
			} {
				type = oil
				amount = 69
				state = 385
			} {
				type = rubber
				amount = 69
				state = 385
			}
			385 = {
				add_building_construction = {
					type = bunker
					level = 5
					province = 3513
					instant_build = yes
				} {
					type = anti_air_building
					level = 5
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STEEL
		}
	}
}
### Entity: Scripted Trigger
Component: controls_all_ethiopian_core_states
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
controls_all_ethiopian_core_states = {
	custom_trigger_tooltip = {
		tooltip = controls_ethiopian_cores_tt
		controls_state = 271 835 836 837 838 839 840 841 842 843
	}
}
### Entity: Event
Component: bftb_turkey.24
Constructs: is_triggered_only, has_completed_focus, fire_only_once, add_country_leader_role, remove_country_leader_role, has_idea, set_politics
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.24
	title = bftb_turkey.24.t
	desc = bftb_turkey.24.desc
	picture = GFX_report_event_tur_ataturk_inonu_parliament
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
	option = {
		name = bftb_turkey.24.a
		trigger = {
			has_completed_focus = TUR_fully_integrate_the_is_bank
		}
		add_country_leader_role = {
			character = TUR_celal_bayar
			country_leader = {
				expire = 1965.1.1
				ideology = centrism
				traits = {
					liberal_democratic_paragon
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.24.b
		trigger = {
			has_completed_focus = TUR_the_sanayiciler TUR_peace_at_home
		}
		add_country_leader_role = {
			character = TUR_celal_bayar
			country_leader = {
				expire = 1965.1.1
				ideology = centrism
				traits = {
					liberal_democratic_paragon
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.24.c
		trigger = {
			has_completed_focus = TUR_peace_at_home
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = TUR_ismet_inonu
				ideology = despotism
			}
		}
		add_country_leader_role = {
			character = TUR_ismet_inonu
			country_leader = {
				expire = 1965.1.1
				ideology = oligarchism
				traits = {
					milli_sef
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.24.d
		trigger = {
			has_completed_focus = TUR_reinvigorate_turkish_nationalism
		}
		add_country_leader_role = {
			character = TUR_fevzi_cakmak
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					maresal
				}
			}
			promote_leader = yes
		}
	} {
		name = bftb_turkey.24.e
		trigger = {
			has_idea = TUR_fevzi_cakmak_prime_minister
			has_completed_focus = TUR_kemalism_and_the_modern_movement
		}
		add_country_leader_role = {
			character = TUR_fevzi_cakmak
			country_leader = {
				expire = 1965.1.1
				ideology = rexism
				traits = {
					maresal
				}
			}
			promote_leader = yes
		}
		set_politics = {
			ruling_party = fascism
		}
	} {
		name = bftb_turkey.24.f
		trigger = {
			has_completed_focus = TUR_kemalism_and_the_modern_movement
		}
		promote_character = TUR_mehmet_recep_peker
		set_politics = {
			ruling_party = fascism
		}
	} {
		name = bftb_turkey.24.g
		trigger = {
			has_completed_focus = TUR_kemalist_socialist_theory
		}
		add_country_leader_role = {
			cha
# ... (truncated)
### Entity: Event
Component: poland.20
Constructs: is_triggered_only, ai_chance, fire_only_once, check_variable, add_timed_idea
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.20
	title = poland.20.t
	desc = {
		text = poland.20.desc.a
		trigger = {
			check_variable = {
				POL_investments_var = < 6
			}
		}
	} {
		text = poland.20.desc.b
		trigger = {
			check_variable = {
				POL_investments_var = < 14
			} {
				POL_investments_var = > 5
			}
		}
	} {
		text = poland.20.desc.c
		trigger = {
			check_variable = {
				POL_investments_var = > 15
			}
		}
	}
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.20.a
		trigger = {
			check_variable = {
				POL_investments_var = < 6
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_1
			days = 1460
		}
	} {
		name = poland.20.b
		trigger = {
			check_variable = {
				POL_investments_var = < 11
			} {
				POL_investments_var = > 5
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_2
			days = 1460
		}
	} {
		name = poland.20.c
		trigger = {
			check_variable = {
				POL_investments_var = < 14
			} {
				POL_investments_var = > 10
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_3
			days = 1460
		}
	} {
		name = poland.20.d
		trigger = {
			check_variable = {
				POL_investments_var = > 15
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_4
			days = 1460
		}
	} {
		name = poland.20.e
		trigger = {
			check_variable = {
				POL_investments_var = > 9
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_1
			days = 1460
		}
	} {
		name = poland.20.f
		trigger = {
			check_variable = {
				POL_investments_var = < 10
			}
		}
		ai_chance = {
			factor = 50
		}
		add_timed_idea = {
			idea = POL_four_year_plan_complete_bad
			days = 730
		}
	}
}
### Entity: Idea
Component: AST_R56_young_australian_league_idea
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_young_australian_league_idea = {
	allowed = {
		always = no
	}
	available = {
		has_government = fascism
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.1
	}
}
### Entity: Event
Component: SEA_warlords.22
Constructs: ai_chance, add_stability, fire_only_once, has_dlc, is_subject, is_historical_focus_on, retire_character
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.22
	title = SEA_warlords.22.t
	desc = SEA_warlords.22.desc
	picture = GFX_report_event_chinese_soldiers_02
	trigger = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
		CHI = {
			exists = yes
			is_subject = no
		}
		SIC = {
			exists = yes
		}
		date = > 1938.1.1 < 1938.4.20
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 15
	}
	option = {
		name = SEA_warlords.22.a
		ai_chance = {
			base = 100
		}
		SIC = {
			country_event = {
				id = SEA_warlords.1
				hours = 6
			}
		}
	} {
		name = SEA_warlords.22.b
		ai_chance = {
			base = 0
			modifier = {
				add = 25
				is_historical_focus_on = no
			}
		}
		SIC = {
			retire_character = SIC_liu_xiang
		}
		add_stability = -0.05
	}
}
### Entity: Modifier Reference
Construct: license_artillery_eq_tech_difference_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_artillery_eq_tech_difference_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: swi_focus
Component: SWI_share_spy_networks
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_power_balance_in_range, has_intelligence_agency, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_share_spy_networks
	icon = GFX_focus_generic_national_security
	prerequisite = {
		focus = SWI_expand_spy_networks
	}
	relative_position_id = SWI_expand_spy_networks
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.75
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
		has_government = democratic
		has_intelligence_agency = yes
		any_other_country = {
			SWI_is_democratic_to_balance = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		unlock_decision_tooltip = SWI_offer_operative
		hidden_effect = {
			SWI_find_best_democratic_ally = yes
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_salt_the_scars_of_the_great_war
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_popularity, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_salt_the_scars_of_the_great_war
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = TUR_deal_for_the_oniki_islands TUR_georgian_manganese_extraction
	} {
		focus = TUR_hunt_down_fifth_columnist_islamists
	}
	x = 0
	y = 2
	relative_position_id = TUR_hunt_down_fifth_columnist_islamists
	cost = 5
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = TUR
					TUR_is_kemalist_state = yes
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					} {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			random_owned_controlled_state = {
				limit = {
					is_core_of = TUR
					TUR_is_kemalist_state = yes
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: SLV_vladimir_vauhnik
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_vladimir_vauhnik = {
	name = SLV_vladimir_vauhnik
	portraits = {
		army = {
			small = GFX_portrait_SLV_vladimir_vauhnik_army_small
			large = gfx/leaders/SLV/SLV_vladimir_vauhnik.png
		}
	}
	corps_commander = {
		desc = SLV_vladimir_vauhnik_commander_desc
		traits = {
			trickster
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Event
Component: peru.27
Constructs: ai_chance, has_government, has_country_flag, add_stability, fire_only_once, has_civil_war, is_historical_focus_on, set_politics
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.27
	title = peru.27.t
	desc = peru.27.d
	picture = GFX_report_event_PRU_elections_1936
	fire_only_once = yes
	trigger = {
		original_tag = PRU
		date = > 1939.3.1
		has_civil_war = no
		exists = yes
		PRU = {
			has_country_flag = PRU_election_1939
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = peru.27.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			}
		}
		set_politics = {
			ruling_party = democratic
		}
		add_stability = 0.01
		add_popularity = {
			ideology = democratic
			popularity = 0.08
		}
	} {
		name = peru.27.a
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		set_politics = {
			ruling_party = neutrality
		}
		set_party_name = {
			ideology = neutrality
			long_name = Frente Patriotico
			name = FP
		}
		add_country_leader_role = {
			character = PRU_jose_quesada
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1945.1.1.12
				traits = {
					staunch_constitutionalist nationalist_symbol
				}
			}
		}
		retire_character = PRU_gobierno_provicional PRU_oscar_benavides
	}
}
### Entity: Military Industrial Organization
Component: GER_junkers_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_junkers_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_junkers
	allowed = {
		OR = {
			original_tag = GER
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		} {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_GER_junkers_organization_flag
				}
			}
		}
	}
	add_trait = {
		token = GER_mio_trait_psychological_warfare
		name = GER_mio_trait_psychological_warfare
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_reinforced_wings
		equipment_bonus = {
			fuel_consumption = -0.05
		}
	} {
		token = GER_mio_trait_90_degree_dives
		name = GER_mio_trait_90_degree_dives
		icon = GFX_generic_mio_department_icon_plane_cas_quality
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_automatic_pull_out
		all_parents = {
			generic_mio_trait_automatic_pull_out
		}
		equipment_bonus = {
			air_ground_attack = 0.05
		}
	} {
		token = GER_mio_trait_hamburger_flugzeugbau
		name = GER_mio_trait_hamburger_flugzeugbau
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		position = {
			x = @aircraft_hamburger_X
			y = @aircraft_hamburger_Y
		}
		visible = {
			FROM = {
				original_tag = GER
			}
		}
		available = {
			FROM = {
				mio:GER_blohm_und_voss_organization = {
					has_mio_size = > 4
				}
				NOT = {
					has_country_flag = GER_hamburger_flugzeugbau_trait_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = GER_hamburger_flugzeugbau_trait_taken_flag
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_aerodynamic_research_insitute
		nam
# ... (truncated)
### Entity: Event
Component: mongol_greater_mongolia.42
Constructs: is_triggered_only, limit, fire_only_once, every_state, add_claim_by
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.42
	title = mongol_greater_mongolia.42.t
	desc = mongol_greater_mongolia.42.d
	picture = GFX_report_event_japanese_chinese_surrender
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.42.a
		every_state = {
			limit = {
				OR = {
					state = 330 817 818 819 820 329 618 760 756 616 746 621 611 612 761 1122
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Unit Template
Component: KOR_SS_MONARCHY
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_SS_MONARCHY = {
	name = Imperial ship names
	for_countries = {
		KOR
	}
	can_use = {
		has_government = neutrality
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = KES 
	fallback_name = Submarine %d
	unique = {
		Dolgorae 051 Dolgorae 052 Dolgorae 053 Dosan Ahn Changho Ahn Mu Yi Dong-nyeong Lee Bong-chang Son Won Il Jeong Ji An Jung-geun Kim Jwa-jin Yun Bong-gil Yu Gwan-sun Hong Beom-do Lee Beom-seok Shin Dol-seok Jang Bogo Yi Cheon Choe Museon Park Wi Lee Jongmoo Jung Woon Lee Sun-sin Na Dae-yong Yi Eokgi
	}
}
### Entity: Idea
Component: collectivist_ethos_focus
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
collectivist_ethos_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		democratic_drift = -0.02
	}
}
### Entity: Character
Component: AFG_haji_faiz_muhammed_zikeria
Source: game
File: common/characters/AFG.txt

Code:
AFG_haji_faiz_muhammed_zikeria = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_haji_faiz_muhammed_zikeria
		allowed = {
			original_tag = AFG
		}
		traits = {
			ideological_crusader
		}
	}
	name = AFG_haji_faiz_muhammed_zikeria
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Trigger Reference
Construct: has_mines
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mines

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

```
Checks if a region has amount of mines.
has_mines = {
    region = region_id
    amount = amount_of_mines
}

```
### Entity: Order of Battle
Component: Troupes de Sénégalais
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = Troupes de Sénégalais
	location = 4948
	division_template = Brigade Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = FRA
		}
	}
	start_equipment_factor = 0.3
}
### Entity: Modifier Reference
Component: IRQ_royal_army_modifier_KUR
Constructs: army_defence_factor, army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_royal_army_modifier_KUR = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_royal_army_modifier
	experience_gain_army_factor = IRQ_experience_gain_army_factor
	army_org_factor = IRQ_army_org_factor
	army_core_defence_factor = IRQ_army_core_defence_factor
	army_core_attack_factor = IRQ_army_core_attack_factor
	army_armor_defence_factor = IRQ_army_armor_defence_factor
	army_armor_attack_factor = IRQ_army_armor_attack_factor
	army_artillery_attack_factor = IRQ_army_artillery_attack_factor
	army_artillery_defence_factor = IRQ_army_artillery_defence_factor
	conscription_factor = IRQ_conscription_factor
	training_time_factor = IRQ_training_time_factor
	conscription = IRQ_conscription
	army_defence_factor = IRQ_army_defence_factor
	army_attack_factor = IRQ_army_attack_factor
	special_forces_cap = IRQ_special_forces_cap
	special_forces_out_of_supply_factor = IRQ_special_forces_out_of_supply_factor
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	max_planning_factor = IRQ_max_planning_factor
	planning_speed = IRQ_planning_speed
	max_command_power_mult = IRQ_max_command_power_mult
	command_power_gain_mult = IRQ_command_power_gain_mult
	acclimatization_cold_climate_gain_factor = IRQ_acclimatization_cold_climate_gain_factor
	acclimatization_hot_climate_gain_factor = IRQ_acclimatization_hot_climate_gain_factor
	motorized_attack_factor = IRQ_motorized_attack_factor
	mechanized_attack_factor = IRQ_mechanized_attack_factor
	modifier_army_sub_unit_cavalry_attack_factor = IRQ_modifier_army_sub_unit_cavalry_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = IRQ_modifier_army_sub_unit_cavalry_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = IRQ_modifier_army_sub_unit_cavalry_speed_factor
}
### Entity: National Focus
Tree: men_focus
Component: MEN_soviet_mongol_mutual_assistance
Constructs: add_equipment_to_stockpile, prerequisite, has_government, completion_reward, is_in_faction_with, has_war_with_major, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_soviet_mongol_mutual_assistance
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = MEN_pivot_to_the_west
	}
	x = 0
	y = 2
	bypass = {

	}
	available = {
		has_government = communism
		is_in_faction_with = SOV
		SOV = {
			has_war_with_major = yes
			surrender_progress = > 0.05
		}
	}
	relative_position_id = MEN_pivot_to_the_west
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = SOV
		}
		add_timed_idea = {
			idea = MEN_assist_in_the_great_patriotic_war
			days = 365
		}
		add_tech_bonus = {
			name = MEN_assist_in_the_great_patriotic_war
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = infantry_weapons artillery armor
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_RESEARCH
	}
}