Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/anti_tank.txt

Code:
equipments = {
	anti_tank_equipment = {
		year = 1934
		is_archetype = yes
		picture = archetype_anti_tank_equipment
		type = {
			anti_tank infantry
		}
		group_by = archetype
		interface_category = interface_category_land
		reliability = 0.8
		maximum_speed = 4
		defense = 4
		breakthrough = 0
		hardness = 0.1
		armor_value = 0
		soft_attack = 4
		hard_attack = 20
		ap_attack = 60
		air_attack = 0
		lend_lease_cost = 3
		build_cost_ic = 4
		resources = {
			tungsten = 2
			steel = 2
		}
	}
	anti_tank_equipment_1 = {
		year = 1936
		archetype = anti_tank_equipment
		priority = 90
		visual_level = 0
	}
	anti_tank_equipment_2 = {
		year = 1940
		archetype = anti_tank_equipment
		parent = anti_tank_equipment_1
		priority = 90
		visual_level = 1
		hard_attack = 22
		ap_attack = 90
		build_cost_ic = 5
		resources = {
			tungsten = 2
			chromium = 1
			steel = 2
		}
	}
	anti_tank_equipment_3 = {
		year = 1943
		archetype = anti_tank_equipment
		parent = anti_tank_equipment_2
		priority = 90
		visual_level = 2
		hard_attack = 30
		ap_attack = 125
		build_cost_ic = 6
		resources = {
			tungsten = 2
			chromium = 1
			steel = 3
		}
	}
}
### Entity: Character
Component: CHL_quintin_lame
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_quintin_lame = {
	name = CHL_quintin_lame
	portraits = {
		army = {
			large = GFX_portrait_CHL_quintin_lame
			small = GFX_portrait_CHL_quintin_lame_small
		}
	}
	corps_commander = {
		traits = {
			trickster trait_mountaineer scavenger
		}
		skill = 4
		attack_skill = 3
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 4
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_union_of_american_indigenous_peoples CHL_establish_the_royal_mountaineers
			}
		}
	}
}
### Entity: Idea
Component: KMT_the_new_establishment
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_new_establishment = {
	removal_cost = -1
	picture = FRA_national_mobilization_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		drift_defence_factor = 0.1
		political_power_factor = 0.075
		stability_factor = 0.05
	}
}
### Entity: Idea
Component: rt56_office_of_econimic_warfare_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_office_of_econimic_warfare_idea = {
	picture = tur_etatism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -10
		faction_trade_opinion_factor = 0.1
		max_fuel_factor = 0.1
	}
}
### Entity: Idea
Component: ITA_camicie_nere_full
Constructs: has_completed_focus, has_government, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_camicie_nere_full = {
	name = ITA_camicie_nere
	removal_cost = -1
	picture = ITA_camicie_nere
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_government = fascism
			has_completed_focus = ITA_security_militias
		}
	}
	modifier = {
		custom_modifier_tooltip = ITA_camicie_nere_mp_tt
		resistance_garrison_penetration_chance = -0.1
		resistance_damage_to_garrison = -0.1
		conscription_factor = 0.15
		fascism_drift = 0.02
		modifier_army_sub_unit_militia_max_org_factor = 0.1
		non_core_manpower = 0.1
	}
}
### Entity: Scope Reference
Construct: reward
Constructs: reward, fire_only_once
Source: game
File: common/special_projects/prototype_rewards/documentation.md

Doc:
# Example of prototype reward

```python
token = { # Dynamic token for the reward (i.e. identifier for the reward)

		# Optional
		narrative = {
			# Optional
			# Localization key used for the name of the Project
			# The localization key is localized with the following localization scope objects:
			#    * Country: The country that owns the project.
			name = name_loc_key
			# if name provided, use TAG_name_loc_key if it exists. if not use name_loc_key (where TAG is the tag of the project owner)
			# if localization key TAG_my_reward_token exists, use it
			# else use loc key my_reward_token

			# Optional
			# Localization key used for the long description of the Project
			# The localization key is localized with the following localization scope objects:
			#    * SpecialProjet: The project.
			#    * Character: The scientist assigned to the project.
			#    * State: The state that the facility belongs to.
			#    * Country: The country that owns the project
			desc = desc_loc_key
			# if desc provided, use TAG_desc_loc_key if it exists. if not use desc_loc_key (where TAG is the tag of the project owner)
			# if localization key TAG_my_reward_token_desc exists, use it (!! Note the _desc suffix)
			# else use loc key my_reward_token_desc
		}

		# Optional
		# GFX key of the icon used to illustrate the Project
		icon = GFX_icon
		# if icon provided, use GFX_icon
		# if gfx key GFX_TAG_my_reward_token exists, use it
		# if gfx key GFX_my_reward_token exists, use it
		# else use GFX_PLACEHOLDER_sp_project_picture

		# Optional
		# Determine if the reward can only be obtained once - or several times
		# Default is no
		fire_only_once = yes
		
		# Optional
		# (Min, Max]. Meaning Min value is considered inside the threshold but max is not.
		# In the example below this reward would be triggered when the prototype progress is a value from 0 to and not including 60
		# default is "always eligible"
		threshold = {
			min = 0
			max = 60
		}
		
		# Optional
		# The weight for the probability of the reward being choosen
		# default is set by define NProject::ITERATION_REWARD_DEFAULT_WEIGHT
		# scriptable weight similar to ai_will_do
		# ROOT is the project
		# FROM is the Country
		# var:facility_state is the State where the facility is (ensured to be set in this case)
		# var:facility_province_id is the province ID where the facility is (ensured to be set in this 
# ... (truncated)
### Entity: Decision
Component: RAJ_peasant_uprisings_cat
Constructs: has_completed_focus, has_dlc, is_raj_or_raj_inheritor
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_peasant_uprisings_cat = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	priority = 100
	allowed = {
		has_dlc = Graveyard of Empires
		OR = {
			is_raj_or_raj_inheritor = yes
			tag = RAJ
		}
	}
	visible = {
		has_completed_focus = RAJ_the_red_curtain_falls_over_asia
	}
}
### Entity: Achievement
Component: kurdish_achievement
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
kurdish_achievement = {
	id = 120
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		OR = {
			original_tag = KUR
			has_country_flag = IRQ_has_become_kurdistan_flag
		}
		custom_trigger_tooltip = {
			tooltip = kurdish_achievement_tt
			controls_state = 352 350 800 353 344 1000 419 1001 421
			controls_State = 680
		}
	}
}
### Entity: Modifier Reference
Construct: own_exiled_divisions_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_exiled_divisions_attack_factor

* Number with 2 decimal places
* **Categories**: unit_leader
### Entity: Event
Component: AAT_finland_political.08
Constructs: has_war, add_stability, fire_only_once, has_country_leader, unlock_decision_tooltip, set_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.08
	title = AAT_finland_political.08.t
	desc = AAT_finland_political.08.desc
	picture = GFX_report_event_FIN_paasikivi_president
	trigger = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_carl_mannerheim
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 90
	}
	fire_only_once = yes
	option = {
		name = AAT_finland_political.08.a
		FIN_paasikivi_becomes_country_leader = yes
		add_stability = 0.05
	} {
		name = AAT_finland_political.08.b
		add_stability = -0.05
		unlock_decision_tooltip = FIN_resignation_of_mannerheim
		set_country_flag = FIN_resignation_of_mannerheim_available_flag
	}
}
### Entity: Unit Template
Component: TAN_GAR_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		TAN_INF_01
	}
	fallback_name = %dya Tuvanska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Strelkovaya Div.
		}
		2 = {
			%dya Tuvanska Strelkovaya Div.
		}
		3 = {
			%dya Tuvanska Strelkovaya Div.
		}
		4 = {
			%dya Tuvanska Strelkovaya Div.
		}
		5 = {
			%dya Tuvanska Strelkovaya Div.
		}
		6 = {
			%dya Tuvanska Strelkovaya Div.
		}
		8 = {
			%dya Tuvanska Strelkovaya Div.
		}
		10 = {
			%dya Tuvanska Strelkovaya Div.
		}
		11 = {
			%dya Tuvanska Strelkovaya Div.
		}
		12 = {
			%dya Tuvanska Strelkovaya Div.
		}
		13 = {
			%dya Tuvanska Strelkovaya Div.
		}
		14 = {
			%dya Tuvanska Strelkovaya Div.
		}
		16 = {
			%dya Tuvanska Strelkovaya Div.
		}
		17 = {
			%dya Tuvanska Strelkovaya Div.
		}
		19 = {
			%dya Tuvanska Strelkovaya Div.
		}
		21 = {
			%dya Tuvanska Strelkovaya Div.
		}
		22 = {
			%dya Tuvanska Strelkovaya Div.
		}
		23 = {
			%dya Tuvanska Strelkovaya Div.
		}
		24 = {
			%dya Tuvanska Strelkovaya Div.
		}
		25 = {
			%dya Tuvanska Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_target_upper_society
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_target_upper_society
	icon = GFX_focus_generic_expropriate_industrialist
	prerequisite = {
		focus = CHI_china_reborn
	}
	x = 2
	y = 1
	relative_position_id = CHI_china_reborn
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.05
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.210
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, is_major, add_stability, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.210
	title = denmark_expansion_event.210.t
	desc = denmark_expansion_event.210.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.210.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				FROM = {
					is_major = yes
				}
			}
		}
		add_stability = -0.1
		add_war_support = -0.05
		effect_tooltip = {
			every_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = SWE
				}
				transfer_state_to = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.211
					hours = 2
				}
			}
		}
	} {
		name = denmark_expansion_event.210.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.212
				hours = 2
			}
		}
	}
}
### Entity: Idea
Component: ITA_italian_hegemony_subjects
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_hegemony_subjects = {
	picture = generic_fascist_workers
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	modifier = {
		master_ideology_drift = 0.05
		conscription_factor = 0.05
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_runan_caycu
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_runan_caycu
	prerequisite = {
		focus = PRU_the_rebel_inca
	} {
		focus = PRU_the_owners_of_the_mountains
	}
	icon = GFX_goal_PRU_runan_caycu
	x = 3
	y = 4
	relative_position_id = PRU_look_to_the_past
	cost = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_indigenous_rebels_2
			add_idea = PRU_indigenous_rebels_3
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_there_can_be_only_one
Constructs: prerequisite, has_government, completion_reward, is_puppet_of, is_in_faction_with, allow_branch, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_there_can_be_only_one
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = PER_proclaim_greater_iran
	}
	x = 0
	y = 2
	relative_position_id = PER_proclaim_greater_iran
	cost = 5
	available = {
		has_government = fascism
		GER = {
			exists = yes
			NOT = {
				is_puppet_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			target = GER
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Decision
Component: MAN_march_on_beijing_decisions
Constructs: has_completed_focus, has_war_with, fire_only_once, is_in_faction_with, has_non_aggression_pact_with, is_puppet_of, is_controlled_by, complete_effect
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_march_on_beijing_decisions = {
	MAN_march_on_hebei_chahar = {
		icon = border_war
		allowed = {
			original_tag = MAN
		}
		available = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			1039 = {
				owner = {
					NOT = {
						has_war_with = MAN
						is_in_faction_with = MAN
						has_non_aggression_pact_with = MAN
						is_puppet_of = MAN
					}
				}
			}
		}
		visible = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			610 = {
				is_controlled_by = MAN
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 610 1039
			}
		}
		fire_only_once = yes
		cost = 25
		complete_effect = {
			activate_mission = MAN_march_on_hebei_chahar_mission
			custom_effect_tooltip = generic_skip_one_line_tt
			start_border_war = {
				change_state_after_war = no
				combat_width = 180
				minimum_duration_in_days = 40
				attacker = {
					on_win = tsr_manchukuo_border_war.1
					on_lose = tsr_manchukuo_border_war.2
					on_cancel = tsr_manchukuo_border_war.2
					state = 610
					num_provinces = 2
					leader_score = {
						base = 1
						modifier = {
							skill = > 2
							factor = 5
						} {
							skill = > 3
							factor = 10
						}
					}
					dig_in_factor = 0
					terrain_factor = 0
				}
				defender = {
					state = 1039
					num_provinces = 2
					on_lose = tsr_manchukuo_border_war.1
					on_win = tsr_manchukuo_border_war.2
					on_cancel = tsr_manchukuo_border_war.2
				}
			}
		}
	}
	MAN_march_on_hebei_chahar_mission = {
		icon = border_war
		allowed = {
			always = no
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 610 1039
			}
		}
		days_mission_timeout = 120
		cancel_trigger = {
			1039 = {
				is_fully_controlled_by = ROOT
			}
		}
		cancel_effect = {
			effect_tooltip = {
				country_event = {
					id = tsr_manchukuo_border_war.1
				}
				transfer_state = 1039
			}
		}
		timeout_effect = {
			cancel_border_war = {
				attacker = 610
				defender = 1039
			}
		}
	}
	MAN_march_on_beijing = {
		icon = border_war
		allowed = {
			original_tag = MAN
		}
		available = {
			has_completed_focus = MAN_tsr_the_new_beiyang_government
			608 = {
				owner = {
					NOT = {
						has_war_with = MAN
						is_in_faction_with = MAN
						has_non_aggression_pact_with = MAN
						is_puppet_of = MAN
					}
				}
			}
			609 = {
		
# ... (truncated)
### Entity: Character
Component: kaiserin_of_the_people
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
kaiserin_of_the_people = {
	stability_weekly = 0.001
	stability_factor = 0.05
	war_support_factor = 0.05
	army_core_defence_factor = 0.1
	political_power_factor = 0.15
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_restore_the_constitution
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_restore_the_constitution
	icon = GFX_focus_AFG_contact_amanullah_loyalists_alt
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_ally_with_the_young_afghans
	}
	relative_position_id = AFG_ally_with_the_young_afghans
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = AFG_1923_constitution
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ensure_cross_party_support
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_popularity, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ensure_cross_party_support
	icon = GFX_goal_generic_national_unity
	x = -1
	y = 1
	relative_position_id = JAP_build_an_anti_army_coalition
	prerequisite = {
		focus = JAP_build_an_anti_army_coalition
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_political_advisor_cost_factor = -0.1
			tooltip = political_advisor_cost_factor_tt
		}
		JAP_small_government_faction_gain = yes
	}
}
### Entity: Joint Focus
Tree: gxc_focus
Component: GXC_rumors_of_deposition
Constructs: prerequisite, limit, joint_focus, add_war_support, add_opinion_modifier, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/TSR_lingguang_incident_joint_branch.txt

Code:
joint_focus = {
	id = GXC_rumors_of_deposition
	icon = GFX_focus_PRC_arms_recovery_efforts
	prerequisite = {
		focus = GXC_the_japanese_visit
	}
	relative_position_id = GXC_the_japanese_visit
	x = 1
	y = 1
	cost = 5
	text_icon = GDC_focus_style
	available = {
		original_tag = GDC
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 35
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward_joint_originator = {
		add_war_support = 0.1
		add_tech_bonus = {
			name = GXC_rumors_of_deposition
			bonus = 0.75
			uses = 1
			category = infantry_weapons
		}
	}
	completion_reward = {
		IF = {
			limit = {
				OR = {
					tag = GXC GDC
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = CHI
					modifier = small_decrease
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: floating_harbor_range
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## floating_harbor_range

* Number with 0 decimal places
* **Categories**: country
### Entity: Trigger Reference
Construct: has_character_flag
Constructs: has_character_flag, has_unit_leader_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_character_flag

* Supported Scopes: CHARACTER
* Supported Targets: any

```
has a character flag been setCheck flag val date set and days since set.
Example: has_unit_leader_flag = test_flag
has_character_flag = { 
	flag = <name> (mandatory)
	value < <int> (optional)
	date > <date> (optional)
	days > <int> (optional)
}
```
### Entity: National Focus
Tree: sia_focus
Component: SIA_protect_vital_production_r56
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_protect_vital_production_r56
	icon = GFX_focus_generic_rubber
	cost = 8
	prerequisite = {
		focus = SIA_issue_economic_mobilization_r56
	}
	x = -1
	y = 1
	relative_position_id = SIA_issue_economic_mobilization_r56
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_protect_vital_production_r56
			bonus = 0.5
			uses = 3
			category = excavation_tech synth_resources
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_strategic_resource_policies_r56
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
}
### Entity: Trigger Reference
Construct: all_other_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_other_country

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

```
check if all other countries meets the trigger. Excludes current country. tooltip=key can be defined to override title
```
### Entity: Character
Component: homefront_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
homefront_leader = {
	sprite = 13
	random = no
	production_speed_anti_air_building_factor = 0.1
	enemy_army_bonus_air_superiority_factor = -0.05
}
### Entity: Idea
Component: CYP_mt
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = CYP
	}
	traits = {
		military_theorist
	}
}