Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_preparing_the_return_to_norway
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, allow_branch, has_capitulated, unlock_decision_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_preparing_the_return_to_norway
	icon = GFX_focus_NOR_preparing_the_return_to_norway
	prerequisite = {
		focus = NOR_use_xu
	} {
		focus = NOR_recruit_norwegian_refugees
	}
	x = 1
	y = 1
	relative_position_id = NOR_use_xu
	cost = 10
	available_if_capitulated = yes
	allow_branch = {
		NOR_kings_no_allow_trigger = yes
	}
	available = {
		has_capitulated = yes
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = NOR_support_rebellion
			show_effect_tooltip = no
		}
		effect_tooltip = {
			add_naval_commander_role = {
				Character = NOR_king_haakon_vii
				traits = {
					navy_media_personality gentlemanly naval_lineage fleet_protector
				}
				skill = 5
				attack_skill = 2
				defense_skill = 6
				maneuvering_skill = 4
				coordination_skill = 4
			}
		}
		if = {
			limit = {
				has_country_flag = NOR_bamse_activated
			}
			custom_effect_tooltip = NOR_bamse_tooltip
		}
	}
}
### Entity: Event
Component: r56_italy.27
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.27
	title = r56_italy.27.t
	desc = r56_italy.27.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = r56_italy.27.a
	}
}
### Entity: Event
Component: siam.31
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, create_ship, add_to_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.31
	title = siam.31.t
	desc = siam.31.desc
	picture = GFX_report_event_destroyers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.31.a
		hidden_effect = {
			for_loop_effect = {
				end = 4
				create_ship = {
					type = ship_hull_submarine_1
					equipment_variant = S Class
					creator = ENG
				}
			}
		} {
			country_event = {
				id = siam.30
				days = 180
			}
		}
		custom_effect_tooltip = {
			localization_key = SIA_buy_submarines_tt
			TARGET = [ENG.GetAdjective]
		} {
			localization_key = SIA_limited_time_effect
			DAYS = 180
		}
		add_to_variable = {
			SIA_military_expansion_costs_cg = 1
			tooltip = civilian_factory_use_tt
		}
		effect_tooltip = {
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_purchased_submarines_from_us
				}
			}
		}
		ENG = {
			country_event = {
				id = siam.44
			}
		}
	} {
		name = siam.31.b
		hidden_effect = {
			for_loop_effect = {
				end = 4
				create_ship = {
					type = ship_hull_submarine_1
					equipment_variant = Kaichū IV Class
					creator = JAP
				}
			}
		} {
			country_event = {
				id = siam.30
				days = 180
			}
		}
		custom_effect_tooltip = {
			localization_key = SIA_buy_submarines_tt
			TARGET = [JAP.GetAdjective]
		} {
			localization_key = SIA_limited_time_effect
			DAYS = 180
		}
		add_to_variable = {
			SIA_military_expansion_costs_cg = 1
			tooltip = civilian_factory_use_tt
		}
		effect_tooltip = {
			JAP = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SIA_purchased_submarines_from_us
				}
			}
		}
		JAP = {
			country_event = {
				id = siam.44
			}
		}
	}
}
### Entity: Order of Battle
Component: Model Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = Model Division
	location = 6999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_chen_li
	}
}
### Entity: Event
Component: INS_dutch_events.4
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_dutch_events.4
	title = INS_dutch_events.4.t
	desc = INS_dutch_events.4.desc
	picture = GFX_report_event_generic_naval_treaty
	is_triggered_only = yes
	option = {
		name = INS_dutch_events.3.a
		HOL = {
			hidden_effect = {
				transfer_units_fraction = {
					target = INS
					size = 0
					navy_ratio = 0.25
				}
			}
		}
		custom_effect_tooltip = INSHOL_naval_program_transfer_25_2_tt
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Develop_The_Ural_Moutain_Region
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_full_control_of_state, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Develop_The_Ural_Moutain_Region
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = SOV_improve_western_railnetworks
	}
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {

	}
	available_if_capitulated = yes
	available = {
		has_full_control_of_state = 582 573 581
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SOV_ural_dev_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_ural_dev_2
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_ural_dev_3
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					all_owned_state = {
						free_building_slots = {
							building = infrastructure
							size = < 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 2
				prioritize = {
					582
				}
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_ural_dev_1
			}
		} {
			limit = {
				NOT = {
					all_owned_state = {
						free_building_slots = {
							building = infrastructure
							size = < 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				add_extra_state_shared_building_slots = 2
				prioritize = {
					573
				}
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 1
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
				set_state_flag = SOV_ural_dev_2
			}
		} {
			limit = {
				N
# ... (truncated)
### Entity: Idea
Component: ITA_extend_officers_autonomy
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_extend_officers_autonomy = {
	name = ITA_extend_officers_autonomy
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	modifier = {
		planning_speed = 0.1
		experience_gain_army_factor = 0.05
		army_org_factor = 0.05
		attrition = -0.1
	}
}
### Entity: Military Industrial Organization
Component: FRA_renault_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_renault_mio_flag, add_trait
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_renault_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_renault
	allowed = {
		OR = {
			tag = FRA
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			} {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = FRA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = FRA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_FRA_renault_organization_flag
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_renault_mio_flag
				}
			}
		}
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
	add_trait = {
		token = FRA_mio_trait_automitrailleuses
		name = FRA_mio_trait_automitrailleuses
		icon = GFX_generic_mio_trait_icon_maximum_speed
		special_trait_background = yes
		position = {
			x = 5
			y = 0
		}
		limit_to_equipment_type = {
			medium_tank_chassis
		}
		equipment_bonus = {
			maximum_speed = 0.1
			armor_value = -0.05
		}
	} {
		token = FRA_mio_trait_b1_bis_suspension
		name = FRA_mio_trait_b1_bis_suspension
		icon = GFX_generic_mio_trait_icon_breakthrough
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_single_engine
		any_parent = {
			generic_mio_trait_single_engine generic_mio_trait_dual_engine_redundancy
		}
		limit_to_equipment_type = {
			heavy_tank_chassis
		}
		equipment_bonus = {
			maximum_speed = 0.05
			breakthrough = 0.1
		}
	}
}
### Entity: Misc Config
Component: fascist_controlled_states_my_continent
Constructs: has_government, limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
fascist_controlled_states_my_continent = {
	input = game:all_states
	name = COLLECTION_AMOUNT_OF_FASCIST_CONTROLLED_STATES_SAME_CONTINENT
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
			controller = {
				has_government = fascism
			}
		}
	}
}
### Entity: Idea
Component: PRC_sinochem
Constructs: has_dlc, has_dynamic_modifier, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_sinochem = {
	picture = idea_PRC_sinochem
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		always = yes
	}
	available = {
		OR = {
			PRC = {
				controls_state = 608
			}
			608 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	research_bonus = {
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {
		country_resource_oil = 10
	}
}
### Entity: Character
Component: motorised_equipment_producer_offense_0
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
motorised_equipment_producer_offense_0 = {
	random = no
	equipment_bonus = {
		motorized_equipment = {
			hardness = 0.05
			maximum_speed = 0.05
			instant = yes
		}
		motorized_rocket_equipment = {
			breakthrough = 0.05
			hard_attack = 0.05
		}
		mechanized_equipment = {
			hardness = 0.05
			maximum_speed = 0.05
		}
		amphibious_mechanized_equipment = {
			hardness = 0.05
			maximum_speed = 0.05
		}
		armored_car_equipment = {
			hardness = 0.05
			maximum_speed = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_completed_custom_achievement
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_completed_custom_achievement

* Supported Scopes: any
* Supported Targets: any

```
Return true if the input achievement is found in currently loaded mods, and if this achievement has been completed (either in current game or in a previous one)

Example:
has_completed_custom_achievement = {
	mod = my_mod_unique_id # set in common/achievements files
	achievement = my_achievement_token
}
```
### Entity: Character
Component: PUE_ncs
Source: game
File: common/characters/PUE.txt

Code:
PUE_ncs = {
	advisor = {
		slot = high_command
		idea_token = PUE_ncs
		ledger = navy
		allowed = {
			original_tag = PUE
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: Character
Component: FIN_ernst_von_born
Constructs: has_completed_focus
Source: game
File: common/characters/FIN.txt

Code:
FIN_ernst_von_born = {
	name = FIN_ernst_von_born
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_ernst_von_born_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_ernst_von_born
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_the_finnish_swedish_peoples_party
		}
		cost = 70
		traits = {
			traditionalist_theorist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 100
				FIN_is_historical_ai = yes
			}
		}
	}
}
### Entity: Idea
Component: GEACPS_prosperity_occupation_law_fake_idea
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/japan.txt

Code:
GEACPS_prosperity_occupation_law_fake_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = -0.15
		compliance_gain = 0
		required_garrison_factor = 0.05
		resistance_damage_to_garrison = -0.25
		local_factories = 0.1
		local_resources = 0.05
	}
}
### Entity: Idea
Component: PRC_top_command_navy
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_top_command_navy = {
	name = PRC_top_command
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		experience_gain_army = 0.05
		experience_gain_navy = 0.05
		planning_speed = 0.05
		max_planning = 0.1
		navy_max_range_factor = 0.1
		amphibious_invasion = 0.1
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_rail_standardization
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_tech, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_rail_standardization
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = NZL_abolish_the_railways_board
	}
	x = 0
	y = 1
	relative_position_id = NZL_abolish_the_railways_board
	cost = 5
	ai_will_do = {

	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
			}
			custom_effect_tooltip = NZL_rail_standardization_tt
		}
		ELSE = {
			add_tech_bonus = {
				name = NZL_rail_standardization
				bonus = 0.5
				uses = 1
				category = train_tech
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = NZL_train_var
			producer = NZL
		}
	}
}
### Entity: AI Strategy
Component: AFG_train_and_support_equipment_minimum
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_train_and_support_equipment_minimum = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		num_of_military_factories = > 6
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 1
	} {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: State History
Component: 870
Constructs: add_core_of
Source: game
File: history/states/870-West Virginia.txt

Code:
state = {
	id = 870
	name = STATE_816
	state_category = town town
	history = {
		owner = USA
		add_core_of = USA
		buildings = {
			industrial_complex = 2
			infrastructure = 3
			air_base = 3
		}
		victory_points = {
			7588 3
		}
	}
	provinces = {
		801 3941 3975 4627 6850 6958 6971 7466 7588 7646 9923 10441 11888
	}
	manpower = 1901974
	buildings_max_level_factor = 1.0
}
### Entity: Event
Component: CZE.219
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_idea, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.219
	title = CZE.219.t
	desc = CZE.219.d
	picture = GFX_CZKE_jaroslav_fajfr_report
	is_triggered_only = yes
	option = {
		name = CZE.219.a
		ai_chance = {
			factor = 1
		}
		if = {
			limit = {
				has_idea = CZE_jaroslav_fajfr
			}
			add_political_power = 150
		} {
			limit = {
				NOT = {
					has_idea = CZE_jaroslav_fajfr
				}
			}
			custom_effect_tooltip = new_airforce_chief_gained
			add_ideas = CZE_jaroslav_fajfr
		}
		69 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		1078 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		74 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: the_council_on_the_management_of_turkish_debt
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
the_council_on_the_management_of_turkish_debt = {
	random = no
	min_export = 0.3
	opinion_gain_monthly_factor = -0.05
	consumer_goods_factor = 0.1
	political_power_gain = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: HOL
Component: HOL_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc, set_naval_oob
Source: game
File: history/countries/HOL - Holland.txt

Code:
# Misc for HOL
capital = 7
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = HOL_1936_naval_mtg
	else = {
		set_naval_oob = HOL_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = HOL_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		early_bombs = 1
		bba_early_transport_plane = 1
		air_torpedoe_1 = 1
	}
	else = {
		set_air_oob = HOL_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		bicycle_infantry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_destroyer = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_cruiser_armor_scheme = 1
		coastal_defense_ships = 1
		mtg_transport = 1
	}
}
{
	limit = {
		OR = {
			has_dlc = Together for Victory Man the Guns
		}
	}
	if = {
		limit = {
			has_dlc = Thunder at Our Gates
		}
		set_autonomy = {
			target = INS
			autonomous_state = autonomy_puppet
		}
		else = {
			set_autonomy = {
				target = INS
				autonomous_state = autonomy_integrated_puppet
			}
		}
	}
	else = {
		puppet = INS
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	add_ideas = {
		HOL_aloof_neutrality HOL_shell_shocked_spectator_5 HOL_de_crisisjaren_5 HOL_weak_government
	}
}
{
	limit = {
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	recruit_character = HOL_conrad_helfrich
}
{
	limit = {
		has_dlc = Thunder at Our Gates
	}
	set_variable = {
		var = HOL_east_indies_investments_mod_stability_factor
		value = 0.05
	} {
		var = HOL_east_indies_investments_mod_war_support_factor
		value = 0
	} {
		var = HOL_east_indies_investments_mod_research_speed_factor
		value = 0
	} {
		var = HOL_east_indies_investments_mod_fuel_gain_factor
		value = 0
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	recruit_character = HOL_anthony_fokker
}
# ... (truncated)
### Entity: Scripted Effect
Component: DEN_alliance_tech_sharing
Constructs: limit, check_variable, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_alliance_tech_sharing = {
	if = {
		limit = {
			OR = {
				FROM = {
					original_tag = ENG
				}
				check_variable = {
					DEN.DEN_allied_nation = ENG
				}
			}
		}
		if = {
			limit = {
				has_tech_sharing_feature = yes
			}
			ENG = {
				add_to_tech_sharing_group = DEN_danish_military_cooperation_program
				add_tech_bonus = {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
			DEN = {
				add_to_tech_sharing_group = DEN_danish_military_cooperation_program
				add_tech_bonus = {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
		}
		else = {
			ENG = {
				add_tech_bonus = {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
			DEN = {
				add_tech_bonus = {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = naval_equipment
				} {
					name = DEN_danish_military_cooperation_program
					bonus = 0.25
					uses = 1
					category = air_equipment
				}
			}
		}
	} {
		limit = {
			OR = {
				FROM = {
					original_tag = FRA
				}
				check_variable = {
					DEN.DEN_allied_nation = FRA
				}
			}
		}
		if = {
			limit = {
				has_tech_sharing_feature = yes
			}
			FRA = {
				add_to_tech_sharing_group = DEN_danish_military_cooperation_program
			}
			DEN = {
				add_to_tech_sharing_group = DEN_danish_military_cooperation_program
			}
		}
		FRA = {
			add_tech_bonus = {
				name = DEN_danish_military_cooperation_program
				bonus = 0.25
				uses = 1
				category = armor
			} {
				name = DEN_danish_military_cooperation_program
				bonus = 0.25
				uses = 1
				category = infantry_weapons
			}
		}
		DEN = {
			add_tech_bonus = {
				name = DEN_danish_military_cooperation_program
				bonus = 0.25
				uses = 1
				category = armor
			} {
				name = DEN_danish_military_cooperation_program
				bonus = 0.25
				uses = 1
	
# ... (truncated)
### Entity: National Focus
Tree: sau_focus
Component: SAU_request_german_guns
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_popularity, add_doctrine_cost_reduction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_request_german_guns
	icon = GFX_focus_ger_reichskommisariats
	cost = 5
	prerequisite = {
		focus = SAU_move_toward_german_alignment
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 2500
			producer = GER
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = SAU_request_german_guns
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	x = -1
	y = 1
	relative_position_id = SAU_move_toward_german_alignment
}
### Entity: Character
Component: SIA_ananda_industry_1
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_industry_1 = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
}
### Entity: Modifier Reference
Construct: army_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_speed_factor

* Number with 2 decimal places
* **Categories**: army