Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_take_in_british_naval_experts
Constructs: prerequisite, limit, has_war_with, add_stability, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_take_in_british_naval_experts
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = RAJ_bombay_trade_port
	}
	x = 0
	y = 1
	relative_position_id = RAJ_bombay_trade_port
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		ENG = {
			has_war_with = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.03
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = RAJ_take_in_british_naval_experts
				bonus = 0.4
				uses = 2
				category = ship_modules_tech
			}
		}
		else = {
			navy_experience = 50
		}
		navy_experience = 50
		add_to_tech_sharing_group = RAJ_naval_tech_sharing_group
		custom_effect_tooltip = newline_tt
		ENG = {
			add_to_tech_sharing_group = RAJ_naval_tech_sharing_group
		}
	}
}
### Entity: Character
Component: ROM_mihail_sturdza
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/ROM.txt

Code:
ROM_mihail_sturdza = {
	name = ROM_mihail_sturdza
	portraits = {
		army = {
			small = GFX_idea_ROM_mihail_sturdza
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_mihail_sturdza
		available = {
			if = {
				limit = {
					has_dlc = Death or Dishonor
				}
				has_completed_focus = ROM_appoint_german_friendly_government
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		allowed = {
			original_tag = ROM
		}
		traits = {
			fascist_demagogue
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Unit Template
Component: QUE_CAV_01
Source: game
File: common/units/names_divisions/QUE_names_divisions.txt

Code:
QUE_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		QUE
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dème Division de Cavalerie
	ordered = {
		1 = {
			%dière Division de Cavalerie 
		}
		2 = {
			%dième Division de Cavalerie 
		}
		3 = {
			%dième Division de Cavalerie 
		}
		4 = {
			%dième Division de Cavalerie 
		}
		5 = {
			%dième Division de Cavalerie 
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_open_economy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_open_economy
	icon = GFX_goal_generic_positive_trade_relations
	relative_position_id = ISR_cement_jewish_identity
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_periphery_investments
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_austerity
			add_idea = export_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_121
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	121 = {
		nav_bomber_equipment_2 = {
			owner = ENG
			amount = 36
		}
	}
}
### Entity: Character
Component: MEX_saturnino_cedillo
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/MEX.txt

Code:
MEX_saturnino_cedillo = {
	name = MEX_saturnino_cedillo
	portraits = {
		army = {
			small = GFX_portrait_MEX_saturnino_cedillo_small
			large = GFX_portrait_MEX_saturnino_cedillo
		}
		civilian = {
			large = GFX_portrait_MEX_saturnino_cedillo
		}
	}
	country_leader = {
		ideology = falangism
		traits = {
			fascist_militia_leader
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = MEX_saturnino_cedillo
		cost = 75.0
		allowed = {
			original_tag = MEX
			has_dlc = Man the Guns
		}
		available = {
			has_completed_focus = MEX_focus_support_general_cedillo
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_offensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_infantry_at
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_infantry_at = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_infantry_at
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:infantry_at
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:infantry_at2
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_812
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_812 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 812
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_812
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			812
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3ATemplates_Information_icon.png.html

Doc:
The following consists of deleted revisions of File:Templates Information icon.png.

This page has been deleted.
The reason for deletion is shown in the summary below, along with details of the users who had edited this page before deletion.
The actual text of these deleted revisions is only available to administrators.

Deletion log

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Page history
(diff) 12:34, 20 September 2014 . . Lillebror (Talk | contribs) m (33 bytes) (re-categorisation per AWB, replaced: Category:Category → Category)

(diff) 21:17, 23 January 2014 . . Meneth (Talk | contribs) (42 bytes) (Category:Category:Public domain images)

File history
21:17, 23 January 2014 . . Meneth (Talk | contribs) 40 × 40 (3,240 bytes) (Category:Category:Public domain images)

Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Templates_Information_icon.png"
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/bftb_opinion_modifiers.txt

Code:
opinion_modifiers = {
	TUR_reliable_trade_partner = {
		value = 50
		trade = yes
	}
	TUR_regional_force_of_stability = {
		value = 35
		trade = yes
	}
	TUR_valued_strategic_partners = {
		value = 35
	}
	TUR_clodius_agreement = {
		value = 50
		trade = yes
	}
	TUR_imperialist_puppets = {
		value = -50
	}
	TUR_aiding_our_enemies = {
		value = -25
		months = 36
	}
	TUR_likeminded_ultranationalists = {
		value = 25
	}
	TUR_righteous_traditionalists = {
		value = 25
	}
	TUR_assertive_regional_defender = {
		value = 50
	}
	TUR_turkish_meddlers = {
		value = -15
	}
	TUR_unreliable_debt_ditchers = {
		value = -35
		months = 36
	}
	TUR_traitors_of_the_revolution = {
		value = -75
	}
	TUR_released_hatay_to_us = {
		value = 25
	}
	TUR_oppressors_of_turks = {
		value = -50
	}
	TUR_pact_of_power = {
		value = 50
	}
	TUR_insulted_our_honour = {
		value = -35
	}
	TUR_joint_resource_extraction = {
		value = 15
	}
	GRE_strong_trading_ties = {
		value = 50
		trade = yes
	}
	GRE_discarded_the_schachtplan = {
		value = -50
		months = 24
	}
	GRE_reneged_on_debt = {
		value = -100
	}
	GRE_strategic_partners = {
		value = 75
	}
	GRE_denied_our_ambitions = {
		value = -50
		months = 12
	}
	GRE_denied_our_ambitions_ITA = {
		value = -75
	}
	GRE_honored_their_promise = {
		value = 75
		months = 36
	}
	GRE_left_us_to_fight_alone = {
		value = -35
		months = 24
	}
	GRE_exploited_our_generosity = {
		value = -50
		months = 12
	}
	GRE_shunned_our_investors = {
		value = -75
		months = 36
	}
	GRE_greek_turncoats = {
		value = -50
	}
	GRE_underhanded_rogues = {
		value = -25
		months = 6
	}
	GRE_aegean_troublemakers = {
		value = -15
	}
	GRE_strategic_enemy = {
		value = -75
	}
	GRE_fascist_leanings = {
		value = 35
	}
	GRE_fascist_trading_bloc = {
		value = 50
		trade = yes
	}
	GRE_treacherous_little_filcher = {
		value = -50
		months = 24
	}
	GRE_tobacco_exports = {
		value = 25
	}
	GRE_luxury_exports = {
		value = 35
		trade = yes
	}
	BUL_condemned_imro = {
		value = 35
		months = 24
	}
	BUL_supported_imro = {
		value = -50
	}
	BUL_supplied_imro = {
		value = -100
	}
	BUL_approached_germany = {
		value = -25
	}
	BUL_approached_italy = {
		value = -15
	}
	BUL_approached_the_uk = {
		value = -25
	}
	BUL_approached_the_ussr = {
		value = -25
	}
	BUL_approached_yugoslavia = {
		value = -25
	}
	BUL_approached_greece = {
		value = -25
	}
	BUL_strengthened_relations_with_us = {
		value = 35
	}
# ... (truncated)
### Entity: Character
Component: PAN_omar_torrijos
Source: game
File: common/characters/PAN.txt

Code:
PAN_omar_torrijos = {
	advisor = {
		slot = high_command
		idea_token = PAN_omar_torrijos
		ledger = army
		allowed = {
			original_tag = pan
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Omar Torrijos
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Event
Component: EYE_swiss.5
Constructs: is_triggered_only, add_war_support, add_stability, fire_only_once, add_popularity, set_country_flag
Source: game
File: events/SWI_events.txt

Code:
news_event = {
	id = EYE_swiss.5
	title = EYE_swiss.5.t
	desc = EYE_swiss.5.desc
	picture = GFX_news_event_pilet-golaz
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = EYE_swiss.5.a
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = -0.05
		add_stability = -0.05
		hidden_effect = {
			set_country_flag = defeatist_speech
		}
	}
}
### Entity: Idea
Component: BAY_coi
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = BAY
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_initiate_the_sky_projects
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, add_tech_bonus, add_breakthrough_progress, is_fully_controlled_by
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_initiate_the_sky_projects
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = CHI_officialize_the_rocaf
	}
	x = 0
	y = 1
	relative_position_id = CHI_officialize_the_rocaf
	cost = 5
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_initiate_the_sky_projects
			bonus = 0.4
			uses = 1
			category = rocketry
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				756 = {
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
			}
			756 = {
				add_building_construction = {
					type = air_facility
					level = 1
					instant_build = yes
					province = {
						id = 2028
					}
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
				add_building_construction = {
					type = air_facility
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						first = yes
					}
				}
			}
		}
		add_to_variable = {
			CHI_ROCAF_sp_tag_rocket_speed_factor = 0.1
			tooltip = sp_tag_rocket_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_soldaderas
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, cancel_if_invalid, set_rule, every_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_soldaderas
	icon = GFX_focus_mex_soldaderas
	prerequisite = {
		focus = MEX_focus_revolutionary_women
	}
	mutually_exclusive = {
		focus = MEX_focus_professional_army
	}
	x = 0
	y = 2
	relative_position_id = MEX_focus_revolutionary_women
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		army_experience = 5
		set_rule = {
			can_generate_female_aces = yes
		}
		every_state = {
			limit = {
				OR = {
					state = 476 485
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_sold_privy_purse_lands
Constructs: limit, production_speed_buildings_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_sold_privy_purse_lands = {
	picture = generic_agrarian_reform
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	on_remove = {
		if = {
			limit = {
				ROOT = {
					has_country_leader = {
						character = SIA_phraya_phahon
					}
				}
			}
			ROOT = {
				country_event = {
					id = siam.1
					hours = 2
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Event
Component: cold_war.47
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, has_government, has_war_with, has_country_flag, set_temp_variable, add_named_threat
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.47
	title = {
		trigger = {
			has_country_flag = ITA_civil_war_got_SOV_support
		}
		text = cold_war.47.t1
	} {
		text = cold_war.47.t2
	}
	desc = {
		trigger = {
			has_country_flag = ITA_civil_war_got_SOV_support
		}
		text = cold_war.47.d1
	} {
		text = cold_war.47.d2
	}
	picture = GFX_report_event_ITA_italian_civil_war
	is_triggered_only = yes
	option = {
		name = cold_war.47.a
		set_temp_variable = {
			civil_war_strength = 1
		}
		subtract_from_temp_variable = {
			civil_war_strength = party_popularity@communism
		}
		start_civil_war = {
			ruling_party = communism
			ideology = ROOT
			size = civil_war_strength
			states_filter = {
				NOT = {
					state = 161 162
				}
			}
		}
		if = {
			limit = {
				has_country_flag = ITA_civil_war_got_SOV_support
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 500
				producer = SOV
				variant_name = T-26TU mod. 1933
			} {
				type = infantry_equipment
				amount = 2000
				producer = SOV
			} {
				type = artillery_equipment
				amount = 100
				producer = SOV
			}
			FROM = {
				add_named_threat = {
					threat = 5
					name = cold_war.47.t
				}
			}
		} {
			limit = {
				YUG = {
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
					any_owned_state = {
						OR = {
							is_claimed_by = ROOT
							is_core_of = ROOT
						}
					}
				}
			}
			country_event = cold_war.48
		}
	} {
		name = cold_war.47.b
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/File%3AMilitary_factory.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Military_factory.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: AI Strategy
Component: ai_focus_aviation_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_aviation_JAP = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10.0
	}
}
### Entity: Unit Template
Component: ISR_MAR_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dth Israeli Marine Division
	ordered = {
		1 = {
			%dst Israeli Marine Division
		}
		2 = {
			%dnd Israeli Marine Division
		}
		3 = {
			%drd Israeli Marine Division
		}
		4 = {
			%dth Israeli Marine Division
		}
		5 = {
			%dth Israeli Marine Division
		}
		6 = {
			%dth Israeli Marine Division
		}
		7 = {
			%dth Israeli Marine Division
		}
		8 = {
			%dth Israeli Marine Division
		}
		9 = {
			%dth Israeli Marine Division
		}
		10 = {
			%dth Israeli Marine Division
		}
	}
}
### Entity: Trigger Reference
Construct: num_faction_members
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_faction_members

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

```
Compares the number of members in the faction for the current country. 
 Example: num_faction_members > 10
```
### Entity: Achievement
Component: brains
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
brains = {
	id = 32
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CAN
	}
	happened = {
		has_completed_focus = CAN_send_in_the_zombies
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_commandos
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_commandos = {
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: per_focus
Component: PER_expand_unique_unit
Constructs: has_completed_focus, division_template, prerequisite, completion_reward, allow_branch, create_unit
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_expand_unique_unit
	icon = GFX_focus_PER_expand_unique_unit
	prerequisite = {
		focus = PER_special_forces_program
	}
	x = 2
	y = 1
	relative_position_id = PER_special_forces_program
	cost = 10
	available = {
		has_completed_focus = PER_establish_special_unit
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = PER_expand_immortal_legion_tt
		hidden_effect = {
			266 = {
				create_unit = {
					division = name = "Fourth Immortal Legion" 	division_template = "Immortal Legion" 	start_experience_factor = 2.0 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Fifth Immortal Legion" 	division_template = "Immortal Legion" 	start_experience_factor = 2.0 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Sixth Immortal Legion" 	division_template = "Immortal Legion" 	start_experience_factor = 2.0 start_equipment_factor = 1
					owner = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_approach_japan
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, is_justifying_wargoal_against, is_subject_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_approach_japan
	icon = GFX_focus_chi_collaboration_with_the_japanese
	prerequisite = {
		focus = MON_host_emergency_great_khural_assembly
	}
	x = 2
	y = 1
	relative_position_id = MON_host_emergency_great_khural_assembly
	cost = 7.16
	available = {
		JAP = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	bypass = {
		JAP = {
			OR = {
				exists = no
				is_subject_of = ROOT
			}
			ROOT = {
				is_subject_of = PREV
			}
		}
	}
	completion_reward = {
		add_political_power = 20
		if = {
			limit = {
				JAP = {
					has_government = fascism
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		else_if = {
			limit = {
				JAP = {
					has_government = neutrality
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		else = {
			add_popularity = {
				ideology = communism
				popularity = -0.1
			}
		}
		MON_jap_medium_influence_increase_effect = yes
		MON_soviet_low_influence_decrease_effect = yes
		unlock_decision_category_tooltip = MON_raids_operations_category
		unlock_decision_tooltip = MON_study_foreign_machinery MON_study_foreign_electronics
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_all_for_the_front
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_all_for_the_front
	icon = GFX_focus_GER_all_for_the_front
	prerequisite = {
		focus = GER_prepare_for_the_next_naval_blockade
	}
	x = 0
	y = 1
	relative_position_id = GER_prepare_for_the_next_naval_blockade
	cost = 5
	available = {
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GER_all_for_the_front_idea
	}
}
### Entity: Modifier Reference
Construct: cavalry_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## cavalry_defence_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Modifier Reference
Construct: local_factory_sabotage
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_factory_sabotage

* Number with 0 decimal places
* **Categories**: state
### Entity: Idea
Component: FRA_la_deluge
Constructs: war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/france.txt

Code:
FRA_la_deluge = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		conscription = 0.03
		conscription_factor = 0.25
		war_support_factor = 0.1
		training_time_army_factor = -0.2
	}
}
### Entity: Unit Template
Component: DNZ_CL_HISTORICAL
Source: game
File: common/units/names_ships/DNZ_ship_names.txt

Code:
DNZ_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		DNZ
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = DVs 
	fallback_name = K %d
	unique = {
		Zoppot Oliva Tiegenhof Neutiech
	}
}
### Entity: Idea
Component: PRC_prepare_for_extreme_condition
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_prepare_for_extreme_condition = {
	removal_cost = -1
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		air_accidents_factor = -0.05
		air_weather_penalty = -0.15
		out_of_supply_factor = -0.2
		attrition = -0.05
		winter_attrition = -0.1
	}
}