Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_join_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_in_faction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_join_axis
	icon = GFX_goal_generic_german_assistance
	x = 44
	y = 6
	cost = 5
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	prerequisite = {
		focus = VEN_institute_1936_constitution VEN_constitute_womens_rights VEN_cult_of_personality
	}
	available = {
		is_in_faction = no
		is_puppet = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 0
			}
		}
	}
	mutually_exclusive = {
		focus = VEN_viva_venezuela VEN_join_allies VEN_neutrality_focus
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = VEN
				modifier = medium_increase
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = VEN
				modifier = medium_increase
			}
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_axis_investments
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, has_war_with, is_major, add_opinion_modifier
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_axis_investments
	icon = GFX_focus_chi_mission_to_germany
	dynamic = yes
	prerequisite = {
		focus = BALTIC_rejoin_the_railways
	}
	mutually_exclusive = {
		focus = BALTIC_renew_allied_trade
	}
	x = -7
	y = 1
	relative_position_id = BALTIC_rejoin_the_railways
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BALTIC_axis_investments_idea
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		}
		else_if = {
			limit = {
				suitable_fascist_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		} {
			limit = {
				JAP = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			JAP = {
				add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
				reverse_add_opinion_modifier = {
					target = PREV
					modifier = BALTIC_investments
				}
			}
		} {
			limit = {
				suitable_fascist_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				
# ... (truncated)
### Entity: AI Strategy
Component: r56_JAP_subject_ignore_soviet
Constructs: has_war_with, is_subject_of, has_war_together_with
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_subject_ignore_soviet = {
	allowed = {
		OR = {
			original_tag = MAN MEN
		}
	}
	enable = {
		is_subject_of = JAP
		has_war_together_with = JAP
		NOT = {
			JAP = {
				has_war_with = SOV
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = SOV
		value = 2000
	}
}
### Entity: National Focus
Component: wuw_HUN_reintigrate_slovakia
Constructs: prerequisite, limit, every_country, owns_state, completion_reward, is_subject, is_core_of, is_owned_and_controlled_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reintigrate_slovakia
	icon = GFX_focus_generic_befriend_slovakia
	prerequisite = {
		focus = wuw_HUN_protect_czechoslovakia
	}
	x = 2
	y = 2
	relative_position_id = wuw_HUN_protect_czechoslovakia
	will_lead_to_war_with = SLO CZE
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		is_subject = no
		NOT = {
			AND = {
				664 = {
					is_core_of = ROOT
					is_owned_and_controlled_by = ROOT
				}
				70 = {
					is_core_of = ROOT
					is_owned_and_controlled_by = ROOT
				}
				71 = {
					is_core_of = ROOT
					is_owned_and_controlled_by = ROOT
				}
				73 = {
					is_core_of = ROOT
					is_owned_and_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 664 70 71 73 72
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				any_country = {
					is_subject_of = ROOT
					owns_state = PREV
				}
				OR = {
					state = 664 70 71 73 72
				}
			}
			transfer_state_to = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_country = {
			limit = {
				NOT = {
					OR = {
						original_tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
				OR = {
					owns_state = 664 70 71 73 72
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_core_state
					target = PREV
				}
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_tara_singh
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_tara_singh = {
	name = RAJ_GOE_tara_singh
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_tara_singh_small
			large = GFX_portrait_RAJ_tara_singh
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_tara_singh
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			OR = {
				has_completed_focus = RAJ_the_punjab_accord RAJ_sikh_religious_guarantees
			}
		}
		available = {
			OR = {
				has_completed_focus = RAJ_the_punjab_accord RAJ_sikh_religious_guarantees
			}
		}
		traits = {
			sikh_activist
		}
	}
}
### Entity: Event
Component: BBA_italy_air_accident.00
Constructs: has_completed_focus, fire_only_once, is_core_of, random_list, is_historical_focus_on, random_hours
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_air_accident.00
	hidden = yes
	fire_only_once = yes
	trigger = {
		original_tag = ITA
		any_controlled_state = {
			is_core_of = FRA
		}
	}
	mean_time_to_happen = {
		days = 180
		modifier = {
			factor = 0.5
			date = > 1940.07.01
		}
	}
	immediate = {
		random_list = {
			10 = {
				modifier = {
					factor = 10
					is_historical_focus_on = yes
				} {
					factor = 0.5
					has_completed_focus = ITA_expand_rome_flying_school
				} {
					factor = 0.1
					has_completed_focus = ITA_officers_of_the_service_role
				} {
					factor = 0
					is_historical_focus_on = no
					has_completed_focus = ITA_officers_of_the_service_role
				}
				country_event = {
					id = BBA_italy_air_accident.11
					hours = 16
					random_hours = 8
				}
			} {
				modifier = {
					factor = 5
					has_completed_focus = ITA_expand_rome_flying_school
				}
				country_event = {
					id = BBA_italy_air_accident.12
					hours = 16
					random_hours = 8
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_reassure_the_army
Constructs: prerequisite, limit, add_war_support, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_reassure_the_army
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = CZE_truth_prevails
	}
	relative_position_id = CZE_truth_prevails
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.1
			tooltip = dig_in_speed_factor_tt
		} {
			CZE_ceskoslovenska_armada_cas_damage_reduction = 0.1
			tooltip = cas_damage_reduction_tt
		} {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.1
			tooltip = recon_factor_while_entrenched_tt
		}
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_medium_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: GER_colonizing_the_east
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_colonizing_the_east = {
	icon = GFX_decision_category_ger_reichskommissariats
	allowed = {
		original_tag = GER
	}
	visible_when_empty = no
	priority = 11
	visible = {
		has_completed_focus = GER_integrate_our_new_lands
	}
}
### Entity: Idea
Component: yokosuka
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
yokosuka = {
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Idea
Component: r56i_laws_security_balanced
Constructs: stability_factor, limit, has_country_leader_ideology, has_global_flag, has_power_balance, add_power_balance_value, cancel_if_invalid
Source: game
File: common/ideas/r56i_laws_security.txt

Code:
r56i_laws_security_balanced = {
	available = {
		custom_trigger_tooltip = {
			tooltip = not_has_government_anarchism_tt
			NOT = {
				has_country_leader_ideology = anarchism anarchist_communism
			}
		}
		hidden_trigger = {
			NOT = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		stability_factor = 0.05
		resistance_damage_to_garrison = 0.05
		drift_defence_factor = 0.05
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cost = 150
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: support_equipment_producer_mass_1
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
support_equipment_producer_mass_1 = {
	random = no
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: 23rd Army Tank Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 23rd Army Tank Brigade
	location = 6384
	division_template = Tank Brigade
	start_experience_factor = 0.2
}
### Entity: Character
Component: AST_percy_stephensen
Constructs: has_completed_focus, is_country_leader
Source: game
File: common/characters/AST.txt

Code:
AST_percy_stephensen = {
	name = AST_percy_stephensen
	portraits = {
		civilian = {
			large = GFX_portrait_AST_percy_stephensen
			small = GFX_portrait_AST_percy_stephensen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_percy_stephensen
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_motherland_advocate_pa
		}
		available = {
			is_country_leader = no
			has_completed_focus = AST_in_from_the_cold
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_2
			creator = ENG
			version_name = Supermarine Spitfire
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:ENG_supermarine_organization
	} {
		equipment = {
			type = large_plane_airframe_1
			creator = ENG
			version_name = HP Halifax
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_avro_organization
	}
}
### Entity: Event
Component: KMT_event.20
Constructs: is_triggered_only, ai_chance, add_ideas, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.20
	title = KMT_event.20.t
	desc = KMT_event.20.desc
	picture = GFX_report_event_oahu_withdraws
	is_triggered_only = yes
	option = {
		name = KMT_event.20.a
		CHI = {
			add_ideas = KMT_taiwan_accordsijv
			country_event = CHI_warlords.20
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = no
		} {
			country = CHI
			relation = non_aggression_pact
			active = yes
		}
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = 180
		}
	} {
		name = KMT_event.20.b
		ai_chance = {
			base = 0
		}
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Country History
Country: NGA
Component: NGA_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/NGA - Nigeria.txt

Code:
# Misc for NGA
capital = 558
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: AAT_norway_communist.8
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, add_popularity, every_state, is_core_of
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_communist.8
	title = AAT_norway_communist.8.t
	desc = {
		text = AAT_norway_communist.8.desc_DEN
		trigger = {
			tag = DEN
		}
	} {
		text = AAT_norway_communist.8.desc_ENG
		trigger = {
			tag = ENG
		}
	} {
		text = AAT_norway_communist.8.desc_SWE
		trigger = {
			tag = SWE
		}
	}
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = AAT_norway_communist.8.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_government = neutrality
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		every_state = {
			limit = {
				is_core_of = FROM
				NOT = {
					OR = {
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
		FROM = {
			NOR_king_haakon_vii = {
				set_nationality = ROOT
			}
			NOR_prince_olav = {
				set_nationality = ROOT
			}
		}
	} {
		name = AAT_norway_communist.8.b
		ai_chance = {
			base = 5
			modifier = {
				add = 30
				communism = > 0.2
			}
		}
		add_political_power = -75
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: Naval_Commanders
Constructs: Naval_Commanders, limit
Source: wiki
File: wiki/Commander.html

Doc:
Naval Commanders[edit]
The rank of a commander determines how many units they may command effectively.

Naval rank
Unit limit

No Commander |
&#160;?
|

Commodore |
&#160;?
|

Rear admiral |
&#160;?
|

Vice Admiral |
&#160;?
|

Admiral |
100
|

Commanders may be promoted at the cost of one(?) skill level per rank.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Commander&oldid=2725"
### Entity: Modifier Reference
Component: JAP_army_and_naval_air_services_dm
Constructs: sortie_efficiency
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_army_and_naval_air_services_dm = {
	icon = GFX_idea_JAP_air_services
	enable = {
		always = yes
	}
	custom_modifier_tooltip = JAP_separate_air_services_tt JAP_lightweight_fighters_tt
	air_nav_efficiency = JAP_airforce_air_nav_efficiency
	air_wing_xp_loss_when_killed_factor = JAP_airforce_air_wing_xp_loss_when_killed_factor
	air_untrained_pilots_penalty_factor = JAP_airforce_air_untrained_pilots_penalty_factor
	air_cas_efficiency = JAP_airforce_air_cas_efficiency
	sortie_efficiency = JAP_airforce_sortie_efficiency
	air_escort_efficiency = JAP_airforce_air_escort_efficiency
	air_range_factor = JAP_airforce_air_range_factor
	air_defence_factor = JAP_airforce_air_defence_factor
	mines_planting_by_air_factor = JAP_airforce_mines_planting_by_air_factor
	port_strike = JAP_airforce_port_strike
	air_mission_efficiency = JAP_airforce_air_mission_efficiency
	air_accidents_factor = JAP_airforce_air_accidents_factor
}
### Entity: State History
Component: 883
Constructs: add_core_of
Source: game
File: history/states/883-Kassala.txt

Code:
state = {
	id = 883
	name = STATE_883
	manpower = 511402
	state_category = rural
	history = {
		owner = ENG
		add_core_of = SUD
		victory_points = {
			12725 1
		}
		buildings = {
			infrastructure = 1
			12725 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		1977 2003 2088 10902 12725
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: SOV_is_soviet_republic_tag_lax
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_soviet_republic_tag_lax = {
	OR = {
		tag = BLR UKR KAZ GEO ARM AZR UZB TMS KYR TAJ TAN DON KUB BUK ALT KAL KAR CRI TAT CIN DAG BYA CKK FER YAK VLA KKP YAM TAY OVO NEN KOM ABK KBK NOA VGE BSK KHI UDM CHU MEL EST LAT LIT POL FIN MON
	}
}
### Entity: Event
Component: MUN_slovakia_little_war.3
Constructs: is_triggered_only, ai_chance, set_country_flag, every_unit_leader, set_character_flag
Source: game
File: events/MUN_Slovakia.txt

Code:
country_event = {
	id = MUN_slovakia_little_war.3
	title = MUN_slovakia_little_war.3.t
	desc = MUN_slovakia_little_war.3.d
	picture = GFX_report_event_bul_ff_troops_yugoslavia
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SLO = {
				set_country_flag = SLO_little_war_warning_mission_visible
				activate_decision = SLO_little_war_warning_mission
				hidden_effect = {
					every_unit_leader = {
						set_character_flag = SLO_pull_for_little_war
					}
				}
			}
		}
	}
	option = {
		name = MUN_slovakia_little_war.3.a
		ai_chance = {
			factor = 1
		}
	}
}
### Entity: Event
Component: germany.127
Constructs: is_triggered_only, ai_chance, limit, has_war_with, every_other_country, has_idea, is_in_faction, create_faction_from_template
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.127
	title = germany.127.t
	desc = germany.127.d
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = germany.127.a
		every_other_country = {
			limit = {
				has_idea = anti_soviet_pact
				has_war_with = SOV
			}
			country_event = {
				id = germany.128
				days = 1
			}
		}
		if = {
			limit = {
				is_in_faction = no
			}
			create_faction_from_template = {
				template = faction_template_anti_communist
				name = anti_soviet_pact_faction
			}
		}
	} {
		name = germany.127.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_innovation_warfare
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_innovation_warfare
	icon = GFX_goal_generic_modernizing_the_cavalry
	prerequisite = {
		focus = BUL_reform_the_army
	}
	relative_position_id = BUL_reform_the_army
	x = -4
	y = 1
	cost = 4
	ai_will_do = {
		factor = 40
	}
	available = {
		NOT = {
			has_completed_focus = BUL_strength_in_firepower
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_innovation_warfare
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
		add_doctrine_cost_reduction = {
			name = BUL_innovation_warfare
			cost_reduction = 0.5
			uses = 1
			category = cat_mobile_warfare
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rapid_rearmament
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_rapid_rearmament
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = AUS_disregard_the_treaties AUS_seek_agreement_for_rearmament
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_disregard_the_treaties
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = AUS_emergency_measures
			days = 720
		}
	}
}
### Entity: Unit Template
Component: MAC_CAV_01
Source: game
File: common/units/names_divisions/MAC_names_divisions.txt

Code:
MAC_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		MAC
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Konjanica Divizija
	ordered = {
		1 = {
			%d. Konjanica Divizija
		}
		2 = {
			%d. Konjanica Divizija
		}
	}
}
### Entity: Character
Component: AST_jack_miles
Source: game
File: common/characters/AST.txt

Code:
AST_jack_miles = {
	name = AST_jack_miles
	portraits = {
		civilian = {
			large = GFX_portrait_AST_jack_miles
		}
	}
	country_leader = {
		traits = {
			AST_dated_communist_leader
		}
		ideology = stalinism
		expire = 1989.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_ussr_research_agreement
Constructs: prerequisite, has_war_with, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_ussr_research_agreement
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = ARG_ussr_coop
	}
	x = 48
	y = 4
	cost = 10
	available = {
		NOT = {
			has_war_with = SOV
		}
		country_exists = SOV
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = argentina.4
				days = 1
			}
		}
		effect_tooltip = {
			add_tech_bonus = {
				name = infantry_artillery_bonus
				bonus = 1
				uses = 2
				category = infantry_weapons artillery
			}
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = cat_mass_assault
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}