Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_rally_the_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_rally_the_industry
	icon = GFX_focus_JAP_raise_the_red_flag_high
	prerequisite = {
		focus = PRC_sea_inward_focus
	}
	x = -1
	y = 1
	relative_position_id = PRC_sea_inward_focus
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: Training Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = Training Division
	location = 6999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_yang_xiujun
	}
}
### Entity: Technology
Component: mtg_transport
Constructs: has_war, has_war_with, transport_capacity, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	transport_capacity = -0.33
	naval_invasion_prep_days = -10
	naval_invasion_division_cap = 2
	naval_invasion_plan_cap = 1
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_support_ships
		}
	}
	path = {
		leads_to_tech = mtg_landing_craft
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_multi_product_supply_ships
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.5
			has_war = no
		} {
			factor = 2
			tag = USA
		} {
			has_war_with = JAP
			factor = 2
		} {
			factor = 3
			tag = JAP
		} {
			factor = 2
			tag = ENG
		}
	}
	categories = {
		naval_equipment tp_tech
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: paramilitary_training
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
paramilitary_training = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.1
		experience_gain_army = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_12
Source: game
File: history/units/LAT_1936_air_bba.txt

Code:
air_wings = {
	12 = {
		small_plane_airframe_0 = {
			owner = LAT
			amount = 12
			creator = ENG
			version_name = Hawker Fury
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.36
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, has_opinion, add_manpower
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.36
	title = denmark_overlord_events.36.t
	desc = denmark_overlord_events.36.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.36.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			}
		}
		add_manpower = -2500
		effect_tooltip = {
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
		}
		DEN_bop_occupation_low_decrease_effect = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.37
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.36.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				OR = {
					AND = {
						FROM = {
							has_government = communism
						}
						OR = {
							has_government = fascism neutrality
							DEN_royal_ai = yes
							DEN_fascist_ai = yes
						}
					} {
						FROM = {
							has_government = fascism
						}
						OR = {
							has_government = communism
							DEN_royal_ai = yes
						}
					}
				}
			}
		}
		DEN_modify_overlord_relations_small = yes
		DEN_bop_occupation_low_increase_effect = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.38
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: POL_Polski_Fiat
Constructs: has_completed_focus, has_war_with, has_country_flag, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polski_Fiat = {
	allowed = {
		original_TAG = POL
	}
	available = {
		NOT = {
			has_war_with = ITA
		}
		OR = {
			has_country_flag = POL_Invest_In_Fiat POL_Invited_Foreign_Motor_Companies
			has_completed_focus = POL_Attract_Foreign_Investment
		}
	}
	picture = Polski_Fiat
	cost = 75
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	modifier = {

	}
}
### Entity: Event
Component: war_justification.203
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.203
	title = war_justification.203.t
	desc = war_justification.203.d
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = war_justification.203.a
	}
}
### Entity: Country History
Country: MAY
Component: MAY_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/MAY - Maya.txt

Code:
# Misc for MAY
capital = 475
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = MAY_maya_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: Idea
Component: COG_prussia_of_africa_idea
Constructs: army_attack_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_prussia_of_africa_idea = {
	picture = ger_revive_the_kaiserreich
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		army_attack_factor = 0.1
		breakthrough_factor = 0.1
		dig_in_speed_factor = 0.15
		resistance_target = -0.1
		non_core_manpower = 0.02
	}
}
### Entity: Idea
Component: POR_estado_novo_4
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_estado_novo_4 = {
	picture = por_estado_novo
	name = POR_estado_novo
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.005
		consumer_goods_factor = -0.05
		production_speed_industrial_complex_factor = 0.1
		political_power_gain = 0.2
		drift_defence_factor = 0.15
	}
}
### Entity: Character
Component: champion_of_the_lao_issara
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_the_lao_issara = {
	random = no
	sprite = 13
	democratic_drift = 0.06
	war_support_factor = 0.05
	stability_factor = 0.05
}
### Entity: AI Strategy
Component: SPA_alternate_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/SPA_alternate_strategy_plan.txt

Code:
SPA_alternate_plan = {
	name = Spanish Nationalist alternate plan
	desc = Alternate behavior for Nationalist Spain
	allowed = {
		original_tag = SPR
	}
	enable = {
		tag = SPA
		OR = {
			has_country_flag = SPR_AI_RANDOM_SECOND_REPUBLIC
			has_game_rule = {
				rule = SPR_ai_behavior
				option = SECOND_REPUBLIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		SPA_a_great_spain SPA_hand_over_the_ceda_campaign_chest SPA_negotiate_carlist_support SPA_the_army_of_africa SPA_secure_the_northern_garrisons SPA_foment_a_carlist_split SPA_con_paquito SPA_unify_the_nationalist_front SPA_a_methodical_approach SPA_tackle_the_vulnerable_fronts SPA_save_the_alcazar SPA_martyrdom_for_primo_de_rivera SPA_caudillo_of_spain SPA_extol_the_martyrs_of_the_war SPA_consolidate_the_north SPA_banish_the_party_leaders SPA_safeguard_the_freedom_of_worship SPA_fuse_the_parties SPA_portuguese_aid SPA_expand_conscription SPA_integrate_the_requetes SPA_the_iberian_pact
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Music Config
Component: base_music/axis_peace_1
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = axis_peace_1
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = fascism
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_310
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_310 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 310
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 310
	}
}
### Entity: Scripted Effect
Component: r56_other_faction_invite_communism_NOT_SOV
Constructs: limit, has_government, has_war_with, is_major, is_faction_leader, has_capitulated, is_in_faction_with, random_other_country
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_other_faction_invite_communism_NOT_SOV = {
	if = {
		limit = {
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				num_of_factories = > 70
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				}
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				num_of_factories = > 70
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
			}
			country_event = generic.2
		}
	}
	else_if = {
		limit = {
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				num_of_factories = > 50
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				num_of_factories = > 50
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
			}
			country_event = generic.2
		}
	} {
		limit = {
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = communism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
			}
			country_event = generic.2
		}
	} {
		limit = {
			any_other_country = {
				has_government = communism
				is_faction_leader = yes
				has_capitulated = no
				NOT = {
					original_tag = SOV
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
			
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.3
Constructs: is_triggered_only
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.3
	title = tfv_south_africa.3.t
	desc = tfv_south_africa.3.d
	picture = GFX_report_event_saf_soldiers_3
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.3.a
	}
}
### Entity: Effect Reference
Construct: swap_ruler_traits
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## swap_ruler_traits

* Supported Scopes: COUNTRY
* Supported Targets: none

```
swap 2 traits on current ruler. 
 Syntax: swap_ruler_traits = { remove = <trait> add = <trait> }
```
### Entity: National Focus
Tree: ger_focus
Component: GER_align_italy
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction, is_ally_with, random_hours
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_align_italy
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = GER_trade_agreements
	}
	mutually_exclusive = {
		focus = GER_conquer_italy GER_prepare_italian_coup_ww
	}
	x = 0
	y = 1
	relative_position_id = GER_trade_agreements
	cost = 10
	available = {
		is_subject = no
		is_faction_leader = yes
		ITA = {
			exists = yes
			is_in_faction = no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ITA = {
			OR = {
				exists = no
				is_ally_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = wuw_GER_realpolitik.1
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_industry_in_odessa
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_industry_in_odessa
	icon = GFX_goal_generic_construct_naval_dockyard
	relative_position_id = RUT_claim_ukraine
	x = -4
	y = 2
	prerequisite = {
		focus = RUT_claim_ukraine
	}
	available = {
		RUT = {
			controls_state = 192
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		192 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: CHI_seek_japanese_support
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_seek_japanese_support = {
	icon = jap_pacific_guardian
	allowed = {
		OR = {
			original_tag = GXC YUN SHX XSM GDC KHM GSM NXM SND SIC XIC KUM HBC
		}
	}
}
### Entity: Idea
Component: POL_looming_peasants_strike
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_looming_peasants_strike = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_agrarian_society
	modifier = {

	}
}
### Entity: Character
Component: KAZ_nt
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_nt = {
	advisor = {
		slot = theorist
		idea_token = KAZ_nt
		ledger = navy
		allowed = {
			original_tag = KAZ
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Event
Component: AAT_finland_national_defense.01
Constructs: is_triggered_only, set_country_flag, add_dynamic_modifier, clear_variable
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_national_defense.01
	title = AAT_finland_national_defense.01.t
	desc = AAT_finland_national_defense.01.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = FIN_aware_about_weapon_caches_flag
		}
	}
	option = {
		name = AAT_finland_national_defense.01.a
		effect_tooltip = {
			var:FIN_state_with_weapon_caches = {
				add_dynamic_modifier = {
					modifier = FIN_weapon_caches_modifier
				}
			}
		}
		custom_effect_tooltip = FIN_weapon_caches_in_state_tt
		hidden_effect = {
			clear_variable = FIN_state_with_weapon_caches
		}
	}
}
### Entity: Event
Component: denmark_protection_event.5
Constructs: is_triggered_only, limit, add_ideas, add_opinion_modifier, fire_only_once, has_dlc
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.5
	title = denmark_protection_event.5.t
	desc = denmark_protection_event.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.5.a
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			ROOT = {
				add_ideas = DEN_danish_licensing_ns
			}
		}
		else = {
			ROOT = {
				add_ideas = DEN_danish_licensing_ns_no_DOD
			}
		}
		ROOT = {
			add_opinion_modifier = {
				modifier = DEN_deepening_partnership
				target = FROM
			}
		}
		FROM = {
			add_opinion_modifier = {
				modifier = DEN_deepening_partnership
				target = ROOT
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.01
Constructs: is_triggered_only, ai_chance, limit, random_country, has_war_with, is_controlled_by, set_variable, create_wargoal
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.01
	title = BBA_ethiopia_exile_events.01.t
	desc = BBA_ethiopia_exile_events.01.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					ETH = {
						any_owned_state = {
							is_controlled_by = ITA
						}
					}
				}
				set_variable = {
					ETH.ETH_occupier_country = ITA
				}
			}
			ELSE = {
				random_country = {
					limit = {
						has_war_with = ETH
						ETH = {
							any_owned_state = {
								is_controlled_by = PREV.PREV
							}
						}
					}
					set_variable = {
						ETH.ETH_occupier_country = THIS
					}
				}
			}
		}
	}
	option = {
		name = BBA_ethiopia_exile_events.01.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					has_war_with = ETH.ETH_occupier_country
				}
			}
			create_wargoal = {
				type = liberate_wargoal
				target = ETH.ETH_occupier_country
			}
		}
		custom_effect_tooltip = ETH_can_call_allies_tt
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_train_the_sheltered
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_subject, is_subject_of, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_train_the_sheltered
	icon = GFX_focus_SWE_train_the_sheltered
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_winter_drill
	}
	relative_position_id = SWE_winter_drill
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			NOR = {
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			DEN = {
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			FIN = {
				OR = {
					has_capitulated = yes
					exists = no
					is_subject = yes
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			ICE = {
				OR = {
					has_capitulated = yes
					exists = no
					AND = {
						is_subject = yes
						NOT = {
							is_subject_of = DEN
						}
					}
				}
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = SWE_train_the_sheltered_tt
		unlock_decision_tooltip = SWE_train_the_sheltered_decision
	}
}
### Entity: AI Strategy
Component: USA_escorts
Constructs: has_war
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_escorts = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_escort
	}
	priority = {
		factor = 1000
		modifier = {
			factor = 5
			anti_submarine_strategy_required_trigger = yes
		}
	}
	escort_early = {
		priority = {
			factor = 10
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 500.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_basic = {
		priority = {
			factor = 100
			modifier = {
				factor = 100
				has_war = yes
			}
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_light_battery light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	escort_improved = {
		priority = {
			factor = 250
			modifier = {
				factor = 2
				has_war = yes
			} {
				convoy_threat = > 0.5
				factor = 2
			}
		}
		role_icon_index = 3
		history = yes
		target_variant = {
			match_value = 2800.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = dp_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_sonar
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = light_ship_engine
				fixed_ship_torpedo_slot = empty
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_depth_charge
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_depth_charge dp_l
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_fate_of_jimenez
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_fate_of_jimenez
	icon = GFX_goal_generic_break_army
	x = 0
	y = 1
	relative_position_id = VEN_isaias_angarita
	cost = 10
	prerequisite = {
		focus = VEN_isaias_angarita
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		country_event = {
			hours = 12
			id = venezuela.23
		}
	}
}