Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_pre_empt_the_ideological_threat
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_pre_empt_the_ideological_threat
	prerequisite = {
		focus = ENG_imperial_conscription ENG_take_out_the_regia_marina
	}
	available = {
		is_subject = no
		country_exists = SOV
		NOT = {
			is_in_faction_with = SOV
		}
		SOV = {
			has_government = communism
		}
	}
	will_lead_to_war_with = SOU
	icon = GFX_focus_attack_soviet
	x = -2
	y = 1
	relative_position_id = ENG_imperial_conscription
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war = yes
		}
	}
	completion_reward = {
		ENG_mosley_pacifism_level_down = yes
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOV
			expire = 0
		}
	}
}
### Entity: Decision
Component: form_russia_category
Constructs: has_completed_focus, limit, add_ideas, has_government, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
form_russia_category = {
	form_russia = {
		icon = generic_form_nation
		fire_only_once = yes
		allowed = {
			original_tag = LIE
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = LIE_requires_all_these_states_to_form_russia
				controls_state = 195 208 209 210 263 244 246 242 243 224 219 205 247 264 220 222 223 240 258 254 260 257 255 252 253 248 351 879 214 880 239
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 195 208 209 210 263 244 246 242 243 224 219 205 247 264 216 215 220 222 223 240 258 254 260 257 255 252 253 248 351 879 214 880 239
			}
		}
		ai_will_do = {
			factor = 150
		}
		visible = {
			has_completed_focus = LIE_finish_the_fight
			if = {
				limit = {
					original_tag = LIE
				}
				has_country_leader = {
					character = LIE_boris_smyslovsky
					ruling_only = yes
				}
			}
		}
		complete_effect = {
			set_capital = {
				state = 219
			}
			every_state = {
				limit = {
					OR = {
						state = 195 208 209 210 263 244 246 242 243 224 219 205 247 264 216 215 220 222 223 240 258 254 260 257 255 252 253 248 351 879 214 880 239
					}
				}
				add_core_of = ROOT
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
			set_cosmetic_tag = SOV
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
			if = {
				limit = {
					original_tag = LIE
				}
				set_country_flag = achievement_formed_russia
			}
			unlock_decision_tooltip = reintegrate_the_don_republic bring_back_white_names question_of_the_capital_russia
		}
	}
	bring_back_white_names = {
		icon = GFX_decision_generic_break_treaty
		allowed = {
			original_tag = LIE
		}
		fire_only_once = yes
		cost = 50
		days_remove = 85
		available = {
			NOT = {
				has_government = communism
			}
		}
		modifier = {
			political_power_factor = -0.25
		}
		ai_will_do = {
			factor = 150
		}
		visible = {
			has_cosmetic_tag = SOV
			if = {
				limit = {
					original_tag = LIE
				}
			}
		}
		remove_effect = {
			add_political_power = 100
			add_stability = 0.1
			add_popularity = {
				ideology = communism
				popularity = -0.1
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt LIE_if_has
# ... (truncated)
### Entity: Unit Template
Component: BUL_ARM_01
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_ARM_01 = {
	name = Tank Divisions
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d-ta Tankova Divizija
	ordered = {
		1 = {
			%d-va Tankova Divizija
		}
		2 = {
			%d-ra Tankova Divizija
		}
		3 = {
			%d-ta Tankova Divizija
		}
		4 = {
			%d-ta Tankova Divizija
		}
		5 = {
			%d-ta Tankova Divizija
		}
		6 = {
			%d-ta Tankova Divizija
		}
		7 = {
			%d-ma Tankova Divizija
		}
		8 = {
			%d-a Tankova Divizija
		}
		9 = {
			%d-ta Tankova Divizija
		}
		10 = {
			%d-ta Tankova Divizija
		}
		11 = {
			%d-va Tankova Divizija
		}
		12 = {
			%d-ra Tankova Divizija
		}
		14 = {
			%d-ta Tankova Divizija
		}
		15 = {
			%d-ta Tankova Divizija
		}
		16 = {
			%d-ta Tankova Divizija
		}
		17 = {
			%d-ma Tankova Divizija
		}
		18 = {
			%d-a Tankova Divizija
		}
		19 = {
			%d-ta Tankova Divizija
		}
		20 = {
			%d-ta Tankova Divizija
		}
		21 = {
			%d-va Tankova Divizija
		}
		22 = {
			%d-ra Tankova Divizija
		}
		23 = {
			%d-ta Tankova Divizija
		}
		24 = {
			%d-ta Tankova Divizija
		}
		25 = {
			%d-ta Tankova Divizija
		}
		26 = {
			%d-ta Tankova Divizija
		}
		27 = {
			%d-ma Tankova Divizija
		}
		28 = {
			%d-a Tankova Divizija
		}
		29 = {
			%d-ta Tankova Divizija
		}
		30 = {
			%d-va Tankova Divizija
		}
		31 = {
			%d-ra Tankova Divizija
		}
		32 = {
			%d-ta Tankova Divizija
		}
		33 = {
			%d-ta Tankova Divizija
		}
		34 = {
			%d-ta Tankova Divizija
		}
		35 = {
			%d-ta Tankova Divizija
		}
		36 = {
			%d-ma Tankova Divizija
		}
		37 = {
			%d-a Tankova Divizija
		}
		38 = {
			%d-ta Tankova Divizija
		}
		39 = {
			%d-ta Tankova Divizija
		}
		40 = {
			%d-va Tankova Divizija
		}
		41 = {
			%d-ra Tankova Divizija
		}
		42 = {
			%d-ta Tankova Divizija
		}
		43 = {
			%d-ta Tankova Divizija
		}
		44 = {
			%d-ta Tankova Divizija
		}
		45 = {
			%d-ta Tankova Divizija
		}
		46 = {
			%d-ma Tankova Divizija
		}
		47 = {
			%d-a Tankova Divizija
		}
		48 = {
			%d-ta Tankova Divizija
		}
		49 = {
			%d-ta Tankova Divizija
		}
		50 = {
			%d-ta Tankova Divizija
		}
		51 = {
			%d-va Tankova Divizija
		}
		52 = {
			%d-ra Tankova Divizija
		}
		13 = {
			%d-ta Tankova Divizija
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_create_instalaza
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_create_instalaza
	icon = GFX_goal_spr_fund_instalaza
	cost = 10.0
	ai_will_do = {
		factor = 30
	}
	prerequisite = {
		focus = SPR_create_the_ini
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 3
	relative_position_id = SPR_post_depression_recovery
}
### Entity: Achievement
Component: maphilindia
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag, has_cosmetic_tag, is_owned_and_controlled_by
Source: game
File: common/achievements.txt

Code:
maphilindia = {
	id = 281
	possible = {
		OR = {
			tag = PHI INS
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = maphilindia_formed_tt
			OR = {
				has_global_flag = PHI_maphilindo_flag
				has_cosmetic_tag = INS_maphilindo
			}
		}
		423 = {
			is_owned_and_controlled_by = ROOT
		}
		424 = {
			is_owned_and_controlled_by = ROOT
		}
		425 = {
			is_owned_and_controlled_by = ROOT
		}
		426 = {
			is_owned_and_controlled_by = ROOT
		}
		427 = {
			is_owned_and_controlled_by = ROOT
		}
		428 = {
			is_owned_and_controlled_by = ROOT
		}
		429 = {
			is_owned_and_controlled_by = ROOT
		}
		430 = {
			is_owned_and_controlled_by = ROOT
		}
		431 = {
			is_owned_and_controlled_by = ROOT
		}
		432 = {
			is_owned_and_controlled_by = ROOT
		}
		433 = {
			is_owned_and_controlled_by = ROOT
		}
		434 = {
			is_owned_and_controlled_by = ROOT
		}
		435 = {
			is_owned_and_controlled_by = ROOT
		}
		436 = {
			is_owned_and_controlled_by = ROOT
		}
		437 = {
			is_owned_and_controlled_by = ROOT
		}
		438 = {
			is_owned_and_controlled_by = ROOT
		}
		439 = {
			is_owned_and_controlled_by = ROOT
		}
		989 = {
			is_owned_and_controlled_by = ROOT
		}
		990 = {
			is_owned_and_controlled_by = ROOT
		}
		991 = {
			is_owned_and_controlled_by = ROOT
		}
	}
}
### Entity: Modifier Reference
Component: GER_bewegungskrieg_modifier_lvl_2
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_bewegungskrieg_modifier_lvl_2 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_blitzkrieg
	breakthrough_factor = 0.05
	army_infantry_attack_factor = 0.1
	custom_modifier_tooltip = GER_motor_and_mech_attack_tt
}
### Entity: Character
Component: CHL_eduardo_cruz_coke
Constructs: has_government, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_eduardo_cruz_coke = {
	name = CHL_eduardo_cruz_coke
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_eduardo_cruz_coke
			small = GFX_portrait_CHL_eduardo_cruz_coke_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_eduardo_cruz_coke
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_eduardo_cruz_coke
				}
			}
		}
		visible = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
		traits = {
			JUNO_minister_of_public_health
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_builder_of_the_red_army
Constructs: prerequisite, limit, completion_reward, is_country_leader, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_builder_of_the_red_army
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = SOV_long_live_the_workers_government
	}
	x = -1
	y = 1
	relative_position_id = SOV_long_live_the_workers_government
	mutually_exclusive = {
		focus = SOV_reigniting_the_revolutionary_spirit
	}
	cost = 10
	available = {
		SOV_lev_trotsky = {
			is_country_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		army_experience = 50
		add_tech_bonus = {
			name = SOV_the_builder_of_the_red_army
			ahead_reduction = 1
			uses = 2
			category = artillery infantry_weapons
		}
		add_field_marshal_role = {
			character = SOV_lev_trotsky
			traits = {
				media_personality organisational_leader
			}
			skill = 4
			attack_skill = 3
			defense_skill = 1
			planning_skill = 4
			logistics_skill = 4
		}
	}
}
### Entity: Character
Component: PHI_indonesian_communist_exile
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_indonesian_communist_exile = {
	random = no
	sprite = 13
	operative_slot = 1
	communism_drift = 0.05
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_infiltrate_aden
Constructs: has_completed_focus, prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_infiltrate_aden
	icon = GFX_focus_generic_infiltration
	prerequisite = {
		focus = RAJ_indian_legion RAJ_go_into_hiding
	}
	x = 0
	y = 1
	relative_position_id = RAJ_indian_legion
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_infiltrate_aden_tt
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_malaxa
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_malaxa
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = ROM_danubian_transport_network
	}
	mutually_exclusive = {
		focus = ROM_invite_foreign_motor_companies
	}
	x = 0
	y = 3
	relative_position_id = ROM_civil_works
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = ROM_malaxa_IC
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				79
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
			set_state_flag = ROM_malaxa_IC
		}
	}
}
### Entity: Event
Component: kmt.98
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.98
	title = kmt.98.t
	desc = kmt.98.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.98.a
		FROM = {
			create_wargoal = {
				target = SIK
				type = annex_everything
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CHI_camco_fighter_organization
Constructs: has_completed_focus, is_literally_china, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_camco_fighter_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_CHI_camco
	allowed = {
		OR = {
			is_literally_china = yes
			tag = MAN
		} {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			AND = {
				has_dlc = No Compromise, No Surrender
				NOT = {
					OR = {
						tag = CHI PRC
					}
				}
			}
		}
	}
	available = {
		owner = {
			hidden_trigger = {
				OR = {
					has_completed_focus = CHI_local_fighter_production CHI_sea_local_fighter_production
				}
			}
			custom_trigger_tooltip = {
				tooltip = CHI_local_fighter_production_tt
				OR = {
					has_completed_focus = CHI_local_fighter_production CHI_sea_local_fighter_production
				}
			}
		}
	}
}
### Entity: Character
Component: USA_william_regnery
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/USA.txt

Code:
USA_william_regnery = {
	name = USA_william_regnery
	portraits = {
		army = {
			small = GFX_portrait_USA_william_regnery_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = USA_william_regnery
		allowed = {
			original_tag = USA
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = USA_america_first
			}
		}
		visible = {
			has_dlc = Man the Guns
		}
		traits = {
			captain_of_industry
		}
		cost = 50.0
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
}
### Entity: Technology
Component: early_ship_hull_submarine
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	enable_equipments = {
		ship_hull_submarine_1
	}
	enable_equipment_modules = {
		sub_ship_engine_1
	}
	path = {
		leads_to_tech = basic_ship_hull_submarine
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_cruiser_submarine
		} {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_midget_submarine
		}
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = mtgnavalfolder
		position = {
			x = -2
			y = 2
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 7
			OR = {
				tag = GER USA
			}
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Scripted Effect
Component: indonesia_industrial_1_effect
Constructs: add_resource
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_industrial_1_effect = {
	add_resource = {
		type = oil
		amount = 8
	}
}
### Entity: Country History
Country: ALS
Component: ALS_misc
Constructs: limit, set_technology, set_research_slots, set_country_flag, set_grand_doctrine, has_dlc, is_ai, set_convoys
Source: game
File: history/countries/ALS - Alsace-Lorraine.txt

Code:
# Misc for ALS
capital = 28
set_research_slots = 4
set_country_flag = started_out_as_landlocked
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		aa_lmg = 1
		aa_cannon_1 = 1
		engines_1 = 1
		engines_2 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		basic_small_airframe = 1
		iw_medium_airframe = 1
		basic_medium_airframe = 1
		iw_large_airframe = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			strategic_bomber1 = 1
			flying_boat = 1
			CAS1 = 1
			naval_bomber1 = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
		ALS = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
set_convoys = 50
### Entity: Order of Battle
Component: Battle Force
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
fleet = {
	name = Battle Force
	naval_base = 1562
	task_force = {
		name = Battleships, Battle Force
		location = 1562
		ship = {
			name = USS Nevada
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Nevada Class
				}
			}
		} {
			name = USS Arizona
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Pennsylvania
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Oklahoma
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Nevada Class
				}
			}
		} {
			name = USS Tennessee
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Tennessee Class
				}
			}
		} {
			name = USS California
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Tennessee Class
				}
			}
		} {
			name = USS New Mexico
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Mississippi
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Idaho
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Pennsylvania Class
				}
			}
		} {
			name = USS Colorado
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = USA
					version_name = Colorado Class
				}
			}
		} {
			name = USS West Virginia
			pride_of_the_fleet = yes
			definition = battleship
			start_experience_factor = 0.25
			equipm
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_fiscal_responsibility
Constructs: prerequisite, limit, add_ideas, has_government, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_fiscal_responsibility
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = GRE_paying_back_our_debts_in_bulk
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = GRE_fiscal_responsibility_tt
				OR = {
					has_idea = GRE_debt_to_the_ifc_2 GRE_debt_to_the_ifc_3
					has_country_flag = GRE_completely_debt_free
				}
			}
			has_government = communism
		}
	}
	x = 0
	y = 1
	relative_position_id = GRE_paying_back_our_debts_in_bulk
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {
		AND = {
			has_country_flag = GRE_defaulted_on_debt_flag
			NOT = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_government = communism
				}
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			}
			add_political_power = 120
			effect_tooltip = {
				add_ideas = GRE_emmanouil_tsouderos
			}
			hidden_effect = {
				add_ideas = GRE_emmanouil_tsouderos
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_government = communism
				}
				amount_taken_ideas = {
					amount = > 2
					slots = {
						political_advisor
					}
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = GRE_emmanouil_tsouderos
		}
		ELSE = {
			add_political_power = 250
			add_stability = 0.1
		}
	}
}