Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: generic_purchase_old_ships_category
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
generic_purchase_old_ships_category = {
	icon = GFX_decision_category_MTG_naval_treaties
	picture = GFX_decision_cat_picture_naval_treaties
	allowed = {
		OR = {
			AND = {
				original_tag = ETH
				has_dlc = By Blood Alone
			} {
				original_tag = SWE
				has_dlc = Arms Against Tyranny
			} {
				original_tag = DEN
				has_dlc = Arms Against Tyranny
			} {
				original_tag = BRA
				has_dlc = Trial of Allegiance
			} {
				original_tag = CHL
				has_dlc = Trial of Allegiance
			} {
				original_tag = ARG
				has_dlc = Trial of Allegiance
			} {
				original_tag = URG
				has_dlc = Trial of Allegiance
			} {
				original_tag = PAR
				has_dlc = Trial of Allegiance
			} {
				original_tag = PER
				has_dlc = Graveyard of Empires
			} {
				original_tag = RAJ
				has_dlc = Graveyard of Empires
			} {
				original_tag = IRQ
				has_dlc = Graveyard of Empires
			} {
				original_tag = AFG
				has_dlc = Graveyard of Empires
			}
			original_tag = CHI NZL
		}
	}
	visible = {
		has_country_flag = generic_purchase_old_ships_flag
	}
	priority = {
		base = 8
	}
	visible_when_empty = no
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_air_equipment_5
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_air_equipment_5 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_air_equipment_5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_antwerp_maritime_academy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_antwerp_maritime_academy
	icon = GFX_focus_BEL_antwerp_maritime_academy
	prerequisite = {
		focus = BEL_port_of_antwerp
	}
	relative_position_id = BEL_port_of_antwerp
	x = 2
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = BEL_antwerp_maritime_academy
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Idea
Component: CZE_ideals_of_austroslavism_2
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_ideals_of_austroslavism_2 = {
	removal_cost = -1
	picture = CZE_palacky_idea
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
		non_core_manpower = 0.1
		army_defence_against_major_factor = 0.05
		political_power_factor = 0.1
		defensive_war_stability_factor = 0.1
		improve_relations_maintain_cost_factor = -0.1
		neutrality_drift = 0.05
		neutrality_acceptance = 15
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_re_establish_german_control_over_qingdao
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject, is_fully_controlled_by, is_owned_by, give_guarantee
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_re_establish_german_control_over_qingdao
	icon = GFX_focus_GER_re_establish_german_control_over_qingdao
	prerequisite = {
		focus = GER_befriend_china
	}
	x = -2
	y = 1
	relative_position_id = GER_befriend_china
	cost = 5
	available = {
		is_subject = no
		743 = {
			is_fully_controlled_by = CHI
		}
	}
	bypass = {
		743 = {
			is_owned_by = GER
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		CHI = {
			country_event = {
				id = wuw_GER_diplomacy.32
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_opinion_modifier = {
				target = CHI
				modifier = medium_increase
			}
			give_guarantee = CHI
			CHI = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
				give_guarantee = ROOT
			}
			743 = {
				transfer_state_to = ROOT
				add_dynamic_modifier = {
					modifier = GER_qingdao_reintegrated_modifier
					days = 360
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rekindle_imperial_sentiment
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rekindle_imperial_sentiment
	icon = GFX_focus_proclaim_the_restauration_of_Austria_Hungary
	prerequisite = {
		focus = GER_the_central_powers
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = AUS
		} {
			has_war_with = HUN
		} {
			has_war_with = CZE
		}
	}
	bypass = {
		HUN = {
			is_in_faction_with = ROOT
			has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary
		}
	}
	cancel_if_invalid = yes
	x = 2
	y = 1
	relative_position_id = GER_the_central_powers
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				AUS = {
					exists = yes
				}
			}
			AUS = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		} {
			limit = {
				HUN = {
					exists = yes
				}
			}
			HUN = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		} {
			limit = {
				CZE = {
					exists = yes
				}
			}
			CZE = {
				add_timed_idea = {
					idea = GER_rekindle_imperial_sentiment
					days = 1095
				}
			}
		}
		custom_effect_tooltip = GER_rekindle_imperial_sentiment_tt
	}
}
### Entity: Modifier Reference
Construct: out_of_power_impact_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## out_of_power_impact_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: aus_focus
Component: AUS_empower_private_enterprises
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_empower_private_enterprises
	icon = GFX_focus_ICE_state_corporatism
	relative_position_id = AUS_mixed_industrial_development
	x = 2
	y = 1
	prerequisite = {
		focus = AUS_mixed_industrial_development
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_empower_private_enterprises
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Event
Component: kmt.115
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.115
	title = kmt.109.t
	desc = kmt.115.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 75
			} {
				ROOT = {
					has_government = democratic
					has_war = yes
				}
				factor = 100
			}
		}
		name = kmt.109.a
		CHI = {
			transfer_state = 326
			country_event = {
				id = kmt.116
			}
		}
	} {
		ai_chance = {
			base = 90
		}
		name = kmt.109.b
		effect_tooltip = {
			CHI = {
				add_opinion_modifier = {
					modifier = hk_demo_kpt
					target = ROOT
				}
			}
		}
		CHI = {
			country_event = {
				id = kmt.117
			}
		}
	}
}
### Entity: National Focus
Component: r56_norwegian_focus
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus_tree = {
	id = r56_norwegian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = NOR
		}
	}
	default = no
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 0
		y = 900
	}
	shared_focus = NORDIC_form_joint_alliance SCA_scandinavian_unification
	focus = {
		id = NOR_encourage_fishing
		icon = GFX_goal_NOR_fish
		x = 0
		y = 0
		cost = 5
		ai_will_do = {
			base = 10
		}
		available = {
			144 = {
				is_controlled_by = ROOT
			}
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					144
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			add_ideas = NOR_fishing
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = NOR_establish_nortraship
		icon = GFX_goal_generic_trade
		x = 2
		y = 0
		relative_position_id = NOR_encourage_fishing
		cost = 5
		ai_will_do = {
			base = 20
			modifier = {
				factor = 5
				has_defensive_war = yes
			}
		}
		available = {
			OR = {
				threat = > 0.25
				has_war = yes
				has_government = fascism communism
			}
		}
		available_if_capitulated = yes
		cancel_if_invalid = no
		continue_if_invalid = yes
		completion_reward = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = 150
				producer = NOR
			}
			set_country_flag = NOR_nortraship_established
			custom_effect_tooltip = NOR_establish_nortraship_tt
			country_event = {
				hours = 6
				id = naw_norway.230
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = NOR_landing_crafts
		icon = GFX_goal_generic_amphibious_assault
		prerequisite = {
			focus = NOR_encourage_fishing
		} {
			focus = NOR_establish_nortraship
		}
		x = 1
		y = 1
		relative_position_id = NOR_encourage_fishing
		cost = 5
		ai_will_do = {
			base = 0.5
		}
		available = {
			OR = {
				has_idea = low_economic_mobilisation partial_economic_mobilisation war_economy tot_economic_mobilisation
			}
		}
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = tp_bonus
				bonus = 1.0
				uses = 1
				category = tp_tech
			} {
				name = special_forces_bonus
				bonus = 1.0
				uses = 1
				category = marine_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
		}
	} {
		id = NOR_nortraship_production_incentives
		
# ... (truncated)
### Entity: National Focus
Tree: tib_focus
Component: TIB_the_british_model
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward, has_capitulated, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_the_british_model
	icon = GFX_1_6_goal_ENG_sun_never_sets
	prerequisite = {
		focus = TIB_introduce_political_reforms TIB_grant_monastic_priviliges
	}
	relative_position_id = TIB_introduce_political_reforms
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		ENG = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			NOT = {
				has_war_with = TIB
			}
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = TIB_british_constitutionalism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: POL_Polish_Cipher_Bureau_Focus2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polish_Cipher_Bureau_Focus2 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Intelligence_Service2
	research_bonus = {
		decryption_tech = 0.15
	}
}
### Entity: National Focus
Component: wuw_HUN_integrate_bohemian_and_austrian_industries
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, is_owned_and_controlled_by, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_integrate_bohemian_and_austrian_industries
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = wuw_HUN_a_hungarian_galicia
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_a_hungarian_galicia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
		OR = {
			AUS = {
				is_subject_of = ROOT
			}
			4 = {
				is_owned_and_controlled_by = ROOT
			}
		} {
			CZE = {
				is_subject_of = ROOT
			}
			9 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
			}
			prioritize = {
				4 9 43
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt generic_skip_one_line_tt available_mio_tt generic_skip_one_line_tt available_mio_tt generic_skip_one_line_tt available_mio_tt generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = CZE_skoda_armor_organization CZE_ckd_praga_organization AUS_ELIN_organization AUS_osterreichische_fleugzeugfabrik_organization AUS_stabilimento_tecnico_triestino_organization
			mio:CZE_skoda_armor_organization = {
				add_mio_size = 1
			}
			mio:CZE_ckd_praga_organization = {
				add_mio_size = 1
			}
			mio:AUS_ELIN_organization = {
				add_mio_size = 1
			}
			mio:AUS_osterreichische_fleugzeugfabrik_organization = {
				add_mio_size = 1
			}
			mio:AUS_stabilimento_tecnico_triestino_organization = {
				add_mio_size = 1
			}
			ELSE = {
				random_owned_controlled_state = {
					limit = {
						is_core_of = ROOT
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						9
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				} {
					limit = {
						is_c
# ... (truncated)
### Entity: Order of Battle
Component: Kraljevska Mornarica
Source: game
File: history/units/YUG_1936_naval_legacy.txt

Code:
fleet = {
	name = Kraljevska Mornarica
	naval_base = 3924
	task_force = {
		name = Kraljevska Mornarica
		location = 3924
		ship = {
			name = KB Dalmacija
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = YUG
				}
			}
		} {
			name = KB Dubrovnik
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = YUG
				}
			}
		} {
			name = KB Hrabri
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = YUG
				}
			}
		} {
			name = KB Nebojsa
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = YUG
				}
			}
		} {
			name = KB Smeli
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = YUG
				}
			}
		} {
			name = KB Osvetnik
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = YUG
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_is_right_opposition
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_right_opposition = {
	SOV = {
		has_completed_focus = SOV_the_right_opposition
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_status_of_labour_unions_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_status_of_labour_unions_old
	text = SOV_status_of_labour_unions
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = SOV_industrial_strategy
	}
	x = 2
	y = 3
	relative_position_id = SOV_trotskyite_victory
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SOV_status_of_labour_unions_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_our_own_artillery
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_our_own_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = TIB_equipment_effort TIB_modern_army_structure
	}
	relative_position_id = TIB_modern_army_structure
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				757
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 0.75
			uses = 1
			ahead_reduction = 0.5
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_across_sea
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_across_sea
	icon = GFX_focus_generic_naval_invasion
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_found_army
	prerequisite = {
		focus = CYP_found_army
	}
	mutually_exclusive = {
		focus = CYP_island_defense
	}
	completion_reward = {
		add_ideas = CYP_naval_invasion_specialisation
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_across_sea
			category = cat_marines_doctrine
			bonus = 0.5
		} {
			name = CYP_across_sea
			category = marine_tech
			bonus = 1.0
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POR_austerity_measures2
Constructs: stability_factor, has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_austerity_measures2 = {
	name = POR_austerity_measures
	picture = generic_neutrality_drift_bonus
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	cancel = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		neutrality_drift = 0.01
		trade_laws_cost_factor = 0.5
		economy_cost_factor = 0.5
		production_speed_buildings_factor = -0.15
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: Scope Reference
Construct: building_state_modifier
Source: vanilla_docs
File: documentation/loc_formatter_documentation.md

Doc:
## building_state_modifier
The building_state_modifier gets the state modifiers for the provided building template and the provided scope.

The formatter takes special care of the following parameters:
- INDENT: The indent to be added to all lines of the state modifier description (including header line).
### Entity: Event
Component: AUS_news_events.8
Constructs: is_triggered_only
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.8
	title = AUS_news_events.8.t
	desc = AUS_news_events.8.desc
	picture = GFX_news_event_AUS_military_march
	major = yes
	is_triggered_only = yes
	option = {
		name = AUS_news_events.8.a
		trigger = {
			NOT = {
				original_tag = AUS
			}
		}
	} {
		name = AUS_news_events.8.b
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: Event
Component: EST_events.601
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.601
	title = EST_events.601.t
	desc = EST_events.601.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = EST_events.601.a
		ai_chance = {
			factor = 10
		}
	}
}
### Entity: Idea
Component: CHL_fanaero
Constructs: research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_fanaero = {
	picture = CHL_fanaero
	allowed = {
		original_tag = CHL
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Order of Battle
Component: Rychle Vojská Skupina 'Kalinciak'
Constructs: division_template
Source: game
File: history/units/SLO_1939.txt

Code:
division = {
	name = Rychle Vojská Skupina 'Kalinciak'
	location = 9692
	division_template = Mobilná Skupina
	start_experience_factor = 0.2
}
### Entity: State History
Component: 55
Constructs: add_core_of
Source: game
File: history/states/55-Nassau.txt

Code:
state = {
	id = 55
	name = STATE_55
	manpower = 3798235
	resources = {
		coal = 8
	}
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER HES PRE
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 2
			11533 = {
				dam = 1
			}
		}
		victory_points = {
			6488 20
		} {
			564 3
		} {
			6444 2
		} {
			11560 2
		}
		1939.1.1 = {
			buildings = {
				air_base = 3
				arms_factory = 4
				industrial_complex = 4
			}
		}
	}
	provinces = {
		564 589 3397 3524 3574 6444 6488 6549 9486 9524 9547 11445 11533 11560
	}
	local_supplies = 15.0
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_desert_training
Constructs: prerequisite, limit, completion_reward, set_technology, random_army_leader, has_trait, add_unit_leader_trait, add_skill_level
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_desert_training
	icon = GFX_focus_PER_desert_training
	prerequisite = {
		focus = RAJ_south_east_asia_command
	}
	x = -4
	y = 1
	relative_position_id = RAJ_south_east_asia_command
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = generic_enables_tech_tt
			TECH_EFFECT = tech_effect|desert_training_tech
			TECH_NAME = desert_training_tech
		} generic_skip_one_line_tt
		hidden_effect = {
			set_technology = {
				desert_training_tech = 1
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist winter_specialist
				}
			}
			add_unit_leader_trait = desert_fox
			add_skill_level = 1
			add_logistics = 1
			add_defense = 1
			add_planning = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment_0 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 2
	}
}