Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: LAT
Component: LAT_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc, set_naval_oob
Source: game
File: history/countries/LAT - Latvia.txt

Code:
# Misc for LAT
capital = 808
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = LAT_1936_naval_mtg
	else = {
		set_naval_oob = LAT_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = LAT_1936_air_bba
	else = {
		set_air_oob = LAT_1936_air_legacy
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		has_dlc = Arms Against Tyranny
	}
	store_core_states_on_game_start = yes
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_torpedo = 1
		submarine_mine_laying = 1
		early_ship_hull_submarine = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Ronis Class
		type = ship_hull_submarine_1
		name_group = LAT_SS_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_torpedo_slot = ship_torpedo_sub_1
			fixed_ship_engine_slot = sub_ship_engine_1
			rear_1_custom_slot = empty
		}
	}
}
IF = {
	limit = {
		has_dlc = No Step Back
	}
	add_ideas = {
		LAT_perkonkrust_idea democratic_opposition
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = LAT_janis_balodis LAT_janis_sudrabkalns LAT_emilija_veinberga LAT_janis_rudzutaks LAT_karlis_baumanis LAT_fricis_virsaitis LAT_andrejs_krustinsh LAT_zhanis_bahs LAT_krisjanis_berkis
}
set_research_slots = 3
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	remove_ideas = {
		LAT_perkonkrust_idea democratic_opposition
	}
	IF = {
		limit = {
			has_dlc = No Step Back
		}
		add_ideas = {
			LAT_janis_balodis
		}
	}
	set_country_flag = fought_perkonkrust_flag
	if = {
		limit = {
			has_dlc = No Step Back
		}
		complete_national_focus = LAT_suspend_the_constitution LAT_empower_paramilitarists LAT_the_sun_shines_equally BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LAT_banish_clemens LAT_appease_democrats LAT_martial_prime_minister LAT_improve_military_life LAT_establish_chambers_of_professions BALTIC_attract_workers_to_capital BALTIC_modernize_industry LAT_nationalised_industry LAT_merge_presidential_titles BALTIC_school_of_aviation LAT_aizsargi BALTIC_british_aircraft BALTIC_allied_shipments
	} {
		limit = {
			has_dlc = Man the Guns
		}
		set_naval_oob = LAT_1939_naval_mtg
		else = {
			set_naval_oob = LAT_1939_n
# ... (truncated)
### Entity: Scripted Trigger
Component: frloc_cosmtags_sg_fem_cons_dansla_de_04
Constructs: has_autonomy_state, is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_sg_fem_cons_dansla_de_04 = {
	AND = {
		OR = {
			tag = ZIM
			original_tag = ZIM
		} {
			has_autonomy_state = autonomy_integrated_puppet autonomy_reichskommissariat
		}
		is_subject_of = GER
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_state_owned_enterprises
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_state_owned_enterprises
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = ICE_modernizing_the_island
	}
	x = 0
	y = 1
	relative_position_id = ICE_modernizing_the_island
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = ICE_the_icelandic_economy_modifier_tt
		add_to_variable = {
			ICE_economy_production_factory_max_efficiency_factor = 0.1
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_we_must_not_fall
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_we_must_not_fall
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = TUR_securing_iran
	}
	x = 0
	y = 2
	relative_position_id = TUR_securing_iran
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KURDISTAN FOCUS_FILTER_TUR_TRADITIONALISM
	}
	completion_reward = {
		add_ideas = TUR_victory_at_all_costs
	}
}
### Entity: Character
Component: accomplished_professor
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
accomplished_professor = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
	license_infantry_eq_tech_difference_speed_factor = 0.25
}
### Entity: Unit Template
Component: BUL_ARM_02
Source: game
File: common/units/names_divisions/BUL_names_divisions.txt

Code:
BUL_ARM_02 = {
	name = Tank Brigades
	for_countries = {
		BUL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d-ta Tankova Brigada
	ordered = {
		1 = {
			%d-va Tankova Brigada
		}
		2 = {
			%d-ra Tankova Brigada
		}
		3 = {
			%d-ta Tankova Brigada
		}
		4 = {
			%d-ta Tankova Brigada
		}
		5 = {
			%d-ta Tankova Brigada
		}
		6 = {
			%d-ta Tankova Brigada
		}
		7 = {
			%d-ma Tankova Brigada
		}
		8 = {
			%d-a Tankova Brigada
		}
		9 = {
			%d-ta Tankova Brigada
		}
		10 = {
			%d-ta Tankova Brigada
		}
		11 = {
			%d-va Tankova Brigada
		}
		12 = {
			%d-ra Tankova Brigada
		}
		14 = {
			%d-ta Tankova Brigada
		}
		15 = {
			%d-ta Tankova Brigada
		}
		16 = {
			%d-ta Tankova Brigada
		}
		17 = {
			%d-ma Tankova Brigada
		}
		18 = {
			%d-a Tankova Brigada
		}
		19 = {
			%d-ta Tankova Brigada
		}
		20 = {
			%d-ta Tankova Brigada
		}
		21 = {
			%d-va Tankova Brigada
		}
		22 = {
			%d-ra Tankova Brigada
		}
		23 = {
			%d-ta Tankova Brigada
		}
		24 = {
			%d-ta Tankova Brigada
		}
		25 = {
			%d-ta Tankova Brigada
		}
		26 = {
			%d-ta Tankova Brigada
		}
		27 = {
			%d-ma Tankova Brigada
		}
		28 = {
			%d-a Tankova Brigada
		}
		29 = {
			%d-ta Tankova Brigada
		}
		30 = {
			%d-va Tankova Brigada
		}
		31 = {
			%d-ra Tankova Brigada
		}
		32 = {
			%d-ta Tankova Brigada
		}
		33 = {
			%d-ta Tankova Brigada
		}
		34 = {
			%d-ta Tankova Brigada
		}
		35 = {
			%d-ta Tankova Brigada
		}
		36 = {
			%d-ma Tankova Brigada
		}
		37 = {
			%d-a Tankova Brigada
		}
		38 = {
			%d-ta Tankova Brigada
		}
		39 = {
			%d-ta Tankova Brigada
		}
		40 = {
			%d-va Tankova Brigada
		}
		41 = {
			%d-ra Tankova Brigada
		}
		42 = {
			%d-ta Tankova Brigada
		}
		43 = {
			%d-ta Tankova Brigada
		}
		44 = {
			%d-ta Tankova Brigada
		}
		45 = {
			%d-ta Tankova Brigada
		}
		46 = {
			%d-ma Tankova Brigada
		}
		47 = {
			%d-a Tankova Brigada
		}
		48 = {
			%d-ta Tankova Brigada
		}
		49 = {
			%d-ta Tankova Brigada
		}
		50 = {
			%d-ta Tankova Brigada
		}
		51 = {
			%d-va Tankova Brigada
		}
		52 = {
			%d-ra Tankova Brigada
		}
		13 = {
			%d-ta Tankova Brigada
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_plan_for_a_defense_of_the_interior
Constructs: prerequisite, limit, add_ideas, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_plan_for_a_defense_of_the_interior
	prerequisite = {
		focus = POR_complete_the_military_restructuring POR_study_the_spanish_conflict
	}
	icon = GFX_focus_generic_provoke_border_clashes
	cost = 5
	ai_will_do = {
		base = 2
	}
	x = 2
	y = 1
	relative_position_id = POR_complete_the_military_restructuring
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 15
		if = {
			limit = {
				112 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			112 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				180 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
			180 = {
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = LAT_fortifications
	}
}
### Entity: Idea
Component: baltic_siezed_means_of_production_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
baltic_siezed_means_of_production_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = gre_schachtplan3
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: egypt.51
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, clr_country_flag
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.51
	picture = GFX_report_event_generic_military_parade
	title = egypt.51.t
	desc = egypt.51.d
	is_triggered_only = yes
	option = {
		name = egypt.51.a
		add_political_power = 5
		if = {
			limit = {
				has_country_flag = EGY_syria_lebanon_flag
			}
			clr_country_flag = EGY_syria_lebanon_flag
		} {
			limit = {
				has_country_flag = EGY_libya_flag
			}
			clr_country_flag = EGY_libya_flag
		} {
			limit = {
				has_country_flag = EGY_algeria_flag
			}
			clr_country_flag = EGY_algeria_flag
		}
	}
}
### Entity: Character
Component: bolshevik_militarist
Source: game
File: common/country_leader/r56_traits.txt

Code:
bolshevik_militarist = {
	random = no
	justify_war_goal_time = -0.25
	subversive_activites_upkeep = -0.1
	political_power_factor = -0.1
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_fortification_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_fortification_focus
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = FRA_methodical_battle
	}
	x = 0
	y = 1
	relative_position_id = FRA_methodical_battle
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = FRA_fortification_focus
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_claim_the_raven_crown
Constructs: prerequisite, limit, has_war_with, completion_reward, is_ally_with, cancel_if_invalid, every_core_state, is_core_of
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_claim_the_raven_crown
	icon = GFX_focus_JAP_claim_the_raven_crown
	mutually_exclusive = {
		focus = JAP_ally_the_dragon_king
	}
	x = 1
	y = 1
	relative_position_id = JAP_an_expedition_to_tibet
	prerequisite = {
		focus = JAP_an_expedition_to_tibet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		BHU = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		BHU = {
			has_war_with = ROOT
		}
	}
	will_lead_to_war_with = BHU
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		BHU = {
			every_core_state = {
				limit = {
					NOT = {
						is_core_of = ROOT
						is_claimed_by = ROOT
					}
				}
				add_claim_by = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = BHU
			expire = 0
		}
	}
}
### Entity: Order of Battle
Component: air_wing_763
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
air_wings = {
	763 = {
		small_plane_airframe_0 = {
			owner = GER
			amount = 40
			version_name = He 51
		}
		name = Jagdgeschwader 232
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AA_strategic_bombing_danger_value_weekly
Constructs: limit, every_country, clear_temp_array, remove_bombed_regions, every_controlled_state, is_in_array, add_to_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_antiair.txt

Code:
EAI_PC_AA_strategic_bombing_danger_value_weekly = {
	every_country = {
		clear_temp_array = new_bombed_regions remove_bombed_regions
		every_controlled_state = {
			if = {
				limit = {
					days_since_last_strategic_bombing = < 7
				}
				if = {
					limit = {
						NOT = {
							is_in_array = {
								PREV.EAI_bombed_regions = THIS.EAI_MAP_region_id
							}
						}
					}
					add_to_array = {
						PREV.EAI_bombed_regions = THIS.EAI_MAP_region_id
					}
				} {
					limit = {
						NOT = {
							is_in_array = {
								new_bombed_regions = THIS.EAI_MAP_region_id
							}
						}
					}
					add_to_temp_array = {
						new_bombed_regions = THIS.EAI_MAP_region_id
					}
				}
				add_to_variable = {
					PREV.EAI_PC_AA_strategic_bombing_activity_region_value^EAI_MAP_region_id = 1
				}
			}
		}
		for_each_loop = {
			array = EAI_bombed_regions
			if = {
				limit = {
					NOT = {
						is_in_array = {
							new_bombed_regions = v
						}
					}
				}
				subtract_from_variable = {
					EAI_PC_AA_strategic_bombing_activity_region_value^v = 1
				}
			} {
				limit = {
					check_variable = {
						EAI_PC_AA_strategic_bombing_activity_region_value^v = < 1
					}
				}
				add_to_temp_array = {
					remove_bombed_regions = v
				}
			}
		} {
			array = remove_bombed_regions
			remove_from_array = {
				array = EAI_bombed_regions
				value = v
			}
		}
	}
}
### Entity: Idea
Component: POR_general_directorate_of_securty_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_general_directorate_of_securty_idea = {
	name = POR_repurposing_the_spn
	picture = generic_spy_intel
	allowed = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.25
		enemy_operative_detection_chance = 0.15
		enemy_operative_capture_chance_factor = 0.05
	}
}
### Entity: AI Strategy
Component: MAN_default_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, is_subject, has_game_rule
Source: game
File: common/ai_strategy_plans/MAN_alternate_strategy_plan.txt

Code:
MAN_default_plan = {
	name = Manchukuo default plan
	desc = Behavior for Manchukuo until they decide on one of the branches
	allowed = {
		original_tag = MAN
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			has_country_flag = MAN_AI_RANDOM_INDEPENDENCE
			is_subject = no
			has_game_rule = {
				rule = MAN_ai_behavior
				option = INDEPENDENCE
			}
		}
	}
	abort = {
		has_completed_focus = MAN_assertiveness
	}
	ai_national_focuses = {
		MAN_pacify_the_countryside CHI_invite_foreign_investors MAN_trade_delegation MAN_army_modernization MAN_expand_the_textile_industry MAN_law_university MAN_assertiveness
	}
	focus_factors = {
		MAN_obedience = 0
	}
	research = {
		infantry_weapons = 15.0
		industry = 10.0
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ARG_committee_of_state_security_idea_lar
Source: game
File: common/ideas/argentina.txt

Code:
ARG_committee_of_state_security_idea_lar = {
	picture = generic_spy_coup
	allowed = {
		original_tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		operative_slot = 2
	}
}
### Entity: Modifier Reference
Component: r56_ISR_jerusalem_strategy
Constructs: has_completed_focus, army_defence_factor, has_war, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_ISR_jerusalem_strategy = {
	icon = GFX_decision_generic_mountain_fortification
	army_defence_factor = 0.1
	max_dig_in_factor = 0.05
	remove_trigger = {
		OR = {
			ISR = {
				has_completed_focus = ISR_win
			} {
				NOT = {
					controls_state = 1016
				}
				has_war = no
			}
		}
	}
}
### Entity: Character
Component: ITA_alcide_de_gasperi
Constructs: has_completed_focus, has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ITA.txt

Code:
ITA_alcide_de_gasperi = {
	name = ITA_alcide_de_gasperi
	portraits = {
		civilian = {
			small = GFX_portrait_ITA_alcide_de_gasperi_small
			large = GFX_portrait_ITA_alcide_de_gasperi
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			master_of_politics
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_alcide_de_gasperi
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_revoke_the_acerbo_law ITA_disband_the_blackshirts
				AND = {
					has_completed_focus = ITA_common_ground
					has_government = democratic
				}
			}
			NOT = {
				has_country_leader = {
					character = ITA_alcide_de_gasperi
					ruling_only = yes
				}
			}
		}
		traits = {
			voice_of_restraint
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 0.1
				ITA_is_socialist_ai = yes
			}
		}
	}
}
### Entity: Country History
Country: THU
Component: THU_technology
Constructs: set_technology
Source: game
File: history/countries/THU - Thuringia.txt

Code:
# Starting Technologies for THU
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
}
### Entity: Idea
Component: GEN_why_we_fight_I
Constructs: stability_factor, war_support_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_why_we_fight_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		mobilization_laws_cost_factor = -0.25
		mobilization_speed = 0.05
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_approach_the_united_kingdom
Constructs: has_completed_focus, prerequisite, limit, every_country, has_war_with, has_country_flag, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_approach_the_united_kingdom
	prerequisite = {
		focus = BUL_legislative_elections BUL_liberalization_of_trade_policies
	}
	icon = GFX_focus_chi_british_cooperation
	relative_position_id = BUL_legislative_elections
	x = 3
	y = 1
	cost = 10
	bypass = {
		OR = {
			NOT = {
				country_exists = ENG
			}
			ENG = {
				is_subject = yes
			} {
				has_capitulated = yes
			}
		}
	}
	available = {
		country_exists = ENG
		NOT = {
			has_war_with = ENG
		}
		ENG = {
			NOT = {
				is_justifying_wargoal_against = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = ENG
		}
		custom_trigger_tooltip = {
			tooltip = BUL_approach_the_united_kingdom_ferdinand_tt
			NOT = {
				has_country_leader = {
					character = BUL_ferdinand_i
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = bftb_bulgaria_british_influence.1
				hours = 4
				random_hours = 4
			}
		} {
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_strengthened_relations_with_us
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 20
			}
		}
		add_opinion_modifier = {
			target = ENG
			modifier = BUL_strengthened_relations_with_us
		}
		every_country = {
			limit = {
				OR = {
					tag = GER ITA SOV
				}
				NOT = {
					is_in_faction_with = ENG
				}
			}
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_approached_the_uk
			}
		}
		if = {
			limit = {
				has_country_flag = BUL_british_influence_flag
			}
			modify_country_flag = {
				flag = BUL_british_influence_flag
				value = 1
			}
		} {
			limit = {
				has_completed_focus = BUL_attract_foreign_capitals
			}
			custom_effect_tooltip = BUL_approach_british_foreign_industry_tt
		} {
			limit = {
				OR = {
					NOT = {
						country_exists = ENG
					}
					has_war_with = ENG
					ENG = {
						BUL_is_valid_subject = no
					}
				}
			}
			hidden_effect = {
				activate_targeted_decision = {
					target = ENG
					decision = BUL_purchase_artillery
				} {
					target = ENG
					decision = BUL_purchase_military_vehicles
				} {
					target = ENG
					decision = BUL_purchase_aircraft
				} {
					target = ENG
					decision = BUL_purchase_infantry_equipment
				} {
					target = ENG
					decision = BUL_purchase_armor
				} {
				
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_heavy_fighter_concept
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_heavy_fighter_concept
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = IRQ_air_innovations IRQ_fighter_modernisation
	}
	relative_position_id = IRQ_air_base_expansion
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Bristol Blenheim
				type = medium_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					engine_type_slot = engine_2_2x
					special_type_slot_1 = lmg_defense_turret
				}
				icon = GFX_ENG_heavy_fighter1_medium
			}
			add_tech_bonus = {
				name = IRQ_heavy_fighter_concept
				bonus = 0.75
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = IRQ_heavy_fighter_concept
				bonus = 1
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_modern_sub_surface_peripherals
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_modern_sub_surface_peripherals
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = TUR_r56_the_path_of_the_wolf
	}
	x = 0
	y = 1
	relative_position_id = TUR_r56_the_path_of_the_wolf
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_modern_sub_surface_peripherals
			ahead_reduction = 1
			uses = 1
			category = ss_tech
		}
		add_doctrine_cost_reduction = {
			name = TUR_modern_sub_surface_peripherals
			cost_reduction = 0.65
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: reserve_officers_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
reserve_officers_spirit = {
	available = {
		has_doctrine = superior_firepower
	}
	ledger = army
	modifier = {
		training_time_army_factor = -0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = defensive_postures field_engineering mobile_defense
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rearm_the_bundesheer
Constructs: add_equipment_to_stockpile, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_rearm_the_bundesheer
	icon = GFX_goal_AUS_secret_rearmament
	x = -72
	y = 0
	cost = 8
	completion_reward = {
		army_experience = 10
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
			producer = AUS
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_HISTORICAL
	}
}