Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: _design_cos
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_design_cost_factor"></span><Equipment>_design_cost_factor

* **Description**: Equipment cost factor.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: amphibious_mechanized_equipment, amphibious_tank_chassis, anti_air_equipment, anti_tank_equipment, armored_car_equipment, armored_support_vehicle, artillery_equipment, ballistic_missile_equipment, convoy, cv_small_plane_airframe, cv_small_plane_cas_airframe, cv_small_plane_cas_airframe_0, cv_small_plane_cas_airframe_1, cv_small_plane_cas_airframe_2, cv_small_plane_cas_airframe_3, cv_small_plane_cas_airframe_4, cv_small_plane_naval_bomber_airframe, cv_small_plane_naval_bomber_airframe_0, cv_small_plane_naval_bomber_airframe_1, cv_small_plane_naval_bomber_airframe_2, cv_small_plane_naval_bomber_airframe_3, cv_small_plane_naval_bomber_airframe_4, cv_small_plane_suicide_airframe, cv_small_plane_suicide_airframe_0, cv_small_plane_suicide_airframe_1, cv_small_plane_suicide_airframe_2, cv_small_plane_suicide_airframe_3, cv_small_plane_suicide_airframe_4, explosive_ammo_equipment, floating_harbor_equipment, guided_missile_equipment, heavy_tank_aa_chassis, heavy_tank_aa_chassis_0, heavy_tank_aa_chassis_1, heavy_tank_aa_chassis_2, heavy_tank_aa_chassis_3, heavy_tank_amphibious_chassis, heavy_tank_amphibious_chassis_0, heavy_tank_amphibious_chassis_1, heavy_tank_amphibious_chassis_2, heavy_tank_amphibious_chassis_3, heavy_tank_artillery_chassis, heavy_tank_artillery_chassis_0, heavy_tank_artillery_chassis_1, heavy_tank_artillery_chassis_2, heavy_tank_artillery_chassis_3, heavy_tank_chassis, heavy_tank_destroyer_chassis, heavy_tank_destroyer_chassis_0, heavy_tank_destroyer_chassis_1, heavy_tank_destroyer_chassis_2, heavy_tank_destroyer_chassis_3, heavy_tank_flame_chassis, heavy_tank_flame_chassis_0, heavy_tank_flame_chassis_1, heavy_tank_flame_chassis_2, heavy_tank_flame_chassis_3, helicopter_equipment, infantry_equipment, jet_fighter_equipment, jet_strat_bomber_equipment, jet_tac_bomber_equipment, land_cruiser_chassis, large_plane_airframe, large_plane_maritime_patrol_plane_airframe, large_plane_maritime_patrol_plane_airframe_0, large_plane_maritime_patrol_plane_airframe_1, large_plane_maritime_patrol_plane_airframe_2, large_plane_maritime_patrol_plane_airframe_3, large_plane_maritime_patrol_plane_airframe_4, light_tank_aa_chassis, light_tank_aa_chassis_0, light_tank_aa_chassi
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_communist_faction
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_communist_faction
	icon = GFX_goal_CHL_liberate_south_america
	x = 6
	y = 5
	cost = 10
	prerequisite = {
		focus = CHL_communist_militias
	}
	mutually_exclusive = {
		focus = CHL_comintern
	}
	relative_position_id = CHL_consolidate_the_government
	available = {
		has_government = communism
		is_in_faction = no
		is_subject = no
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 50
			BRA = {
				is_faction_leader = yes
				has_government = communism
			}
		}
	}
	completion_reward = {
		hidden_effect = {
			set_rule = {
				can_create_factions = yes
			}
		}
		if = {
			limit = {
				BRA = {
					is_faction_leader = yes
					has_government = communism
				}
			}
			BRA = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				COL = {
					is_faction_leader = yes
					has_government = communism
				}
			}
			COL = {
				country_event = generic.2
			}
		}
		else = {
			create_faction_from_template = {
				template = faction_template_generic
				name = chile_communist_faction
			}
			if = {
				limit = {
					PAR = {
						has_government = communism
						NOT = {
							has_civil_war = no
						}
						exists = yes
					}
				}
				PAR = {
					country_event = chile.14
				}
			}
		}
		add_ideas = {
			CHL_home_of_latin_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: ENG_naval_light_cruiser
Constructs: has_tech
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_naval_light_cruiser = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_cruiser_light
	}
	priority = {
		factor = 300
	}
	cruiser_light_early = {
		name = leander_class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = ship_light_medium_battery
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_light_medium_battery
			}
		}
		allowed_modules = {
			ship_light_medium_battery ship_anti_air ship_dp_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher ship_cruiser_armor
		}
	}
	cruiser_light_basic = {
		name = town_class
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cruiser_ship_engine
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_cruiser_1
				front_1_custom_slot = ship_light_medium_battery
				mid_1_custom_slot = ship_light_medium_battery
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_light_medium_battery
			}
		}
		allowed_modules = {
			ship_light_medium_battery ship_anti_air ship_dp_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher ship_cruiser_armor
		}
	}
	cruiser_light_improved = {
		name = fiji_class
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced
# ... (truncated)
### Entity: Unit Template
Component: HOL
Source: game
File: common/units/names/00_names.txt

Code:
HOL = {
	submarine = {
		prefix = HrMs
		generic = {
			Onderzeebot
		}
		unique = {
			K-VII K-VIII K-IX K-X K-XI K-XII K-XIII O-9 O-10 O-11 O-12 O-13 O-14 O-15 K-XIV K-XV K-XVI K-XVII K-XVIII O-16 O-19 O-20 O-21 O-22 O-23 O-24 O-25 O-26 O-27 Dolfijn Zeehond Zwaardvis Tijgerhaai Walrus Zeeleeuw Potvis Tonijn Zwaardvis Bruinvis
		}
	}
	destroyer = {
		prefix = HrMs
		generic = {
			Torpedobootjager
		}
		unique = {
			Piet Hein Eversten Van Ghent Kortenaer Van Galen Witte de With Banckert Van Nes Gerard Callenburgh Isaac Sweers Tjerk Hiddes Philips van Almonde Campbelltown Marnix Holland Zeeland Noord-Brabant Gelderland Friesland Groningen Limburg Overijssel Drenthe Utrecht Rotterdam Amsterdam Wolf Fret Bulhond Jakhals Hermelijn Lynx Vos Panter
		}
	}
	light_cruiser = {
		prefix = HrMs
		generic = {
			Kruiser
		}
		unique = {
			Java Sumatra De Ruyter Tromp Jacob van Heemskerck De Zeven Provinciën Kijkduin Gelderland Zeeland Friesland Gelderland Noord-Brabant Utrecht Drenthe Brabant Limburg
		}
	}
	heavy_cruiser = {
		prefix = HrMs
		generic = {
			Panterschip
		}
		unique = {
			Hertog Hendrik Jacob van Heemskerck Soerabaja Celebes Batjan Ceram Ambon Banda Ternate
		}
	}
	battle_cruiser = {
		prefix = HrMs
		generic = {
			Slagkruiser
		}
		unique = {
			Van Speijk Witte de With Piet Hein Kortenaer Koningin Regentes Hertog Hendrik
		}
	}
	battleship = {
		prefix = HrMs
		generic = {
			Slagschip
		}
		unique = {
			Reinier Claeszen Evertsen Piet Hein Kortenaer Koningin Regentes Hertog Hendrik Van Speijk Witte de With
		}
	}
	carrier = {
		prefix = HrMs
		generic = {
			Vliegdekschip
		}
		unique = {
			Karel Doorman De Zeven Provinciën De Ruyter Tromp Piet Hein
		}
	}
	air_wing_names_template = AIR_WING_NAME_HOL_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_HOL_GENERIC
		unique = {

		}
	}
	medium_plane_scout_plane_airframe = {
		prefix = 
		generic = {
			Verkenningsgroep
		}
		generic_pattern = AIR_WING_NAME_HOL_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_HOL_GENERIC
		unique = {

		}
	}
	medium_plane_fighter_airframe = {
		prefix = 
		generic = {
			Jachtvliegtuiggroep
		}
		generic_pattern = AIR_WING_NAME_HOL_GENERIC
		unique = {

		}
	}
	small_plane_cas_airframe = {
		prefix = 
	
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_universities
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_universities
	icon = GFX_focus_research
	x = -2
	y = 4
	cost = 10
	ai_will_do = {
		factor = 50
	}
	prerequisite = {
		focus = CHL_invest_further_in_electronics
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: r56_italy.1
Constructs: is_triggered_only, set_country_flag, add_country_leader_role
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.1
	title = r56_italy.1.t
	desc = r56_italy.1.d
	picture = GFX_report_event_italy_pietro_badoglio
	is_triggered_only = yes
	option = {
		name = r56_italy.1.a
		set_country_flag = r56_ita_badoglio_is_leader
		add_country_leader_role = {
			character = ITA_pietro_badoglio
			country_leader = {
				ideology = fascism_ideology
				traits = {
					army_connections
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_kisha_seizo_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_JAP_organization.txt

Code:
JAP_kisha_seizo_organization = {
	name = Kisha Seizo
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = JAP
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: CZE_skoda_planes_focus_optimization_7_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_planes_focus_optimization_7_idea = {
	name = CZE_skoda_planes_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		air_equipment = 0.21
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.14
		}
		motorized_equipment = {
			instant = yes
			build_cost_ic = 0.14
		}
	}
	modifier = {
		production_speed_arms_factory_factor = 0.14
		production_speed_industrial_complex_factor = -0.14
		industrial_concern_cost_factor = 0.14
		air_fuel_consumption_factor = -0.14
		production_lack_of_resource_penalty_factor = 0.14
		aircraft_manufacturer_cost_factor = -0.14
		fuel_gain_factor = 0.14
		factory_energy_consumption = 0.14
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_foreign_investors
Constructs: prerequisite, limit, completion_reward, is_subject, add_tech_bonus, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_foreign_investors
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = HOA_improving_the_educational_system
	}
	x = -2
	y = 1
	relative_position_id = HOA_improving_the_educational_system
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = HOA_foreign_investors
			bonus = 0.25
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Event
Component: prc.65
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.65
	title = prc.65.t
	desc = prc.65.d
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = prc.65.a
		add_ideas = PRC_secret_police
	} {
		name = prc.65.b
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_strengthen_the_manchukuo_imperial_army
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_strengthen_the_manchukuo_imperial_army
	icon = GFX_focus_PRC_develop_the_army
	prerequisite = {
		focus = MAN_tsr_alliance_with_the_kwantung_army
	}
	x = 1
	y = 1
	relative_position_id = MAN_tsr_alliance_with_the_kwantung_army
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = MAN_mobilization
				}
			}
			add_ideas = MAN_strengthen_army
		}
		ELSE = {
			swap_ideas = {
				remove_idea = MAN_mobilization
				add_idea = MAN_strong_army
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_support_enosis
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_support_enosis
	icon = GFX_goal_generic_communist_government2
	cost = 1
	x = 2
	y = 1
	relative_position_id = CYP_communist
	prerequisite = {
		focus = CYP_communist
	}
	mutually_exclusive = {
		focus = CYP_maintain_opposition_enosis
	}
	completion_reward = {

	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_naval_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_naval_bomber_focus
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = BUL_torpedo_based_navy
	}
	relative_position_id = BUL_torpedo_based_navy
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_naval_bomber_focus
			bonus = 1
			uses = 1
			category = naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_elect_the_fourth_seimas
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_elect_the_fourth_seimas
	icon = GFX_focus_usa_voter_registration_act
	relative_position_id = LIT_amend_the_electoral_law
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_amend_the_electoral_law
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = LIT_elections_in_progress_flag
		}
	}
	completion_reward = {
		add_ideas = LIT_loyal_seimas
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_follow_moscow
Constructs: prerequisite, has_government, has_war_with, add_stability, completion_reward, is_subject, is_in_faction_with, has_civil_war
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_follow_moscow
	prerequisite = {
		focus = ENG_for_the_good_of_the_revolution
	}
	mutually_exclusive = {
		focus = ENG_the_british_communist_alternative
	}
	available = {
		is_subject = no
		country_exists = SOu
		NOT = {
			is_in_faction_with = SOU
		} {
			has_war_with = SOU
		}
		SOU = {
			has_government = communism
			has_civil_war = no
		}
	}
	bypass = {
		is_in_faction_with = SOU
		NOT = {
			focus_progress = {
				focus = ENG_the_british_communist_alternative
				progress = > 0
			}
		}
	}
	icon = GFX_goal_support_communism
	x = 2
	y = 1
	relative_position_id = ENG_for_the_good_of_the_revolution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		SOU = {
			country_event = {
				id = mtg_britain.52
				hours = 6
			}
		}
	}
}
### Entity: Order of Battle
Component: Alaska Defense Command
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Alaska Defense Command
	location = 13091
	division_template = Army Infantry Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_hand_over_the_ceda_campaign_chest
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, has_global_flag, has_game_rule
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_hand_over_the_ceda_campaign_chest
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPA_a_great_spain
	}
	icon = GFX_focus_generic_concessions
	x = -15
	y = 1
	offset = {
		x = 15
		y = 0
		trigger = {
			has_completed_focus = SPA_a_great_spain
			has_global_flag = spanish_civil_war
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	relative_position_id = SPA_a_great_spain
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 200
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_ally_bandit_leaders
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, set_nationality
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_ally_bandit_leaders
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = MAN_tsr_bandit_recruitment
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_bandit_recruitment
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = MAN_peoples_army
		custom_effect_tooltip = generic_skip_one_line_tt MAN_tsr_ally_bandit_leaders_tt MAN_kim_il_sung_tt generic_skip_one_line_tt available_military_high_command
		show_ideas_tooltip = MAN_li_zhaolin_high_command
		hidden_effect = {
			IF = {
				limit = {
					KOR = {
						OR = {
							exists = no
							NOT = {
								has_government = communism
							}
						}
					}
				}
				KOR = {
					KOR_kim_il_sung = {
						set_nationality = MAN
						add_corps_commander_role = {
							traits = {
								harsh_leader
							}
							skill = 3
							attack_skill = 3
							defense_skill = 2
							planning_skill = 3
							logistics_skill = 2
						}
					}
					KOR_pak_hon_yong = {
						add_country_leader_role = {
							promote_leader = yes
							country_leader = {
								ideology = stalinism
								expire = 1952.1.1.1
								traits = {
									JAP_socialist_revolutionary
								}
							}
						}
					}
				}
			}
			division_template = {
				name = Northeast Counter-Japanese Division
				priority = 2
				template_counter = 118
				division_names_group = MAN_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					328
				}
				create_unit = {
					division = name = "Northeast Counter-Japanese Division" division_template = "Northeast Counter-Japanese Division" start_experience_factor = 0.6
					owner = MAN
				} {
					division = name = "Northeast Counter-Japanese Division" division_template = "Northeast Counter-Japanese Division" start_experience_factor = 0.6
					owner = MAN
				} {
					division = name = "Northeast Counter-Japanese Division" division_template = "Northeast Counter-Japanese Division"
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_american_military_support
Constructs: prerequisite, has_war_with, completion_reward, is_in_faction_with, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_american_military_support
	icon = GFX_goal_generic_befriend_united_states
	prerequisite = {
		focus = NOR_north_atlantic_defense_focus
	}
	mutually_exclusive = {
		focus = NOR_british_military_support
	}
	x = -1
	y = 1
	relative_position_id = NOR_north_atlantic_defense_focus
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		NOT = {
			has_war_with = USA
		}
		is_in_faction_with = USA
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		} {
			name = NOR_american_army_doctrines
			cost_reduction = 0.5
			uses = 2
			category = cat_mobile_warfare cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: SPA_wilhelm_ritter_von_thoma
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_wilhelm_ritter_von_thoma = {
	name = SPA_wilhelm_ritter_von_thoma
	portraits = {
		army = {
			small = GFX_idea_SPA_wilhelm_ritter_von_thoma
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPA_wilhelm_ritter_von_thoma
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			has_completed_focus = SPA_the_condor_legion
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			army_armored_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_secret_research_department
Constructs: prerequisite, add_ideas, completion_reward, add_research_slot, add_tech_bonus, secret_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_secret_research_department
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = BRA_R56_expand_the_universities
	}
	relative_position_id = BRA_R56_expand_the_universities
	x = 0
	y = 1
	available = {
		num_of_factories = > 75
	}
	cost = 10
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = secret_bonus
			bonus = 0.5
			uses = 1
			category = nuclear rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = generic_secret_weapons_ns
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		} {
			specialization = specialization_nuclear
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}