Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: den_focus
Component: DEN_Scandinavian_Cooperation
Constructs: prerequisite, limit, random_country, has_government, completion_reward, is_subject, is_in_faction, is_nordic_country
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Scandinavian_Cooperation
	icon = GFX_goal_northern_lights
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			AND = {
				any_country = {
					is_nordic_country = yes
					is_faction_leader = yes
					NOT = {
						has_government = fascism communism
					}
				}
			} {
				any_country = {
					is_nordic_country = yes
					is_in_faction = no
					NOT = {
						has_government = fascism communism
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	bypass = {
		any_country = {
			is_faction_leader = yes
			is_in_faction_with = DEN
			is_nordic_country = yes
		}
	}
	prerequisite = {
		focus = DEN_Focus_Outwards
	}
	mutually_exclusive = {
		focus = DEN_The_Stolen_Kingdom
	}
	x = 1
	y = 2
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		if = {
			limit = {
				any_country = {
					is_faction_leader = yes
					NOT = {
						has_government = fascism communism
					}
					is_nordic_country = yes
				}
			}
			random_country = {
				limit = {
					is_faction_leader = yes
					NOT = {
						has_government = fascism communism
					}
					is_nordic_country = yes
				}
				country_event = generic.2
			}
		}
		else = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_DEN_nordic_cooperation_alliance
					name = northern_lights
				}
				add_faction_initiative = 1
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = northern_lights
			}
			every_other_country = {
				limit = {
					is_in_faction = no
					is_subject = no
					NOT = {
						has_government = fascism communism
					}
					is_nordic_country = yes
				}
				country_event = generic.5
			}
		}
	}
}
### Entity: Modifier Reference
Construct: send_volunteer_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## send_volunteer_factor

* Number with 1 decimal places
* **Categories**: country
### Entity: Idea
Component: EAI_INSANE/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: FRA_paul_baudouin
Source: game
File: common/characters/FRA.txt

Code:
FRA_paul_baudouin = {
	name = FRA_paul_baudouin
	portraits = {
		army = {
			small = GFX_idea_FRA_paul_baudouin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_paul_baudouin
		allowed = {
			original_tag = FRA
		}
		traits = {
			smooth_talking_charmer
		}
		on_add = {

		}
		do_effect = {

		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Unit Template
Component: FREN_CAV_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dème Division de Cavalerie
	ordered = {
		1 = {
			%dère Division de Cavalerie
		}
		2 = {
			%dème Division de Cavalerie
		}
		3 = {
			%dème Division de Cavalerie
		}
		4 = {
			%dème Division de Cavalerie
		}
		5 = {
			%dème Division de Cavalerie
		}
		6 = {
			%dème Division de Cavalerie
		}
		7 = {
			%dème Division de Cavalerie
		}
		8 = {
			%dème Division de Cavalerie
		}
		9 = {
			%dème Division de Cavalerie
		}
		10 = {
			%dème Division de Cavalerie
		}
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_blackshirt_assault_battalion_max_org_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Idea
Component: WAF_ethnic_disunity
Constructs: stability_factor, has_war_support, has_stability, conscription_factor
Source: game
File: common/ideas/r56_west_africa.txt

Code:
WAF_ethnic_disunity = {
	picture = saf_history_of_segregation_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_war_support = > 0.49
			has_stability = > 0.79
		}
	}
	modifier = {
		political_advisor_cost_factor = 0.25
		stability_factor = -0.15
		political_power_factor = -0.05
		conscription_factor = -0.25
		drift_defence_factor = 0.1
		custom_modifier_tooltip = WAF_ethnic_disunity_remove_tt
	}
}
### Entity: Character
Component: CHL_carlos_prats
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_prats = {
	name = CHL_carlos_prats
	portraits = {
		army = {
			large = GFX_portrait_CHL_carlos_prats
			small = GFX_portrait_CHL_carlos_prats_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_expand_the_officer_corps CHL_recruit_young_officers
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_field_hospital.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_field_hospital.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: National Focus
Tree: arg_focus
Component: ARG_motorized_army
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_motorized_army
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = ARG_external_advisors ARG_military_academy
	}
	x = 2
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_motorized_army
			bonus = 3
			uses = 1
			category = motorized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_improve_motorized_troops
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_character, every_unit_leader, is_character, add_skill_level
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_improve_motorized_troops
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = GER_the_prussian_legacy
	}
	x = -3
	y = 1
	relative_position_id = GER_the_prussian_legacy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_character = GER_oswald_lutz
				NOT = {
					has_completed_focus = GER_reorganize_the_wehrmacht
				}
			}
			every_unit_leader = {
				limit = {
					is_character = GER_oswald_lutz
				}
				add_skill_level = 1
				add_attack = 1
				add_planning = 1
				add_logistics = 1
			}
			if = {
				limit = {
					GER_oswald_lutz = {
						NOT = {
							has_trait = trickster
						}
					}
				}
				add_trait = {
					character = GER_oswald_lutz
					trait = trickster
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_alkett
				}
				swap_ideas = {
					remove_idea = GER_alkett
					add_idea = GER_alkett_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_alkett
						add_idea = GER_alkett_improved
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_org_loss_when_moving = -0.1
			tooltip = org_loss_when_moving_tt
		}
		else = {
			mio:GER_alkett_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Character
Component: ICE_einar_olgeirsson
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ICE.txt

Code:
ICE_einar_olgeirsson = {
	name = ICE_einar_olgeirsson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_einar_olgeirsson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_einar_olgeirsson
		allowed = {

		}
		available = {
			OR = {
				has_government = communism
				has_completed_focus = ICE_political_unity
			}
		}
		visible = {

		}
		traits = {
			editor
		}
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: WLS_mt
Source: game
File: common/characters/WLS.txt

Code:
WLS_mt = {
	advisor = {
		slot = theorist
		idea_token = WLS_mt
		ledger = army
		allowed = {
			original_tag = WLS
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: Decision
Component: debug_decisions
Constructs: has_country_flag, is_ai, is_debug, complete_effect, set_country_flag, clr_country_flag
Source: game
File: common/decisions/FIN.txt

Code:
debug_decisions = {
	DEBUG_MIO_SHOW_DEBUG_MIO_ARCHETYPES = {
		priority = 100
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			NOT = {
				has_country_flag = mio_show_all_archetypes_flag
			}
		}
		complete_effect = {
			set_country_flag = mio_show_all_archetypes_flag
		}
	}
	DEBUG_MIO_HIDE_DEBGU_MIO_ARCHETYPES = {
		priority = 100
		allowed = {
			always = yes
		}
		visible = {
			is_ai = no
			is_debug = yes
			has_country_flag = mio_show_all_archetypes_flag
		}
		complete_effect = {
			clr_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/British_Raj.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
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The following pages link to British Raj:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/British_Raj"
### Entity: Idea
Component: COR_aco2
Source: game
File: common/ideas/corsica.txt

Code:
COR_aco2 = {
	picture = generic_army_asia_4
	allowed = {
		original_tag = COR
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CUF_infiltrated_chinese_command_structure
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_infiltrated_chinese_command_structure = {
	picture = jap_ichi_go
	cancel = {
		tag = CUG
	}
	removal_cost = -1
	modifier = {
		planning_speed = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.05
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUnsigned/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
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Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
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MediaWiki
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Template talk
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### Entity: Event
Component: wuw_GER_legions.6
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.6
	title = wuw_GER_legions.6.t
	desc = wuw_GER_legions.6.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wuw_GER_legions.6.a
		custom_effect_tooltip = GER_lokot_collaborators_have_been_captured_by_the_soviets_tt
	}
}
### Entity: Event
Component: palestine.42
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.42
	picture = GFX_report_event_long_march
	title = palestine.42.t
	desc = palestine.42.d
	is_triggered_only = yes
	option = {
		name = palestine.42.a
		create_wargoal = {
			type = annex_everything
			target = PER
		}
	}
}
### Entity: Idea
Component: KMT_consolidated_politics2
Constructs: stability_factor, removal_cost, has_country_leader, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_consolidated_politics2 = {
	removal_cost = -1
	picture = SPR_masters_of_our_own_fate
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = 0.175
		stability_factor = 0.05
		drift_defence_factor = 0.1
		neutrality_drift = 0.02
		surrender_limit = 0.05
	}
}
### Entity: Unit Template
Component: NEP_MTN_01
Source: game
File: common/units/names_divisions/NEP_names_divisions.txt

Code:
NEP_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		NEP
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d Nepali Dibhijana
	ordered = {
		1 = {
			%d Nepali Dibhijana
		}
		2 = {
			%d Nepali Dibhijana
		}
		3 = {
			%d Nepali Dibhijana
		}
		4 = {
			%d Nepali Dibhijana
		}
		5 = {
			%d Nepali Dibhijana
		}
		6 = {
			%d Nepali Dibhijana
		}
		7 = {
			%d Nepali Dibhijana
		}
		8 = {
			%d Nepali Dibhijana
		}
		9 = {
			%d Nepali Dibhijana
		}
		10 = {
			%d Nepali Dibhijana
		}
	}
}
### Entity: Event
Component: WW_hungary.9
Constructs: is_triggered_only, ai_chance, fire_only_once, give_guarantee
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.9
	title = WW_hungary.9.t
	desc = WW_hungary.9.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.9.a
		ai_chance = {
			factor = 100
		}
		975 = {
			transfer_state_to = ROOT
		}
		give_guarantee = FROM
	}
}
### Entity: Scripted Trigger
Component: ISR_suez_contested
Constructs: has_war_with, is_controlled_by
Source: game
File: common/scripted_triggers/ISR_scripted_triggers.txt

Code:
ISR_suez_contested = {
	custom_trigger_tooltip = {
		tooltip = ISR_suez_contested
		995 = {
			is_controlled_by = ISR
		}
		911 = {
			is_controlled_by = EGY
		}
		ISR = {
			NOT = {
				has_war_with = EGY
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_clear_all_focuses
Constructs: limit, has_doctrine, clear_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_effects.txt

Code:
EAI_clear_all_focuses = {
	if = {
		limit = {
			NOT = {
				has_doctrine = new_mobile_warfare superior_firepower grand_battleplan mass_assault
			}
		}
		clear_variable = EAI_FOCUS/LAND/land_doctrine EAI_FOCUS/LAND/land_doctrine_path
	} {
		limit = {
			NOT = {
				has_doctrine = new_strategic_destruction new_battlefield_support new_operational_integrity
			}
		}
		clear_variable = EAI_FOCUS/AIR/air_doctrine
	} {
		limit = {
			NOT = {
				has_doctrine = new_fleet_in_being new_convoy_raiding new_base_strike
			}
		}
		clear_variable = EAI_FOCUS/NAVY/naval_doctrine
	}
	clear_variable = EAI_FOCUS/LAND/infantry_design EAI_FOCUS/LAND/infantry_width EAI_FOCUS/LAND/armor_focus EAI_FOCUS/LAND/armor_design EAI_FOCUS/LAND/medium_armor_design EAI_FOCUS/LAND/heavy_armor_design EAI_FOCUS/LAND/armor_width EAI_FOCUS/LAND/motorized_design EAI_FOCUS/LAND/antitank_design EAI_FOCUS/LAND/attachment EAI_FOCUS/LAND/spec_ops EAI_FOCUS/AIR/fighter EAI_FOCUS/AIR/heavy_fighter EAI_FOCUS/AIR/ground_bomber EAI_FOCUS/AIR/naval_bomber EAI_FOCUS/AIR/maritime_patrol EAI_FOCUS/AIR/strategic_bomber EAI_FOCUS/NAVY/destroyer EAI_FOCUS/NAVY/ASW_destroyer EAI_FOCUS/NAVY/light_cruiser EAI_FOCUS/NAVY/ASW_light_cruiser EAI_FOCUS/NAVY/heavy_cruiser EAI_FOCUS/NAVY/battlecruiser EAI_FOCUS/NAVY/battleship EAI_FOCUS/NAVY/carrier EAI_FOCUS/NAVY/submarine
}
### Entity: National Focus
Tree: ins_focus
Component: INS_domestic_shipbuilding
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_domestic_shipbuilding
	icon = GFX_focus_POL_develop_polish_shipbuilding
	available = {

	}
	prerequisite = {
		focus = INS_indonesian_naval_doctrine
	}
	x = 2
	y = 3
	relative_position_id = INS_just_a_fisherman
	ai_will_do = {
		base = 7
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				INS_only_militia_states_if_possible_and_needed = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Name List
Component: RIF
Source: game
File: common/names/00_names.txt

Code:
RIF = {
	male = {
		names = {
			Abbas Abd Abdalaati Abdallah Abdelaziz Abdelhak Abdelilah Abdelkader Abdellatif Abdessadeq Abu Bakr Ahmed Alber Albert Ali Andre Azzeddine Bachir Bouchaib Bouchta Brahim David Driss Elam Eli Faouzi Gad Hassan Hicham Henry Hicham Imad Isaac Ismael Jamal Jamel Jaouad Jo Judah Kacem Khalid Laarbi Omar Maati Mahmoud Mehdi Mohamed Mohammed Moshe Mouad Moulay Nabil Nadir Najib Rachid Ralph Rhadi Robert Ryan Said Salah Samuel Samy Shlomo Aderfi Hajj Aksil Amastan Meddur Sufian Ridha Yimlul
		}
		surnames = {
			Aamara Abdelhadi Abouzeid Aflalo ibn Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui Bitton Bouabid Chami Ali Cherif Debbouze Elbaz Essaidi Al-Fasi Ferroukhi El Ghazzali Guinia Hakmoun Al-Hassar ben David Hayyuj Ibrahim Jay Kaghat Khayat Laabi Lahlou Laraki Maan El Marikh Mezouar El Moutawakel Noury El Othmani Pinto Reno Roukhe Skah Tamsamani Tietjen Youssoufi Zarra
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Isaac Israa Jathibiyya Khalida Latifa Maha Mahi Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Amina Danielle Halima Hasna Latifa Leila Nadia Najat Nezha Sanaa Shatha Simone Sofia Yasmine
		}
		surnames = {
			Aamara Abdelhadi Abouzeid Aflalo bint Al-Aftas Alfasi Abed Al-Jabri Amhali Attar Balafej Basri Belhsen Ben-Ami Benhima Bensaidi El Bidaoui Bitton Bouabid Chami Ali Cherif Debbouze Elbaz Essaidi Al-Fasi Ferroukhi El Ghazzali Guinia Hakmoun Al-Hassar ben David Hayyuj Ibrahim Jay Kaghat Khayat Laabi Lahlou Laraki Maan El Marikh Mezouar El Moutawakel Noury El Othmani Pinto Reno Roukhe Skah Tamsamani Tietjen Youssoufi Zarra
		}
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_equipment_effort
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = KOR_army_reform
	}
	x = -3
	y = 1
	relative_position_id = KOR_army_reform
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_campesino_republic
Constructs: prerequisite, completion_reward, add_political_power, set_cosmetic_tag, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_campesino_republic
	icon = GFX_goal_generic_communist_pride
	relative_position_id = HON_land_reform
	prerequisite = {
		focus = HON_socialist_block HON_join_soviets
	}
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_political_power = 100
		set_cosmetic_tag = CRCA
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = HON_collective_agriculture
			add_idea = HON_campo_republic
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PRC_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = PRC
		}
		requested_factories = 2
		progress = 0.33
		efficiency = 100
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_motorization
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_motorization
	icon = GFX_goal_generic_modernizing_the_cavalry
	cost = 8
	prerequisite = {
		focus = SAU_army_focus_1
	}
	mutually_exclusive = {
		focus = SAU_incorporate_nomad_tactics
	}
	ai_will_do = {
		factor = 1
	}
	relative_position_id = SAU_army_focus_1
	x = 3
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAU_motorization
			uses = 1
			bonus = 3
			category = motorized_equipment
		}
		add_equipment_to_stockpile = {
			type = motorized_equipment
			producer = SAU
			amount = 250
		}
	}
}