Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_barn_of_the_world
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_barn_of_the_world
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = ARG_imports_substitution
	}
	x = 29
	y = 3
	cost = 10
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = barn_of_the_world
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: MAL
Component: MAL_politics
Constructs: add_ideas, set_popularities
Source: game
File: history/countries/MAL - Malaysia.txt

Code:
# Politics & Parties for MAL
set_popularities = {
	democratic = 33
	communism = 33
	neutrality = 34
}
add_ideas = {
	MAL_ketuanan_melayu MAL_colonial_administration_idea
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_dominate_siam
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_dominate_siam
	icon = GFX_focus_generic_attack_siam
	prerequisite = {
		focus = CHI_sea_overlordship_over_indochina
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_overlordship_over_indochina
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		SIA = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SIA = {
			country_event = {
				id = wtt_china.10
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_phosphate_commision
Constructs: prerequisite, add_ideas, completion_reward, is_owned_and_controlled_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_phosphate_commision
	icon = GFX_focus_CHI_found_fertiliser_plant
	prerequisite = {
		focus = AST_lang_plan
	}
	relative_position_id = AST_lang_plan
	x = -2
	y = 1
	cost = 5
	available = {
		725 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AST_phosphate_commission
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_barranquilla_plan
Constructs: prerequisite, add_stability, completion_reward, is_puppet, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_barranquilla_plan
	icon = GFX_goal_generic_major_diplo
	relative_position_id = VEN_reorganize_the_ARDI
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {

	}
	bypass = {
		is_puppet = yes
	}
	prerequisite = {
		focus = VEN_reorganize_the_ARDI
	}
	ai_will_do = {
		factor = 90
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_corruption
			add_idea = VEN_corruption_11
		}
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: Scripted Effect
Component: BRA_clear_leader_flags
Constructs: clr_country_flag
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
BRA_clear_leader_flags = {
	clr_country_flag = BRA_adso_president_flag BRA_ansio_president_flag BRA_mdo_president_flag BRA_collor_president_flag BRA_dutra_president_flag
}
### Entity: Order of Battle
Component: air_wing_279
Source: game
File: history/units/CHL_1936_air_bba.txt

Code:
air_wings = {
	279 = {
		small_plane_airframe_0 = {
			owner = CHL
			amount = 18
			creator = USA
			version_name = P-6
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_no_more_humiliations
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_no_more_humiliations
	icon = GFX_goal_PAL_declare_jihad
	prerequisite = {
		focus = TUR_support_the_conservative_opposition
	}
	mutually_exclusive = {
		focus = TUR_the_fight_for_popular_mandate
	}
	x = 1
	y = 1
	relative_position_id = TUR_support_the_conservative_opposition
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 90
		add_war_support = 0.03
		unlock_decision_tooltip = r56_TUR_rally_across_the_countryside
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, limit, fire_only_once, industrial_capacity_factory, has_global_flag, remove_effect, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/decisions/r56_AFG.txt

Code:
economy_decisions = {
	AFG_electrify_kabulistan = {
		icon = GFX_decision_generic_electricity
		priority = 1
		allowed = {
			original_tag = AFG
		}
		cost = 35
		available = {
			controls_state = 267
			has_completed_focus = AFG_develop_hydroelectric_power
		}
		fire_only_once = yes
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_develop_hydroelectric_power
			controls_state = 267
			NOT = {
				has_global_flag = afg_dlc_focus_tree
			}
		}
		days_remove = 90
		modifier = {
			industrial_capacity_factory = -0.05
			production_factory_efficiency_gain_factor = -0.1
			consumer_goods_factor = 0.15
		}
		on_map_mode = map_and_decisions_view
		highlight_states = {
			highlight_state_targets = {
				state = 267
			}
		}
		remove_effect = {
			if = {
				limit = {
					267 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				random_owned_controlled_state = {
					limit = {
						state = 267
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = r56_newline {
				localization_key = building_state_modifier|dam
				INDENT =     
			}
			random_owned_controlled_state = {
				limit = {
					state = 267
				}
				add_building_construction = {
					type = dam
					level = 1
					instant_build = yes
					province = {
						id = 10737
					}
				}
			}
		}
		ai_will_do = {
			base = 1
		}
	}
	AFG_improve_helmand_irrigation = {
		icon = GFX_decision_generic_operation
		priority = 1
		allowed = {
			original_tag = AFG
		}
		cost = 50
		available = {
			controls_state = 1010
			has_completed_focus = AFG_develop_hydroelectric_power
		}
		fire_only_once = yes
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_develop_hydroelectric_power
			controls_state = 1010
			NOT = {
				has_global_flag = afg_dlc_focus_tree
			}
		}
		days_remove = 120
		modifier = {
			weekly_manpower = -100
			consumer_goods_factor = 0.15
			industrial_capacity_factory = -0.1
		}
		complete_effect = {
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
		on_map_mode = map_and_decisions_view
		highlight_states = {
			highlight_state_targets = {
				state = 1010
			}
	
# ... (truncated)
### Entity: Idea
Component: r56_CAN_nonindependent_airforce_01
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_nonindependent_airforce_01 = {
	name = r56_CAN_nonindependent_airforce_01
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = r56_can_nonindependent_airforce
	research_bonus = {
		air_equipment = -0.3
	}
	modifier = {
		air_doctrine_cost_factor = 0.3
		air_chief_cost_factor = 0.3
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_93
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_93 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 93
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 93
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_internal_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_internal_focus
	icon = GFX_focus_ARG_strengthening_the_concordancia
	prerequisite = {
		focus = ARG_argentina_for_all
	}
	x = 0
	y = 1
	relative_position_id = ARG_argentina_for_all
	mutually_exclusive = {
		focus = ARG_seek_american_support ARG_british_gaurantee
	}
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 100
		add_ideas = limited_exports
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: junkers
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
junkers = {
	allowed = {
		OR = {
			original_tag = WGR GER
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SPR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9764
	division_template = División de Caballería
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Special Project
Component: sp_nuclear_bomb_accident_generic_reward
Constructs: has_war, has_country_flag, fire_only_once
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_bomb_accident_generic_reward = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = 1
		modifier = {
			factor = 0.1
			FROM = {
				has_country_flag = nuclear_bomb_high_security_flag
			}
		} {
			factor = 1.5
			FROM = {
				has_country_flag = nuclear_bomb_low_security_flag
			}
		} {
			factor = 0.2
			FROM = {
				has_war = no
			}
		} {
			factor = 2
			FROM = {
				has_country_flag = no_filters_for_reactors_flag
			}
		}
	}
	option = {
		token = sp_nuclear_bomb_accident_generic_reward_option
		iteration_output = {
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.1
					province = var:facility_province_id
				}
			}
		}
	}
}
### Entity: State History
Component: 522
Constructs: add_core_of
Source: game
File: history/states/522-Western Australia.txt

Code:
state = {
	id = 522
	name = STATE_522
	resources = {
		coal = 2
	}
	history = {
		owner = AST
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 1
			1652 = {
				naval_base = 1
				coastal_bunker = 1
			}
		}
		victory_points = {
			1652 10
		}
		add_core_of = AST
	}
	provinces = {
		1498 1511 1540 1652 2157 4630 4645 5125 5170 5175 7453 7579 7608 8130 8228 8243 10950 10971 10983 12323
	}
	manpower = 310000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_available_REF
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_REF = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_REF > THIS=[this.getname] PREV=[prev.getname]
	}
	EAI_has_free_shared_slot = yes
	impassable = no
}
### Entity: Event
Component: portugal.79
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.79
	title = portugal.65.t
	desc = portugal.65.d
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = portugal.65.a
		ai_chance = {
			base = 20
		}
		add_ideas = POR_pan_iberian_trade_r56
	}
}
### Entity: Idea
Component: EAI_DD_11/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Character
Component: CSA_oscar_michiels
Source: game
File: common/characters/CSA.txt

Code:
CSA_oscar_michiels = {
	advisor = {
		slot = high_command
		idea_token = CSA_oscar_michiels
		ledger = army
		allowed = {
			original_tag = CSA
		}
		traits = {
			army_logistics_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy_nice_democratic_2
Constructs: stability_factor, has_government, democratic_drift, neutrality_drift, fascism_drift, communism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_nice_democratic_2 = {
	name = HUN_his_majestys_government
	picture = HUN_hungarian_monarchy_democratic
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	modifier = {
		democratic_drift = 0.05
		neutrality_drift = 0.02
		fascism_drift = -0.03
		communism_drift = -0.03
		stability_factor = 0.15
		political_power_factor = 0.15
		improve_relations_maintain_cost_factor = -0.5
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_kabul_conference
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_kabul_conference
	icon = GFX_focus_AFG_kabul_conference
	prerequisite = {
		focus = AFG_join_axis
	}
	x = 0
	y = 1
	relative_position_id = AFG_join_axis
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt AFG_kabul_conference_tt
	}
}
### Entity: AI Strategy
Component: USA_build_a_naval_facility
Constructs: has_government, build_building
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_build_a_naval_facility = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_government = democratic
		date = > 1937.3.1
		naval_facility = < 1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_facility
		value = 25
	}
}
### Entity: Character
Component: FRI_truong_chinh
Constructs: has_government, is_puppet
Source: game
File: common/characters/FRI.txt

Code:
FRI_truong_chinh = {
	name = FRI_truong_chinh
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_truong_chinh
		allowed = {
			original_tag = FRI
		}
		available = {
			is_puppet = no
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Achievement
Component: java_script
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_tech, has_done_agency_upgrade
Source: game
File: common/achievements.txt

Code:
java_script = {
	id = 280
	possible = {
		tag = INS
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_tech = advanced_computing_machine
		has_done_agency_upgrade = upgrade_decryption_boost_2
		capital_scope = {
			OR = {
				state = 335 1058 1051
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_SEASONAL_summer
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_SEASONAL_summer = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		EAI_MILITARY_north_summer_season = yes
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = SOV
				has_war_with = GER
				EAI_MILITARY_north_summer_season = yes
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 500
		execution_type = rush_weak
		area = EAI_russia_plains
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_demand_warlord_loyalty
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction, is_subject, cancel_if_invalid, has_rule
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_demand_warlord_loyalty
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = PRC_consolidate_politcal_power PRC_promote_womens_suffrage PRC_a_new_central_committee
	}
	x = -2
	y = 1
	relative_position_id = PRC_consolidate_politcal_power
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {

	}
	will_lead_to_war_with = PRC GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM RNG HBC
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_PRC_the_peoples_front
			add_faction_initiative = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_chinese_warlord = yes
				has_capitulated = no
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_border_war_with = ROOT
					has_idea = SIK_battle_for_sinkiang
					tag = HBC
					any_other_country = {
						is_chinese_warlord = yes
						has_war_with = PREV
					}
				}
			}
			country_event = {
				id = SEA_PRC_faction_events.50
				days = 2
			}
		}
		PRC_this_might_anger_china = yes
		hidden_effect = {
			if = {
				limit = {
					event_target:WTT_current_china_leader = {
						NOT = {
							tag = ROOT
						}
					}
				}
				event_target:WTT_current_china_leader = {
					add_ai_strategy = {
						type = antagonize
						id = ROOT
						value = 50
					} {
						type = contain
						id = ROOT
						value = 50
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_acquire_soviet_plane_factories
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_acquire_soviet_plane_factories
	icon = GFX_goal_fighters_soviet
	prerequisite = {
		focus = PRU_the_great_peruvian_red_army
	}
	relative_position_id = PRU_the_great_peruvian_red_army
	x = 1
	y = 1
	cost = 10
	available = {
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		add_ideas = AUS_soviet_aero_tech
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_revise_air_doctrine
Constructs: limit, owns_state, completion_reward, has_dlc, add_tech_bonus, add_doctrine_cost_reduction, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_revise_air_doctrine
	icon = GFX_goal_BEL_coa_air_force
	mutually_exclusive = {
		focus = BEL_air_force_congo BEL_van_overstraeten_aa_guns
	}
	relative_position_id = BEL_air_force_congo
	x = 3
	y = 0
	cost = 10
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	available = {
		controls_state = 6
		owns_state = 6
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = BEL_revise_air_doctrine
				technology = photo_reconnaisance
				bonus = 1.0
				uses = 1
			}
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			add_tech_bonus = {
				name = BEL_revise_air_doctrine
				bonus = 1.0
				uses = 1
				category = cat_scout_plane
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		6 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: GER_heir_of_rohm
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_heir_of_rohm = {
	random = no
	modifier_army_sub_unit_militia_attack_factor = 0.075
	modifier_army_sub_unit_militia_defence_factor = 0.075
	war_support_factor = 0.05
	consumer_goods_factor = -0.1
}
### Entity: Character
Component: CAN_canadian_fuhrer
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CAN_canadian_fuhrer = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	war_support_factor = 0.05
	fascism_drift = 0.02
}
### Entity: Event
Component: poland.59
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.59
	title = poland.59.t
	desc = poland.59.d
	picture = GFX_report_event_polish_mansion
	is_triggered_only = yes
	option = {
		name = poland.59.a
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_incrociatori_pesanti
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_incrociatori_pesanti
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = ITA_supermarina
	}
	mutually_exclusive = {
		focus = ITA_incrociatori_leggeri
	}
	x = 2
	y = 1
	relative_position_id = ITA_supermarina
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_rm_strike_force_movement_org_loss = -0.05
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_incrociatori_pesanti_rm_tt ITA_ricostruzione_industriale_cg_penalty_tt
		hidden_effect = {
			add_ideas = ITA_hidden_heavy_cruisers_production_ns
		}
		navy_experience = 25
		add_mastery_bonus = {
			name = ITA_incrociatori_pesanti
			bonus = 0.2
			days = 180
			track = capital_ships
		}
		add_doctrine_cost_reduction = {
			name = ITA_incrociatori_pesanti
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = ITA_incrociatori_pesanti
			bonus = 1
			uses = 1
			category = ca_tech
		}
		ITA_improve_regia_marina_dm_effect = yes
	}
}