Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: 502e Rgt. de Chars de Combat
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 502e Rgt. de Chars de Combat
	location = 5291
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = FRA
			version_name = H-35
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_azad_hind_dlc
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, set_party_name, add_popularity, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_azad_hind_dlc
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = RAJ_protest_against_the_howell_monument
	}
	x = 6
	y = 1
	relative_position_id = RAJ_protest_against_the_howell_monument
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = RAJ_hindutva
				}
			}
			set_party_name = {
				ideology = neutrality
				long_name = RAJ_azad_hind
				name = RAJ_azad_hind
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt RAJ_azad_hind_dlc_tt RAJ_azad_hind_dlc_tt_2
			show_ideas_tooltip = idea_RAJ_azad_hind_repair
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		} {
			ideology = fascism
			popularity = 0.2
		}
		else = {
			add_timed_idea = {
				idea = idea_RAJ_azad_hind_repair
				days = 120
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = RAJ_GOE_arcot_doraiswamy_loganadan RAJ_GOE_shah_nawaz_khan
		RAJ_GOE_arcot_doraiswamy_loganadan = {
			custom_effect_tooltip = unlock_general_tt
		}
		RAJ_GOE_shah_nawaz_khan = {
			custom_effect_tooltip = unlock_general_tt
		}
		RAJ_GOE_mohammed_zaman_kiani = {
			custom_effect_tooltip = unlock_general_tt
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_has_freedom_of_press
Constructs: has_decision
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_has_freedom_of_press = {
	custom_trigger_tooltip = {
		tooltip = BUL_freedom_of_press_trigger_tt
		NOT = {
			has_decision = institute_press_censorship_neutrality_state
		} {
			has_decision = institute_press_censorship_fascist_state
		} {
			has_decision = institute_press_censorship_democratic_state
		} {
			has_decision = institute_press_censorship_communist_state
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_air
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_air
	icon = GFX_goal_generic_air_doctrine
	ai_will_do = {
		factor = 2
	}
	x = 34
	y = 0
	mutually_exclusive = {
		focus = MAL_the_island MAL_the_straits
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_maneuver_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_maneuver_warfare
	icon = GFX_goal_generic_army_motorized
	cost = 5
	x = 0
	y = 2
	relative_position_id = LUX_establish_ss
	prerequisite = {
		focus = LUX_professionalise_army LUX_politicise_army
	}
	completion_reward = {
		add_tech_bonus = {
			name = LUX_maneuver_warfare
			technology = motorised_infantry
			bonus = 0.75
		}
		add_doctrine_cost_reduction = {
			category = cat_mobile_warfare
			name = LUX_maneuver_warfare
			cost_reduction = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SWE_saltsjobad
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_saltsjobad = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = SWE_folkhemmet_icon
	modifier = {
		communism_acceptance = 25
		consumer_goods_factor = -0.08
		production_speed_industrial_complex_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Idea
Component: PHI_defence_fund
Constructs: research_speed_factor, war_support_factor, industrial_capacity_factory, removal_cost, mobilization_speed
Source: game
File: common/ideas/philipines.txt

Code:
PHI_defence_fund = {
	picture = generic_soldiers_good
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.1
		research_speed_factor = 0.05
		mobilization_speed = 0.05
		consumer_goods_factor = 0.15
		war_support_factor = 0.05
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: cityfall.64
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.64
	title = cityfall.64.t
	desc = cityfall.64.d
	picture = GFX_news_event_fall_of_oslo
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_oslo_ger
	}
	option = {
		name = cityfall.64.a
		trigger = {
			NOT = {
				TAG = GER NOR
			}
		}
	} {
		name = cityfall.64.b
		trigger = {
			TAG = GER
		}
	} {
		name = cityfall.64.c
		trigger = {
			TAG = NOR
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_126
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_126 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 126
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 126
		value = 25000
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3ACopyrights.html

Doc:
This copyright policy explains and governs the use of copyrighted material on and from the Paradox Wikis. By its nature, the wikis contains content from many different sources, including that produced by their own editors.

Contents

1 Original content

2 Content by Paradox

3 Content from other sources

3.1 Wikipedia

3.2 Uploaded files
### Entity: Unit Leader
Component: POL_sanation_left_leader
Constructs: gain_xp
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
POL_sanation_left_leader = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			tag = POL
		}
	}
	modifier = {

	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: MUN_czech.1029
Constructs: is_triggered_only, limit, has_country_flag, has_decision, clr_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1029
	title = MUN_czech.1029.t
	desc = MUN_czech.1029.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = CZE_fortification_decision_inprogress
					NOT = {
						OR = {
							has_decision = CZE_fortification_research CZE_second_sudetenland_fortification_program CZE_third_sudetenland_fortification_program CZE_fourth_sudetenland_fortification_program CZE_fortify_the_crossroads_with_slo CZE_fortify_the_crossroads_with_no_slo CZE_fortify_the_hungarian_border_with_73 CZE_fortify_the_hungarian_border_no_73 CZE_fortify_the_polish_border_with_72 CZE_fortify_the_polish_border_no_72
						}
					}
				}
				clr_country_flag = CZE_fortification_decision_inprogress
			}
		}
	}
	option = {
		name = MUN_czech.1029.a
	}
}
### Entity: Scripted Effect
Component: RAJ_create_INA_generals
Constructs: limit, set_country_flag, every_unit_leader, has_id, has_unit_leader_flag, clr_unit_leader_flag
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
RAJ_create_INA_generals = {
	set_country_flag = INA_generals_enabled
	every_unit_leader = {
		limit = {
			OR = {
				has_id = 5800 5801 5802
			}
			has_unit_leader_flag = ENG_colonial_commander
		}
		clr_unit_leader_flag = ENG_colonial_commander
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_conservatives_support
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_political_power, is_subject, add_popularity
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_conservatives_support
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = DEN_unify_the_right
	}
	relative_position_id = DEN_unify_the_right
	x = -1
	y = 1
	cost = 5
	available = {
		is_subject = no
	}
	bypass = {
		has_completed_focus = DEN_unify_the_right
		OR = {
			has_government = neutrality fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_french_union
Constructs: prerequisite, has_war, limit, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_french_union
	icon = GFX_focus_fra_french_union
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_france_undividable
	}
	relative_position_id = FRA_france_undividable
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			country_event = lar_france_french_union.1
		}
		if = {
			limit = {
				has_idea = FRA_political_violence
			}
			country_event = lar_france_political_violence.3
		}
		custom_effect_tooltip = FRA_french_union_tt
	}
}
### Entity: Unit Leader
Component: trait_SOV_foreign_military_advisor
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
trait_SOV_foreign_military_advisor = {
	type = {
		land navy
	}
	trait_type = personality_trait
	allowed = {
		always = yes
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: SEA_PHI_political_events.59
Constructs: is_triggered_only, is_ally_with
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.59
	title = SEA_PHI_political_events.59.t
	desc = SEA_PHI_political_events.59.desc
	picture = GFX_report_event_PHI_treaty_of_manila
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.59.a
		trigger = {
			OR = {
				original_tag = PHI
				is_ally_with = PHI
			}
		}
	} {
		name = SEA_PHI_political_events.59.b
		trigger = {
			NOT = {
				original_tag = PHI
				is_ally_with = PHI
			}
		}
	}
}
### Entity: Event
Component: liechtenstein.bop.3
Constructs: is_triggered_only, fire_only_once, has_power_balance, random_list, add_power_balance_value
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.bop.3
	picture = GFX_report_event_journalists_speech
	title = liechtenstein.bop.3.t
	desc = liechtenstein.bop.3.d
	fire_only_once = yes
	trigger = {
		has_power_balance = {
			id = LIE_landtag_balance_of_power
		}
	}
	is_triggered_only = yes
	option = {
		name = liechtenstein.bop.3.a
		random_list = {
			50 = {
				add_power_balance_value = {
					id = LIE_landtag_balance_of_power
					value = 0.1
					tooltip_side = LIE_FBP_side
				}
			} {
				add_power_balance_value = {
					id = LIE_landtag_balance_of_power
					value = -0.1
					tooltip_side = LIE_VU_side
				}
			}
		}
	}
}
### Entity: National Focus
Component: brazil_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/brazil.txt

Code:
focus_tree = {
	id = brazil_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = BRA
			has_dlc = Trial of Allegiance
		}
	}
	default = no
	continuous_focus_position = {
		x = 0
		y = 2500
	}
	initial_show_position = {
		x = 27
		y = 0
	}
	shared_focus = SMB_army SMB_air_force SMB_navy
	focus = {
		id = BRA_tribunal_de_seguranca_nacional
		icon = GFX_focus_BRA_tribunal
		x = 0
		y = 0
		mutually_exclusive = {
			focus = BRA_end_the_state_of_emergency BRA_prepare_for_second_intentona
		}
		cost = 5
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		allow_branch = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = BRA_end_the_state_of_emergency
				} {
					has_completed_focus = BRA_prepare_for_second_intentona
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL
		}
		completion_reward = {
			custom_effect_tooltip = BRA_modify_aotci_ns_intro
			add_to_variable = {
				BRA_coup_communism_factor = -0.2
				tooltip = communism_drift_factor_tt
			} {
				BRA_coup_democratic_factor = -0.2
				tooltip = democratic_drift_factor_tt
			} {
				BRA_coup_stability_factor = 0.04
				tooltip = stability_factor_tt
			}
			add_political_power = 120
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = BRA_ensure_continued_military_support
		icon = GFX_focus_generic_military_dictatorship
		prerequisite = {
			focus = BRA_tribunal_de_seguranca_nacional
		}
		x = -2
		y = 1
		relative_position_id = BRA_tribunal_de_seguranca_nacional
		cost = 5
		ai_will_do = {
			factor = 15
		}
		available = {
			NOT = {
				OR = {
					has_completed_focus = BRA_estado_novo BRA_estado_moderno
				}
			}
		}
		search_filters = {

		}
		completion_reward = {
			add_war_support = 0.1
			custom_effect_tooltip = BRA_modify_aotci_ns_intro
			add_to_variable = {
				BRA_coup_neutrality_factor = 0.2
				tooltip = neutrality_drift_factor_tt
			}
		}
	} {
		id = BRA_work_with_the_integralists
		icon = GFX_focus_BRA_work_with_the_integralists
		prerequisite = {
			focus = BRA_tribunal_de_seguranca_nacional
		}
		x = 2
		y = 1
		relative_position_id = BRA_tribunal_de_seguranca_nacional
		cost = 5
		ai_will_do = {
			factor = 
# ... (truncated)
### Entity: Character
Component: JAP_nakajima_president_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_nakajima_president_2 = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: BRA
Source: game
File: common/units/names/00_names.txt

Code:
BRA = {
	submarine = {
		prefix = NRB
		generic = {
			Submarino
		}
		unique = {
			Humaytá Tupi Timbira Tamoio Riachuelo Guanabara Rio Grande do Sul Bahia Rio de Janeiro Ceará Goiás Amazonas
		}
	}
	destroyer = {
		prefix = NRB
		generic = {
			Contratorpedeiro
		}
		unique = {
			Piaui Rio Grande do Norte Paraíba Alagoas Marnhão Sergipe Santa Catharina Mato Grosso Mariz e Barros Marcílio Dias Greenhalgh Amazonas Araguari Ajuricaba Acre Araguaya Apa Juruá Javari Jutahy Juruena Jaguaribe Japarua Babitonga Baependi Bauru Beberibe Benevente Bertioga Bocaina Bracuí
		}
	}
	light_cruiser = {
		prefix = NRB
		generic = {
			Cruzador Ligeiro
		}
		unique = {
			Bahia Rio Grande do Sul Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul
		}
	}
	heavy_cruiser = {
		prefix = NRB
		generic = {
			Cruzador Pesado
		}
		unique = {
			Belmonte Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Pará Alagoas Pernambuco Roraima Tocantins Santa Catarina Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul Bahia Rio Grande do Sul
		}
	}
	battle_cruiser = {
		prefix = NRB
		generic = {
			Cuzador Couraçado
		}
		unique = {
			Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Rio Grande do Sul Pará Alagoas Pernambuco Roraima Tocantins Santa Catarina Minas Gerais São Paulo
		}
	}
	battleship = {
		prefix = NRB
		generic = {
			Couraçado
		}
		unique = {
			Minas Gerais São Paulo Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Rio Grande do Sul Pará Alagoas Pernambuco Roraima Tocantins Santa Catarina Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul
		}
	}
	carrier = {
		prefix = NRB
		generic = {
			Porta-Aviões
		}
		unique = {
			Santa Catarina Espirito Santo Rio de Janeiro Maranhão Goiás Rio Grande do Sul Pará Alagoas Pernambuco Roraima Tocantins
		}
	}
	air_wing_names_template = AIR_WING_NAME_BRA_FALLBACK
	small_plane_airframe = {
		prefix = 
		generic = {
			Grupo de Caça
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	medium_plane_scout_plane_airframe = {
		prefix = 
		generic = {
			Grupo de Aviação
		}
		generic_pattern = AIR_WING_NAME_BRA_GENERIC
		unique = {

		}
	}
	jet_fighter_equipment = {
		prefix = 
		generic = {
			Grupo de 
# ... (truncated)
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_emba_bassin_oil_infrastructure
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_emba_bassin_oil_infrastructure
	icon = GFX_goal_generic_oil_refinery
	x = -1
	y = 1
	prerequisite = {
		focus = TRK_mining_tech
	}
	relative_position_id = TRK_secondary_roads
	available = {
		controls_state = 406
	}
	bypass = {
		any_other_country = {
			has_completed_focus = TRK_emba_bassin_oil_infrastructure_shared
		}
	}
	cost = 10
	completion_reward = {
		406 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = fuel_silo
				level = 1
				instant_build = yes
			}
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = refining_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: greece.58
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.58
	title = greece.58.t
	desc = greece.58.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = greece.58.a
	}
}
### Entity: Faction
Component: rule_group_peace_rules
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_peace_rules = {
	rules = {
		faction_peace_rule_puppeting_focus faction_peace_rule_no_puppeting faction_peace_rule_liberation_focus faction_peace_rule_ideology_focus faction_peace_rule_conquest_focus faction_peace_take_claimed_focus faction_peace_china_focus
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_protect_our_skies
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_protect_our_skies
	icon = GFX_goal_airplane_hunt
	prerequisite = {
		focus = AUS_german_aeronautic_cooperation AUS_british_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = 1
	y = 2
	cost = 8
	available = {
		controls_state = 153 152 4
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				4
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
			}
		} {
			limit = {
				is_core_of = AUS
			}
			prioritize = {
				152
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Military Industrial Organization
Component: PER_tehran_armor_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/PER_organization.txt

Code:
PER_tehran_armor_organization = {
	include = generic_tank_organization
	icon = GFX_idea_PER_tehran_armor
	allowed = {
		has_dlc = Graveyard of Empires Arms Against Tyranny
		original_tag = PER
	}
	available = {
		PER = {
			has_completed_focus = PER_establish_tehran_armor
		}
	}
}
### Entity: Unit Template
Component: ISR_PAR_01
Source: game
File: common/units/names_divisions/ISR_names_divisions.txt

Code:
ISR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		ISR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Israeli Airborne Division
	ordered = {
		1 = {
			%dst Israeli Airborne Division
		}
		2 = {
			%dnd Israeli Airborne Division
		}
		3 = {
			%drd Israeli Airborne Division
		}
		4 = {
			%dth Israeli Airborne Division
		}
		5 = {
			%dth Israeli Airborne Division
		}
		6 = {
			%dth Israeli Airborne Division
		}
		7 = {
			%dth Israeli Airborne Division
		}
		8 = {
			%dth Israeli Airborne Division
		}
		9 = {
			%dth Israeli Airborne Division
		}
		10 = {
			%dth Israeli Airborne Division
		}
	}
}
### Entity: Idea
Component: POL_royal_officer_corps
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_royal_officer_corps = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = tur_kemalist_officers
	removal_cost = -1
	modifier = {
		army_leader_start_level = 2
		military_leader_cost_factor = -0.2
		training_time_factor = -0.1
	}
}
### Entity: Idea
Component: SLV_awt
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = SLV
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_adopt_new_air_doctrine
Constructs: prerequisite, completion_reward, has_war_with_major, cancel_if_invalid, add_doctrine_cost_reduction, add_to_variable, add_ace
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_adopt_new_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = JAP_sea_long_operational_range JAP_sea_sturdy_aircraft
	}
	relative_position_id = JAP_sea_long_operational_range
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		has_war_with_major = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = JAP_adopt_new_air_doctrine
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_air_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		}
		add_ace = {
			name = Chitoshi
			surname = Isozaki
			callsign = Matsuyama Taii
			type = fighter_unique
		}
	}
}