Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Gruppa Coloniale dello Scoia
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = Gruppa Coloniale dello Scoia
	location = 5010
	division_template = Divisione Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ITA
		}
	}
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: SOV_politicized_military_1
Constructs: has_government, has_civil_war, planning_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_politicized_military_1 = {
	picture = chi_army_corruption3
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_civil_war = no
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		max_planning_factor = -0.3
		planning_speed = -0.3
		army_org_factor = -0.1
		army_morale_factor = -0.1
		army_org_regain = 0.01
		land_reinforce_rate = 0.05
	}
}
### Entity: Name List
Component: HYD
Source: game
File: common/names/r56_names.txt

Code:
HYD = {
	male = {
		names = {
			Syad Ahmad Muhammed Aga Nawab Maulvi Karamat Abdul Nasir Maulana Ibraheem Bhai Hussain Malik Raees Choudhry Rahmat
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Khan Ali Malik Nabiullah Sadiq Shafi Pirbhai Ahmed Baig Johar
	}
	callsigns = {

	}
}
### Entity: Achievement
Component: the_munich_disagreement
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_munich_disagreement = {
	id = 49
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = CZE
	}
	happened = {
		has_war_with = GER
		controls_state = 52
	}
}
### Entity: Idea
Component: ENG_construction_safety_regulations
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_construction_safety_regulations = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_industrial_complex_factor = -0.15
		production_speed_arms_factory_factor = -0.15
		production_speed_dockyard_factor = -0.15
		production_speed_naval_base_factor = -0.15
		production_speed_coastal_bunker_factor = -0.15
		production_speed_bunker_factor = -0.15
		production_speed_air_base_factor = -0.15
		production_speed_anti_air_building_factor = -0.15
		production_speed_radar_station_factor = -0.15
		production_speed_rocket_site_factor = -0.15
		production_speed_nuclear_reactor_factor = -0.15
		production_speed_synthetic_refinery_factor = -0.15
		production_speed_infrastructure_factor = -0.15
	}
	picture = FRA_factory_strikes
	removal_cost = -1
}
### Entity: Order of Battle
Component: air_wing_112
Source: game
File: history/units/POR_1939_air_bba.txt

Code:
air_wings = {
	112 = {
		medium_plane_airframe_0 = {
			owner = POR
			amount = 20
			creator = GER
			version_name = Ju 86
		}
		small_plane_airframe_0 = {
			owner = POR
			amount = 30
			creator = ENG
			version_name = Gloster Gladiator
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STR_design_priority
Constructs: has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_STR_design_priority = {
	OR = {
		AND = {
			EAI_FTR_aircraft_production = yes
			NOT = {
				has_design_based_on = small_plane_airframe
			}
		} {
			EAI_HFTR_aircraft_production = yes
			NOT = {
				has_design_based_on = medium_plane_fighter_airframe
			}
		}
	}
}
### Entity: Character
Component: BOL_gil_ibarra_juarez
Source: game
File: common/characters/BOL.txt

Code:
BOL_gil_ibarra_juarez = {
	advisor = {
		slot = navy_chief
		idea_token = BOL_gil_ibarra_juarez
		allowed = {
			original_tag = BOL
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Idea
Component: kawasaki_aircraft_industries
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
kawasaki_aircraft_industries = {
	picture = JAP_kawasaki_aircraft
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Order of Battle
Component: Mediterranean Command
Source: game
File: history/units/ENG_1939_Naval.txt

Code:
fleet = {
	name = Mediterranean Command
	naval_base = 4076
	task_force = {
		name = Mediterranean Fleet
		location = 4076
		ship = {
			name = HMS Glorious
			definition = carrier
			start_experience_factor = 0.25
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = ENG
					version_name = Courageous Class
				}
			}
		} {
			name = HMS Warspite
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Barham
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Malaya
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Queen Elizabeth Class
				}
			}
		} {
			name = HMS Devonshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Shropshire
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Sussex
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Arethusa
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Penelope
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Galatea
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = ENG
					version_name = Leander Class
				}
			}
		} {
			name = HMS Coventry
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 =
# ... (truncated)
### Entity: Effect Reference
Construct: transfer_units_fraction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## transfer_units_fraction

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Transfer units (air, army, navy) to another country.
Also transfer the stockiled equipment (you can set it to zero if it is undesired) as well as unit leaders.

For 'keep  triggers', the scope is :
THIS = Character
FROM = Target country

Example:
```
transfer_units_fraction = {
	target = ROOT          # the recipient
	size = 0.4             # [0,1] Default value for the ratio below if they are not specified
	stockpile_ratio = 0.3  # [0,1] Overrides size modifier for the stockpiled equipment and fuel
	army_ratio = 0.1       # [0,1] Overrides size modifier for army
	navy_ratio = 0.2       # [0,1] Overrides size modifier for navy
	air_ratio = 0.4        # [0,1] Overrides size modifier for air
	keep_unit_leaders = {  # specify IDs of unit leaders that remain with the original country
		700 701
	}
	keep_unit_leaders_trigger = {	# Trigger for unit leaders to remain with the original country
									# THIS is the unit leader being evaluated"
									# ROOT is the recipient"
									# FROM is the sender"
									# PREV is unset"
		[... triggers ...]
	}
}
```
### Entity: Country History
Country: UAE
Component: UAE_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/UAE - United Arab Emirates.txt

Code:
# Misc for UAE
capital = 658
IF = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Country History
Country: CPS
Component: CPS_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/CPS - Champasak.txt

Code:
# Misc for CPS
capital = 1068
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		cv_early_fighter = 1
		cv_naval_bomber1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		CAS1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		basic_light_cruiser = 1
		early_heavy_cruiser = 1
		basic_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_purchase_foreign_licenses
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_purchase_foreign_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = PLY_british_heavy_industry PLY_japanese_heavy_industry
	}
	relative_position_id = PLY_open_up_the_university_of_the_south_pacific
	x = 0
	y = 2
	cost = 8
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = GEN_Licences_EXPL
		add_ideas = GEN_Licences_I
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_central_planning
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_central_planning
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = GER_state_controlled_economy
	}
	x = 0
	y = 1
	relative_position_id = GER_state_controlled_economy
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_lack_of_resource_penalty_factor = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		}
	}
}
### Entity: Event
Component: belgium.25
Constructs: create_country_leader, has_war, has_government, fire_only_once, add_political_power
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.25
	title = belgium.25.t
	desc = belgium.25.d
	picture = GFX_report_event_Van_Zeeland_government
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_government = democratic
		has_war = no
		date = > 1939.2.15
	}
	mean_time_to_happen = {
		days = 10
	}
	option = {
		name = belgium.25.a
		add_political_power = -40
		create_country_leader = {
			name = Hubert Pierlot
			desc = POLITICS_HUBERT_PIERLOT_DESC
			picture = Portrait_Belgium_Hubert_Pierlot.dds
			expire = 1965.1.1
			ideology = conservatism
			traits = {
				tenacious_negotiator devouted_anti_fascist
			}
		}
	}
}
### Entity: Idea
Component: MPL_aliyah_start
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_aliyah_start = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_aliyah_start
	modifier = {
		monthly_population = 0.75
		stability_factor = -0.1
		political_power_factor = -0.1
	}
}
### Entity: Idea
Component: LAT_anti_german_idea
Constructs: war_support_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
LAT_anti_german_idea = {
	picture = LAT_perkonkrust
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		war_support_factor = 0.1
		fascism_drift = -0.1
	}
}
### Entity: Idea
Component: KHM_anti_communist_campaign
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/china_warlord.txt

Code:
KHM_anti_communist_campaign = {
	allowed = {
		always = no
	}
	name = tsr_anti_communist_campaign
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communism_banned
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	} {
		tag = SIK
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: Unit Template
Component: GUA_CL_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARG 
	fallback_name = Crucero Ligero %d
	unique = {
		Tapachula Puerto Barrios Jacaltenango El Estor El Progreso
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_establish_true_equality
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_establish_true_equality
	icon = GFX_goal_generic_red_freedom
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_launch_the_revolution
	x = 1
	y = 1
	prerequisite = {
		focus = INS_launch_the_revolution
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_stability = 0.05
		if = {
			limit = {
				has_idea = r56i_laws_gender_traditional
			}
			swap_ideas = {
				remove_idea = r56i_laws_gender_traditional
				add_idea = r56i_laws_gender_equality
			}
			else_if = {
				limit = {
					has_idea = r56i_laws_gender_patriarchy
				}
				swap_ideas = {
					remove_idea = r56i_laws_gender_patriarchy
					add_idea = r56i_laws_gender_equality
				}
			} {
				limit = {
					has_idea = r56i_laws_gender_limited
				}
				swap_ideas = {
					remove_idea = r56i_laws_gender_limited
					add_idea = r56i_laws_gender_equality
				}
			}
		}
		else = {
			add_ideas = r56i_laws_gender_equality
		}
	}
}
### Entity: AI Strategy
Component: ITA_we_are_bad_at_espionage_because_it_is_expensive_and_not_tanks
Constructs: has_dlc
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_we_are_bad_at_espionage_because_it_is_expensive_and_not_tanks = {
	allowed = {
		original_tag = ITA
		has_dlc = La Resistance
	}
	enable = {
		date = < 1939.6.1
		num_of_civilian_factories = < 30
	}
	abort = {
		OR = {
			date = > 1939.6.1
		}
	}
	ai_strategy = {
		type = intelligence_agency_usable_factories
		value = -20
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_miklas_support
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_power_balance_value
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_miklas_support
	icon = GFX_goal_AUS_ally_miklas
	relative_position_id = AUS_crush_heimwehr_remnants
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_crush_heimwehr_remnants
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_president_miklas
			add_idea = AUS_president_miklas_supportive
		}
		add_power_balance_value = {
			id = AUS_reform_power_balance
			value = -0.2
			tooltip_side = AUS_reform_side
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_light_tank
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_light_tank = {
	equipment_type = {
		light_tank_chassis amphibious_tank_chassis
	}
}
### Entity: Event
Component: tfv_australia.90
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, add_manpower
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.90
	title = tfv_australia.90.t
	desc = tfv_australia.90.desc
	picture = GFX_report_event_royal_visit
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 33
		}
		name = tfv_australia.90.a
		add_stability = 0.05
	} {
		ai_chance = {
			base = 34
		}
		name = tfv_australia.90.b
		add_manpower = 5000
		add_war_support = 0.05
	} {
		ai_chance = {
			base = 33
		}
		name = tfv_australia.90.c
		add_political_power = 75
	}
}
### Entity: National Focus
Tree: sik_focus
Component: SIK_a_united_sinkiang_clique
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_stability, completion_reward, add_political_power, is_controlled_by
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_a_united_sinkiang_clique
	icon = GFX_focus_prc_agrarian_socialism
	x = -2
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_march_into_khotan
	}
	relative_position_id = SIK_march_into_khotan
	mutually_exclusive = {
		focus = SIK_pursue_further_soviet_integration SIK_soviet_intervention
	}
	ai_will_do = {
		base = 15
	}
	available = {
		NOT = {
			has_war_with = KHM KUM
		}
		KHM = {
			exists = no
		}
		1042 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		SIK_sheng_shicai = {
			swap_country_leader_traits = {
				remove = SIK_communist_in_name_only
				add = JAP_socialist_revolutionary
				ideology = stalinism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = SIK_battle_for_sinkiang
			}
			remove_ideas = {
				SIK_battle_for_sinkiang
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: Modifier Reference
Construct: own_operative_intel_extraction_rate
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_operative_intel_extraction_rate

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: Idea
Component: GER_align_hungary
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_align_hungary = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		fascism_drift = 0.2
		fascism_acceptance = 85
	}
}
### Entity: Event
Component: bftb_turkey.140
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.140
	title = bftb_turkey.140.t
	desc = bftb_turkey.140.desc
	picture = GFX_report_event_tur_cakmak_general_staff
	is_triggered_only = yes
	option = {
		name = bftb_turkey.140.a
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_northern_territory_reconnaissance_unit
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_northern_territory_reconnaissance_unit
	icon = GFX_focus_CHI_guerrilla_warfare
	prerequisite = {
		focus = AST_recruitment_drive
	}
	relative_position_id = AST_recruitment_drive
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_northern_territory_reconnaissance_unit_tt
		hidden_effect = {
			set_technology = {
				northern_territory_recon_support_tech = 1
				popup = no
			}
		}
	}
	search_filters = {

	}
}
### Entity: Order of Battle
Component: Rengo Kantai
Source: game
File: history/units/JAP_1939_naval.txt

Code:
fleet = {
	name = Rengo Kantai
	naval_base = 1092
	task_force = {
		name = Honbu Kantai
		location = 1092
		ship = {
			name = Nagato
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Mutsu
			definition = battleship
			start_experience_factor = 0.5
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = JAP
					version_name = Nagato Class
				}
			}
		} {
			name = Tone
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Tone Class
				}
			}
		} {
			name = Chikuma
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = JAP
					version_name = Tone Class
				}
			}
		} {
			name = Kitakami
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Oi
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Arashio
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		} {
			name = Asashio
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		} {
			name = Michishio
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		} {
			name = Oshio
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		} {
			name = Arare
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		} {
			name = Kasumi
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Asashio Class
				}
			}
		}
	} {
		name = 1 Kantai
		location = 1092
		ship = {
			name = Hiryu
			definition = ca
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_german_design
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_german_design
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = ETH_german_equipment
	}
	x = 7
	y = 5
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_ideas = ETH_copy_german_design_focus
	}
}