Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: siam.32
Constructs: is_triggered_only, fire_only_once, create_equipment_variant, create_ship, add_to_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.32
	title = siam.32.t
	desc = siam.32.desc
	picture = GFX_report_event_usa_heavy_cruiser
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.32.a
		create_equipment_variant = {
			name = Thonburi Class
			type = ship_hull_cruiser_coastal_defense_ship
			name_group = ENG_BM_HISTORICAL
			parent_version = 0
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_2
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = empty
				rear_1_custom_slot = empty
			}
			optional_assets = {
				{
					icon = GFX_commonwealth_heavy_cruiser_erebus
					model = commonwealth_gfx_heavy_cruiser_2_entity
				}
			}
			obsolete = yes
		}
		hidden_effect = {
			create_ship = {
				type = ship_hull_cruiser_coastal_defense_ship
				equipment_variant = Thonburi Class
				creator = SIA
				name = HTMS Thonburi
			} {
				type = ship_hull_cruiser_coastal_defense_ship
				equipment_variant = Thonburi Class
				creator = SIA
				name = HTMS Sri Ayudhya
			} {
				type = ship_hull_light_1
				equipment_variant = V/W Class
				creator = ENG
			}
		} {
			country_event = {
				id = siam.30
				days = 180
			}
		}
		custom_effect_tooltip = {
			localization_key = SIA_buy_thonburi_class_tt
			TARGET = [ENG.GetAdjective]
		} {
			localization_key = SIA_limited_time_effect
			DAYS = 180
		}
		add_to_variable = {
			SIA_military_expansion_costs_cg = 1
			tooltip = civilian_factory_use_tt
		}
	} {
		name = siam.32.b
		hidden_effect = {
			for_loop_effect = {
				end = 2
				create_ship = {
					type = ship_hull_cruiser_coastal_defense_ship
					equipment_variant = Izumo Class
					creator = JAP
				}
			}
			create_ship = {
				type = ship_hull_light_1
				equipment_variant = Momi Class
				creator = JAP
			}
		} {
			country_event = {
				id = siam.30
				days = 180
			}
		}
		custom_effect_tooltip = {
			localization_key = SIA_buy_thonburi_class_tt
			TARGET = [JAP.GetAdjective]
		} {
			localization_key = SIA_limited_time_effect
			DAYS = 180
		}
		add_to_variable = {
			SIA_military_expansion_costs_cg = 1
			tooltip = civilian_factory_u
# ... (truncated)
### Entity: Decision
Component: BRA_mercosul_decisions
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_mercosul_decisions = {
	priority = 5
	picture = GFX_decision_cat_picture_NOR_fascist_war
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: Character
Component: navy_fleet_logistics_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_fleet_logistics_2 = {
	sprite = 6
	navy_max_range_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_cult_of_the_marshal
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power, has_country_leader, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_cult_of_the_marshal
	icon = GFX_goal_TUR_cult_of_the_marshal
	prerequisite = {
		focus = TUR_nationalist_policies
	}
	mutually_exclusive = {
		focus = TUR_continue_ataturks_reforms
	}
	x = 2
	y = 3
	relative_position_id = TUR_continue_the_moderate_course
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
		has_country_leader = {
			character = TUR_fevzi_cakmak
			ruling_only = yes
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 80
		add_stability = 0.03
		add_war_support = 0.05
		unlock_decision_tooltip = r56_TUR_hail_to_the_marshal
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_XSM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 5
	}
	location = 7270
	division_template = Ch'iping Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: Idea
Component: KMT_baihua_stage_5_finished_effect
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_baihua_stage_5_finished_effect = {
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		drift_defence_factor = 0.85
		foreign_subversive_activites = -0.8
		communism_drift = 0.03
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, limit, add_ideas, remove_ideas, has_government, has_war_with, has_country_flag
Source: game
File: common/decisions/CHI_decisions.txt

Code:
political_actions = {
	CHI_suspend_the_inter_party_coordination_council = {
		icon = oppression
		available = {
			has_idea = CHI_inter_party_coordination_council
		}
		visible = {
			has_idea = CHI_inter_party_coordination_council
		}
		cost = 25
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_government = democratic
					}
				}
				add_stability = -0.05
			}
			remove_ideas = CHI_inter_party_coordination_council
		}
	}
	CHI_reinstate_the_inter_party_coordination_council = {
		icon = generic_political_discourse
		available = {
			NOT = {
				has_idea = CHI_inter_party_coordination_council
			} {
				has_government = democratic
			}
			has_completed_focus = CHI_inter_party_coordination_council
		}
		visible = {
			NOT = {
				has_idea = CHI_inter_party_coordination_council
			} {
				has_government = democratic
			}
			has_completed_focus = CHI_inter_party_coordination_council
		}
		cost = 25
		complete_effect = {
			add_ideas = CHI_inter_party_coordination_council
		}
	}
	CHI_join_united_front = {
		visible = {
			OR = {
				is_literally_china = yes
				original_tag = MEN
			}
			CHI = {
				is_in_faction_with = PRC
			}
			is_in_faction = no
			is_subject = no
			NOT = {
				has_country_flag = warlord_has_asked_to_join_CUF_but_refused
			}
		}
		available = {
			OR = {
				is_literally_china = yes
				original_tag = MEN
			} {
				PRC = {
					is_faction_leader = yes
				}
				CHI = {
					is_faction_leader = yes
				}
			} {
				is_subject = no
				OVERLORD = {
					is_in_faction_with = event_target:WTT_current_china_leader
				}
			} {
				AND = {
					ROOT = {
						has_war = yes
					}
					CHI = {
						has_war = yes
					}
				} {
					ROOT = {
						has_war = no
					}
					CHI = {
						has_war = no
					}
				} {
					ROOT = {
						has_war = no
					}
					CHI = {
						has_war = yes
					}
				}
			}
			NOT = {
				has_idea = SIK_battle_for_sinkiang
			} {
				OR = {
					has_war_with = CHI PRC
				}
			} {
				has_completed_focus = CHI_opposition
			}
			CHI = {
				is_in_faction_with = PRC
			}
			is_in_faction = no
		}
		cost = 5
		ai_will_do = {
			base = 2
			modifier = {
				JAP = {
					OR = {
						has_war_with = CHI PRC
					}
				}
				factor = 15
			} {
				has_war_with = JAP
				factor = 500
			} {
				original_tag = SIK
				is_subject = no
				date = < 1937.10.15
				factor = 0
			} {
				original_tag = HBC
			
# ... (truncated)
### Entity: State History
Component: 20
Constructs: add_core_of
Source: game
File: history/states/20-Franche-comte.txt

Code:
state = {
	id = 20
	name = STATE_20
	manpower = 2973200
	resources = {
		steel = 32
		aluminium = 35
	}
	state_category = city
	history = {
		owner = FRA
		victory_points = {
			6613 10
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 2
			air_base = 4
		}
		add_core_of = OCC FRA
		1939.1.1 = {
			buildings = {
				arms_factory = 2
				industrial_complex = 3
			}
		}
	}
	provinces = {
		641 3650 3770 6613 6639 6668 6786 9590 9728 9732 11593 11716 11794
	}
	local_supplies = 7.0
}
### Entity: Character
Component: JAP_nashimoto_morimasa
Source: game
File: common/characters/JAP.txt

Code:
JAP_nashimoto_morimasa = {
	name = JAP_nashimoto_morimasa
	portraits = {
		army = {
			large = GFX_portrait_JAP_nashimoto_morimasa
			small = GFX_portrait_JAP_nashimoto_morimasa_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = JAP_nashimoto_morimasa
		ledger = army
		allowed = {
			OR = {
				original_tag = JAP MAN
			}
		}
		ai_will_do = {
			base = 1
		}
		traits = {
			military_theorist
		}
		on_add = {
			JAP_small_army_faction_gain = yes
		}
		on_remove = {
			JAP_small_army_faction_loss = yes
		}
	}
	field_marshal = {
		traits = {
			politically_connected JAP_samurai_lineage inflexible_strategist old_guard JAP_royal_lineage
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Character
Component: BRD_nccr
Source: game
File: common/characters/BRD.txt

Code:
BRD_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = BRD_nccr
		allowed = {
			original_tag = BRD
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Order of Battle
Component: 7th Cavalry Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 7th Cavalry Division
	location = 7911
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_men_bingyue
	}
}
### Entity: Event
Component: r56_hungary_prekmurje_annexation.1
Constructs: is_triggered_only
Source: game
File: events/r56_hungary.txt

Code:
country_event = {
	id = r56_hungary_prekmurje_annexation.1
	title = r56_hungary_prekmurje_annexation.1.t
	desc = r56_hungary_prekmurje_annexation.1.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = r56_hungary_prekmurje_annexation.1.a
		transfer_state = 956
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AVersion.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to Template:Version:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Version/doc ‎ (← links | edit)

Countries (transclusion) ‎ (← links | edit)

Hearts of Iron IV (transclusion) ‎ (← links | edit)

Norway (transclusion) ‎ (← links | edit)

Germany (transclusion) ‎ (← links | edit)

France (transclusion) ‎ (← links | edit)

Italy (transclusion) ‎ (← links | edit)

Soviet Union (transclusion) ‎ (← links | edit)

United States (transclusion) ‎ (← links | edit)

United Kingdom (transclusion) ‎ (← links | edit)

Sweden (transclusion) ‎ (← links | edit)

Japan (transclusion) ‎ (← links | edit)

Netherlands (transclusion) ‎ (← links | edit)

Belgium (transclusion) ‎ (← links | edit)

Luxembourg (transclusion) ‎ (← links | edit)

Denmark (transclusion) ‎ (← links | edit)

Yugoslavia (transclusion) ‎ (← links | edit)

Czechoslovakia (transclusion) ‎ (← links | edit)

Poland (transclusion) ‎ (← links | edit)

Colombia (transclusion) ‎ (← links | edit)

Australia (transclusion) ‎ (← links | edit)

Government (transclusion) ‎ (← links | edit)

Ideas (transclusion) ‎ (← links | edit)

Construction (transclusion) ‎ (← links | edit)

Units (transclusion) ‎ (← links | edit)

Research (transclusion) ‎ (← links | edit)

Land units (transclusion) ‎ (← links | edit)

Air units (transclusion) ‎ (← links | edit)

Naval units (transclusion) ‎ (← links | edit)

Production (transclusion) ‎ (← links | edit)

Army planner (transclusion) ‎ (← links | edit)

Trade (transclusion) ‎ (← links | edit)

Commander (transclusion) ‎ (← links | edit)

Ace (transclusion) ‎ (← links | edit)

Manpower (transclusion) ‎ (← links | edit)

Experience (transclusion) ‎ (← links | edit)

Turkey (transclusion) ‎ (← links | edit)

Faction (transclusion) ‎ (← links | edit)

National Focus (transclusion) ‎ (← links | edit)

Ethiopia (transclusion) ‎ (← links | edit)

Argentina (transclusion) ‎ (← links | edit)

Brazil (transclusion) ‎ (← links | edit)

Canada (transclusion) ‎ (← links | edit)

Switzerland (transclusion) ‎ (← links | edit)

Alb
# ... (truncated)
### Entity: Idea
Component: PRC_wppo_naval_hign_command
Constructs: has_completed_focus, is_faction_leader, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_wppo_naval_hign_command = {
	picture = generic_naval_manufacturer_3
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_west_pacific_alliance
		is_faction_leader = yes
	}
	cost = 150
	removal_cost = 10
	traits = {
		pacific_fleet_naval_manufacturer
	}
}
### Entity: State History
Component: 782
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/782-Tombouctou.txt

Code:
state = {
	id = 782
	name = STATE_782
	manpower = 79243
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 898
	history = {
		owner = FRA
		add_core_of = MLI
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1115 2068 10725 10868
	}
	local_supplies = 0.0
}
### Entity: Event
Component: germany.112
Constructs: is_triggered_only, limit, add_opinion_modifier, every_other_country, has_idea
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.112
	is_triggered_only = yes
	hidden = yes
	immediate = {
		every_other_country = {
			limit = {
				has_idea = anti_soviet_pact
			}
			add_opinion_modifier = {
				target = FROM
				modifier = anti_soviet_pact_call_refused
			}
		}
	}
}
### Entity: Faction
Component: rule_group_ideology
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_ideology = {
	rules = {
		joining_rule_non_fascist joining_rule_non_democratic joining_rule_non_communist joining_rule_same_ideology joining_rule_fascist_only joining_rule_democratic_non_aligned joining_rule_puppets_only joining_rule_communist_only joining_rule_support_percentage
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_plenipotentiary_of_the_four_year_plan
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, check_variable, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_plenipotentiary_of_the_four_year_plan
	icon = GFX_focus_GER_plenipotentiary_of_the_four_year_plan
	mutually_exclusive = {
		focus = GER_autonomous_organization_todt GER_plenipotentiary_of_armaments
	}
	prerequisite = {
		focus = GER_prioritize_the_four_year_plan
	}
	text_icon = GER_inner_circle_focus_style
	x = 0
	y = 1
	relative_position_id = GER_prioritize_the_four_year_plan
	cost = @inner_circle_time_tier_2
	available = {
		if = {
			limit = {
				has_country_flag = GER_plenipotentiary_of_the_four_year_plan_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_2
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_inner_circle_focus_in_progress_tt
					CHARACTER = GER_hermann_goring
					FLAG_DAYS = [?GER_plenipotentiary_of_the_four_year_plan_in_progress_flag:days]
				}
				always = no
			}
		} {
			limit = {
				check_variable = {
					GER_industrialist_prevailed = 0
					compare = not_equals
				}
			}
			if = {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 1
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_fritz_todt
					}
					always = no
				}
			}
			else_if = {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 2
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_albert_speer
					}
					always = no
				}
			} {
				limit = {
					check_variable = {
						GER_industrialist_prevailed = 3
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_industrialists_intrigue_prevailed_tt
						PREVAILED_CHARACTER = GER_hermann_goring
					}
					always = yes
				}
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_tt
					CHARACTER = GER_hermann_goring
					FOCUS = GER_ascension_of_goring
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascended_
# ... (truncated)
### Entity: Country History
Country: SNM
Component: SNM_misc
Constructs: set_convoys
Source: game
File: history/countries/SNM - San Marino.txt

Code:
# Misc for SNM
capital = 900
set_convoys = 0
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BLZ_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BLZ
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Character
Component: LIT_albinas_cepas
Source: game
File: common/characters/LIT.txt

Code:
LIT_albinas_cepas = {
	name = LIT_albinas_cepas
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = LIT_albinas_cepas
		ledger = army
		allowed = {
			original_tag = LIT
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_convoy_escort
Constructs: has_dlc, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_convoy_escort = {
	NOT = {
		has_dlc = No Compromise, No Surrender
	} {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
		}
	}
}
### Entity: Shared Focus
Tree: mae_focus
Component: MAE_EMPIRE_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_macedonian_empire_shared.txt

Code:
shared_focus = {
	id = MAE_EMPIRE_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = MAE_EMPIRE_persian_imperial_ambitions
	}
	relative_position_id = MAE_EMPIRE_persian_imperial_ambitions
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Idea
Component: RAJ_all_india_forward_bloc
Constructs: has_government, removal_cost, democratic_drift, neutrality_drift
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_all_india_forward_bloc = {
	picture = raj_all_india_forward_bloc
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.02
		neutrality_drift = -0.02
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_heroes_of_the_air
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_heroes_of_the_air
	icon = GFX_goal_italy_further_pilots_training
	prerequisite = {
		focus = PRU_air_innovations
	} {
		focus = PRU_total_production
	}
	relative_position_id = PRU_strengthen_the_air_force
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 40
		add_ideas = arg_air_heroes
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_favour_stronghold_defenses
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_favour_stronghold_defenses
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = MON_the_grand_stratagem
	}
	x = -1
	y = 1
	relative_position_id = MON_the_grand_stratagem
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = MON_support_tactical_decision_freedom
				}
			}
			add_ideas = MON_grand_stratagem_favour_strongholds
		} {
			limit = {
				has_completed_focus = MON_support_tactical_decision_freedom
				NOT = {
					has_completed_focus = MON_optimize_infantry_formations
				}
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_tac_decision_freedom
				add_idea = MON_grand_stratagem_tac_freedom_and_strongholds
			}
		} {
			limit = {
				has_completed_focus = MON_support_tactical_decision_freedom MON_optimize_infantry_formations
			}
			swap_ideas = {
				remove_idea = MON_grand_stratagem_optimize_infantry_formations
				add_idea = MON_grand_stratagem_tac_freedom_infantry_and_strongholds
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Modifier Reference
Construct: experience_gain_air_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_air_factor

* Number with 1 decimal places
* **Categories**: air
### Entity: Idea
Component: ICE_professional_army_idea
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_professional_army_idea = {
	picture = MEX_politicised_army_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.1
		army_defence_factor = 0.15
		training_time_factor = 0.2
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_stealth_upgrades
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_stealth_upgrades
	icon = GFX_goal_navy_schematics
	prerequisite = {
		focus = PAL_Submarine
	}
	relative_position_id = PAL_Submarine
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}