Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_existing_armory_plants
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, cancel_if_invalid, add_to_variable, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_existing_armory_plants
	icon = GFX_goal_generic_construct_mil_factory
	overlay = GFX_focus_overlay_cze_plane_tank
	mutually_exclusive = {
		focus = CZE_continue_industrial_relocation_schemes
	}
	prerequisite = {
		focus = CZE_kickstart_rapid_rearmanent CZE_keep_focus_on_weapon_exports
	}
	relative_position_id = CZE_keep_focus_on_weapon_exports
	x = -3
	y = 1
	cost = 10
	available = {
		OR = {
			CZE_has_a_skoda_tank_focus = yes
			CZE_has_a_skoda_planes_focus = yes
		}
		has_full_control_of_state = 74
	}
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		}
		random_core_state = {
			prioritize = {
				74
			}
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				74 = {
					can_construct_building = land_facility
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
			}
			custom_effect_tooltip = {
				localization_key = CZE_facility_in_state_tt
				STATE = [74.GetName]
				FACILITY_TYPE = {
					localization_key = land_facility
				}
			}
			hidden_effect = {
				74 = {
					add_building_construction = {
						type = land_facility
						level = 1
						instant_build = yes
						province = 3414
					}
				}
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
		else = {
			random_core_state = {
				priori
# ... (truncated)
### Entity: Character
Component: NZL_social_welfare_architect_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NZL_social_welfare_architect_trait = {
	sprite = 13
	random = no
	production_speed_industrial_complex_factor = 0.05
	stability_factor = 0.05
}
### Entity: Idea
Component: idea_RAJ_indian_army_doctrine_ger
Constructs: fascism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_indian_army_doctrine_ger = {
	picture = german_advisors
	allowed = {
		original_tag = RAJ
	}
	modifier = {
		fascism_drift = 0.03
		army_armor_attack_factor = 0.05
		army_armor_defence_factor = 0.1
		army_armor_speed_factor = 0.05
	}
}
### Entity: Idea
Component: RAJ_princely_states_donations_troops
Constructs: has_government, removal_cost, autonomy_gain, conscription_factor
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_princely_states_donations_troops = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -0.4
		consumer_goods_factor = -0.1
		conscription_factor = 0.05
	}
}
### Entity: Character
Component: RAJ_social_reformer
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_social_reformer = {
	sprite = 13
	drift_defence_factor = 0.1
	research_speed_factor = 0.03
	enemy_operative_capture_chance_factor = 0.05
	civilian_intel_to_others = -15
	army_intel_to_others = -15
	airforce_intel_to_others = -15
	communism_drift = 0.03
}
### Entity: Modding Documentation
Construct: Effects
Constructs: Effects, every_collection_element
Source: vanilla_docs
File: common/collections/_documentation.md

Doc:
### List of Collection-Related Effects

- *every_collection_element* - iterates over elements of a collection and applies effects to every element
### Entity: Event
Component: BBA_ethiopia_communist_events.01
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_civil_war, add_timed_idea, add_ai_strategy, send_volunteers_desire
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.01
	title = BBA_ethiopia_communist_events.01.t
	desc = BBA_ethiopia_communist_events.01.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = BBA_ethiopia_communist_events.01.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
		SOV = {
			add_timed_idea = {
				idea = ETH_aid_ethiopian_communists
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = ETH
				value = 200
			}
		}
		ETH = {
			country_event = {
				days = 2
				id = BBA_ethiopia_communist_events.04
			}
		}
		ITA = {
			country_event = {
				days = 30
				id = BBA_ethiopia_communist_events.03
			}
		}
	} {
		name = BBA_ethiopia_communist_events.01.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = communism
					}
					has_civil_war = yes
				}
			}
		}
		ETH = {
			country_event = {
				days = 2
				id = BBA_ethiopia_communist_events.02
			}
		}
	}
}
### Entity: Idea
Component: AUS_german_aero_tech
Constructs: has_war_with, is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_german_aero_tech = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_war_with = GER
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
	picture = generic_air_bonus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		air_ace_generation_chance_factor = 0.15
		air_accidents_factor = -0.1
	}
}
### Entity: Event
Component: mtg_netherlands.7
Constructs: is_triggered_only, ai_chance, set_technology, random_days, create_equipment_variant, allow_without_tech
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.7
	title = mtg_netherlands.7.t
	desc = mtg_netherlands.7.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.7.a
		FROM = {
			country_event = {
				id = mtg_netherlands.8
				days = 1
				random_days = 3
			}
		}
		effect_tooltip = {
			HOL = {
				set_technology = {
					basic_ship_hull_heavy = 1
					antiair2 = 1
					improved_fire_control_system = 1
					improved_dp_light_battery = 1
				}
				create_equipment_variant = {
					name = Design 1047 Battlecruiser
					type = ship_hull_heavy_2
					parent_version = 0
					allow_without_tech = yes
					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_2
						fixed_ship_radar_slot = empty
						fixed_ship_engine_slot = heavy_ship_engine_2
						fixed_ship_secondaries_slot = dp_ship_secondaries_2
						fixed_ship_armor_slot = ship_armor_bb_1
						front_1_custom_slot = ship_heavy_battery_1
						mid_1_custom_slot = ship_anti_air_2
						mid_2_custom_slot = dp_ship_secondaries_2
						rear_1_custom_slot = ship_heavy_battery_1
					}
				}
			}
		}
	} {
		name = mtg_netherlands.7.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_netherlands.9
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BHU_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BHU
		}
		requested_factories = 1
		progress = 0.88
		efficiency = 100
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_colonial_recruitment
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by, is_core_of, cancel_if_invalid
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_colonial_recruitment
	icon = GFX_goal_generic_allies_build_infantry
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_continue_the_fight
	}
	relative_position_id = FRA_continue_the_fight
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_controlled_by = ROOT
			NOT = {
				is_core_of = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			FRA_colonial_recruitment
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_26
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_26 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 26
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 26
	}
}
### Entity: Character
Component: VOL_aa2
Source: game
File: common/characters/VOL.txt

Code:
VOL_aa2 = {
	advisor = {
		slot = high_command
		idea_token = VOL_aa2
		ledger = army
		allowed = {
			original_tag = VOL
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Event
Component: aat_news.121
Constructs: is_triggered_only, has_war_with, is_in_faction_with, is_subject_of
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.121
	title = aat_news.121.t
	desc = aat_news.121.desc
	picture = GFX_news_event_FIN_three_country_cairn_flag_raising
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.121.a
		trigger = {
			original_tag = FIN
		}
	} {
		name = aat_news.121.b
		trigger = {
			OR = {
				is_in_faction_with = GER
				is_subject_of = GER
				original_tag = GER
			}
		}
	} {
		name = aat_news.121.c
		trigger = {
			OR = {
				original_tag = SOV
				is_in_faction_with = SOV
				is_subject_of = SOV
			}
		}
	} {
		name = aat_news.121.d
		trigger = {
			NOT = {
				original_tag = FIN
				is_in_faction_with = GER FIN
				is_subject_of = FIN GER
				has_war_with = FIN
				OR = {
					original_tag = SOV
					is_in_faction_with = SOV
					is_subject_of = SOV
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_greece_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_greece_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_befriend_greece
		country_exists = GRE
	}
	abort = {
		NOT = {
			country_exists = GRE
		}
	}
	ai_strategy = {
		type = befriend
		id = GRE
		value = 100
	} {
		type = alliance
		id = GRE
		value = 100
	}
}
### Entity: Scripted Effect
Component: indonesia_HOL_british_support_effect
Constructs: add_manpower, add_offsite_building
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_HOL_british_support_effect = {
	ENG = {
		add_manpower = -25000
	}
	HOL = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_manpower = 25000
	}
}
### Entity: Decision
Component: QUE_ontario_new_france
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/QUE_decision_categories.txt

Code:
QUE_ontario_new_france = {
	icon = generic_political_actions
	allowed = {
		original_tag = QUE
	}
	visible = {
		has_completed_focus = QUE_establish_republican_canada
	}
	priority = {
		base = 0
	}
}
### Entity: Character
Component: HUN_pal_pronay
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_pal_pronay = {
	name = HUN_pal_pronay
	portraits = {
		army = {
			large = GFX_portrait_HUN_pal_pronay
			small = GFX_portrait_HUN_pal_pronay_small
		}
	}
	corps_commander = {
		traits = {
			trickster militias_officer
		}
		skill = 1
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = wuw_HUN_reestablish_the_rongyos_garda wuw_HUN_stage_an_uprising_in_leitha
			}
		}
	}
}
### Entity: Order of Battle
Component: 1ya LVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 1ya LVO Tankovaya Gruppa
	location = 149
	division_template = Tyazolaya-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: NIU_tourism_idea_ii
Constructs: has_war, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_tourism_idea_ii = {
	picture = chi_hyper_inflation2
	allowed = {
		always = yes
	}
	cancel = {
		has_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		monthly_population = 0.1
		weekly_manpower = 25
		custom_modifier_tooltip = NIU_dont_go_to_war_or_you_die
	}
}
### Entity: Country History
Country: INS
Component: INS_characters
Constructs: recruit_character
Source: game
File: history/countries/INS - Indonesia.txt

Code:
# Leaders & Characters for INS
recruit_character = INS_a_t_van_starkenborgh_stachouwer INS_sukarno INS_sutan_sjahrir INS_amir_sjarifuddin_harahap INS_hein_ter_poorten INS_murk_boersta INS_ludolph_hendrik_van_oyen INS_simon_spoor
### Entity: Trigger Reference
Construct: meta_trigger
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## meta_trigger

* Supported Scopes: STATE, COUNTRY, CHARACTER, COMBATANT, ACE, STRATEGIC_REGION, OPERATION, INDUSTRIAL_ORG, PURCHASE_CONTRACT, RAID_INSTANCE, SPECIAL_PROJECT, FACTION
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
meta triggers can be used for building triggers from strings and running them. following example will test if Germany has 42 pp:
meta_trigger = {
    text = {
        [COUNTRY] = {
            political_power > [POW]
        }
    }
    COUNTRY = "GER"
    POW = 42
    debug = no #set to yes if you want to see what game actually executes
}

```
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/autonomous_states/satellite.txt

Code:
autonomy_state = {
	id = autonomy_satellite
	min_freedom_level = 0.8
	manpower_influence = 0.5
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = no
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.4
		extra_trade_to_overlord_factor = 0.4
		overlord_trade_cost_factor = -0.4
		license_subject_master_purchase_cost = -1
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.3
		faction_influence_contribution_factor = -0.25
	}
	ai_subject_wants_higher = {
		factor = 1.0
	}
	ai_overlord_wants_lower = {
		factor = 1.0
	}
	ai_overlord_wants_garrison = {
		always = no
	}
	allowed = {
		OR = {
			has_dlc = Death or Dishonor
			AND = {
				OR = {
					original_tag = POL LIT LAT EST
				}
				has_dlc = No Step Back
			}
		}
		OVERLORD = {
			has_government = fascism
		}
		if = {
			limit = {
				has_dlc = Waking the Tiger
			}
			NOT = {
				OVERLORD = {
					original_tag = JAP
				}
			} {
				OVERLORD = {
					original_tag = MAN
				}
			}
		}
	}
	can_take_level = {
		IF = {
			limit = {
				original_tag = COG
				has_dlc = Gotterdammerung
			}
			has_completed_focus = CONGO_republic_of_congo
			NOT = {
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
	can_lose_level = {
		IF = {
			limit = {
				OVERLORD = {
					original_tag = BEL
				}
				original_tag = COG
				has_dlc = Gotterdammerung
			}
			NOT = {
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_revert_1926_anti_military_laws
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_power_balance, set_temp_variable, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_revert_1926_anti_military_laws
	icon = GFX_focus_generic_military_dictatorship
	cost = 5
	prerequisite = {
		focus = CZE_unify_the_fascist_parties
	}
	relative_position_id = CZE_unify_the_fascist_parties
	x = 2
	y = 1
	offset = {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_unify_the_fascist_parties
		}
	}
	available = {

	}
	completion_reward = {
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = CZE_bop_to_fascism_support_tt generic_skip_one_line_tt
			set_temp_variable = {
				fascism_to_add = power_balance_value
			}
			if = {
				limit = {
					power_balance_value = {
						id = CZE_bop_army_readiness
						value = < 0
					}
				}
				multiply_temp_variable = {
					fascism_to_add = -0.33
				}
				else = {
					multiply_temp_variable = {
						fascism_to_add = 0.33
					}
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = fascism_to_add
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dynamic_modifier_party_popularity_stability_factor = 0.025
			tooltip = party_popularity_stability_factor_tt
		} {
			CZE_ceskoslovenska_armada_dynamic_modifier_command_power_gain_mult = 0.05
			tooltip = command_power_gain_mult_tt
		}
		show_unit_leaders_tooltip = CZE_emanuel_moravec
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_mechanized_units
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_mechanized_units
	icon = GFX_goal_mechanized_offensive
	prerequisite = {
		focus = CZE_armoured_cars
	}
	x = 0
	y = 1
	relative_position_id = CZE_armoured_cars
	cost = 5
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 0.75
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ITA_MineLaying_1
Source: game
File: common/ai_navy/taskforce/ITA_taskforce_templates.txt

Code:
ITA_MineLaying_1 = {
	allowed = {
		original_tag = ITA
	}
	ai_will_do = {
		factor = 1
	}
	mission = {
		mines_planting
	}
	min_composition = {
		destroyer = {
			amount = 2
			role = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 4
			role = 4
		}
		light_cruiser = {
			amount = 1
			role = 4
		}
	}
}
### Entity: Idea
Component: AFG_spiznar_nationalized_idea
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_spiznar_nationalized_idea = {
	picture = AFG_spinzar_nationalized
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		stability_weekly = 0.001
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_carrier_strikes
Constructs: shared_focus, prerequisite, completion_reward, has_doctrine, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_carrier_strikes
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = CEL_shipbuilding_contacts CEL_national_admiralty
	}
	relative_position_id = CEL_national_admiralty
	mutually_exclusive = {
		focus = CEL_the_fleet_of_old CEL_the_blocade_doctrine
	}
	x = 8
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_doctrine = new_base_strike
	}
	completion_reward = {
		add_tech_bonus = {
			name = naval_doctrine_tech_bonus_name
			bonus = 1
			uses = 2
			category = cat_base_strike
		} {
			name = air_doc_bonus
			bonus = 1
			uses = 1
			technology = improved_airplane_launcher
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_bomber_production
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_bomber_production
	icon = GFX_goal_generic_air_bomber
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	x = -1
	y = 3
	cost = 7.2
	prerequisite = {
		focus = EGY_royal_egyptian_airforce
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = EGY_bomber_production
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = EGY_bomber_production
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
}
### Entity: Character
Component: ITA_benito_mussolini
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_benito_mussolini = {
	name = ITA_benito_mussolini
	portraits = {
		civilian = {
			large = GFX_portrait_ITA_benito_mussolini
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			il_duce
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_completed_focus = ITA_capo_supremo
		}
	}
}