Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spr_focus
Component: SPR_torchbearers_of_tomorrow
Constructs: prerequisite, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_torchbearers_of_tomorrow
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_a_new_way_of_warfare
	} {
		focus = SPR_collective_recovery_efforts
	}
	icon = GFX_goal_generic_demand_territory
	x = 2
	y = 1
	relative_position_id = SPR_a_new_way_of_warfare
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = SPR_torchbearers_of_tomorrow
		swap_ideas = {
			remove_idea = SPR_the_threats_abound_1
			add_idea = SPR_the_threats_abound_2
		}
	}
}
### Entity: Character
Component: NAH_nahua_council
Source: game
File: common/characters/NAH.txt

Code:
NAH_nahua_council = {
	name = NAH_nahua_council
	portraits = {
		civilian = {
			large = GFX_portrait_NAH_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: Character
Component: progressive_doctor_INS
Constructs: political_power_gain, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
progressive_doctor_INS = {
	sprite = 13
	random = no
	political_power_gain = -0.05
	monthly_population = 0.08
	democratic_drift = 0.01
}
### Entity: Idea
Component: FIJ_mt
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = FIJ
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_a_king_for_our_people
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_a_king_for_our_people
	icon = GFX_focus_LIT_king_of_poland
	prerequisite = {
		focus = LIT_exile_voldemares
	} {
		focus = LIT_lithuanian_preservationism
	}
	mutually_exclusive = {
		focus = LIT_a_martial_prime_minister LIT_a_priestly_prime_minister
	}
	x = -4
	y = 1
	relative_position_id = LIT_lithuanian_preservationism
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			set_cosmetic_tag = GREATER_LIT_neutrality
		}
		country_event = LIT_monarchy_events.2
		hidden_effect = {
			set_cosmetic_tag = GREATER_LIT
		}
		add_ideas = {
			LIT_karl_gero_idea
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_third_hellenic_civilization_r56
Constructs: prerequisite, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_third_hellenic_civilization_r56
	icon = GFX_focus_GRE_third_civ
	text = GRE_third_hellenic_civilization
	prerequisite = {
		focus = GRE_create_the_IKA
	} {
		focus = GRE_metaxas_line
	} {
		focus = GRE_abandon_the_west GRE_dont_tread_the_empire GRE_join_balkan_entente
	}
	x = 0
	y = 1
	relative_position_id = GRE_metaxa_militarism
	cost = 10
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		country_event = {
			id = greece.32
		}
		add_political_power = 100
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SAF_george_edwin_brink
Source: game
File: common/characters/SAF.txt

Code:
SAF_george_edwin_brink = {
	name = SAF_george_edwin_brink
	portraits = {
		army = {
			large = GFX_SAF_george_edwin_brink
			small = GFX_portrait_SAF_george_edwin_brink_small
		}
	}
	corps_commander = {
		traits = {
			desert_fox
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: MAN_mukden_military_academy
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_mukden_military_academy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = generic_army_war_college
	modifier = {
		max_command_power = 20
	}
}
### Entity: Achievement
Component: i_shall_either_find_a_way_or_make_one
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
i_shall_either_find_a_way_or_make_one = {
	id = 249
	possible = {
		tag = RAJ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = i_shall_either_find_a_way_or_make_one_tt
			2 = {
				is_fully_controlled_by = RAJ
				any_state_division = {
					division_has_battalion_in_template = elephantry
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_production_quotas
Constructs: has_war, limit, add_political_power, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_production_quotas = {
	name = production_quotas_goal_name
	description = production_quotas_goal_desc
	group = FOCUS_FILTER_INDUSTRY
	category = short_term
	allowed = {
		original_tag = SOV
	}
	available = {
		has_war = no
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			stockpile = infantry_equipment
			size = > 100000
		} {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			stockpile = artillery_equipment
			size = > 2500
		} {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			stockpile = support_equipment
			size = > 1000
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt INFLUENCE_ABOVE_30_PERCENT
		add_faction_initiative = 1
		every_faction_member = {
			limit = {
				faction_influence_ratio = > 0.3
			}
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_production_quotas
					}
				}
				add_political_power = 75
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			date = < 1940.1.1
		}
	}
}
### Entity: AI Strategy
Component: INS_focus_on_the_war
Constructs: has_war_with, has_country_flag, is_subject
Source: game
File: common/ai_strategy/INS.txt

Code:
INS_focus_on_the_war = {
	allowed = {
		tag = INS
	}
	enable = {
		has_country_flag = INS_revolution_has_started
		is_subject = no
		has_war_with = HOL
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_indies
		value = 100
	}
}
### Entity: Event
Component: kmt.36
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_popularity, add_timed_idea, set_country_flag, swap_ideas
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.36
	title = kmt.36.t
	desc = kmt.36.d
	picture = GFX_report_event_china_politicians_captured
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 0
		}
		name = kmt.36.a
		custom_effect_tooltip = baihua_end_now
		add_popularity = {
			ideology = democratic
			popularity = -0.4
		} {
			ideology = fascism
			popularity = -0.25
		} {
			ideology = communism
			popularity = 0.25
		}
		add_timed_idea = {
			idea = KMT_baihua_stage_4_finished
			days = 365
		}
		add_ideas = KMT_baihua_stage_4_finished_effect
		set_country_flag = baihua_completed
	} {
		ai_chance = {
			base = 100
		}
		name = kmt.36.b
		custom_effect_tooltip = KMT_baihua_stage_4_tt
		swap_ideas = {
			remove_idea = KMT_baihua_stage_4_idea
			add_idea = KMT_baihua_stage_5_idea
		}
		hidden_effect = {
			activate_mission = PRC_hundred_flowers_campaign_progress
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_CHL_start_tanks
Constructs: limit, check_variable
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_CHL_start_tanks = {
	if = {
		limit = {
			EAI_MODE_challenging = yes
			tag = SOV
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
			}
		}
		date = > 1942.1.1
	}
}
### Entity: National Focus
Tree: xic_focus
Component: XIC_invite_chiang_for_troop_inspections
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction, has_country_leader, has_global_flag, has_border_war_with
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XIC_invite_chiang_for_troop_inspections
	icon = GFX_focus_prc_remove_chiang_kai_shek
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		base = 20
	}
	prerequisite = {
		focus = XIC_form_the_anti_japanese_comrades_association
	} {
		focus = XIC_withdraw_forces_from_yanan
	}
	relative_position_id = XIC_form_the_anti_japanese_comrades_association
	available = {
		CHI = {
			exists = yes
			is_subject = no
			is_in_faction = no
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
		NOT = {
			has_global_flag = CHI_xian_fired
		} {
			has_war_with = CHI
		} {
			has_war_with = PRC
		}
		PRC = {
			exists = yes
			NOT = {
				has_war_with = CHI
			}
			is_subject = no
			is_in_faction = no
		} {
			NOT = {
				has_border_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = CHI_xian_instigator_flag
		set_global_flag = CHI_xian_fired
		CHI = {
			country_event = {
				id = wtt_xian_incident.1
				hours = 2
			}
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_technology
Constructs: set_technology
Source: game
File: history/countries/KUB - Kuban Republic.txt

Code:
# Starting Technologies for KUB
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
}
### Entity: Modifier Reference
Construct: naval_torpedo_reveal_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_torpedo_reveal_chance_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: Unit Template
Component: WGR_CA_HISTORICAL
Source: game
File: common/units/names_ships/WGR_ship_names.txt

Code:
WGR_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		WGR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser light_cruiser
	}
	fallback_name = Schwerer Kreuzer %d
	ordered = {
		1 = {
			Franz von Papen
		}
		2 = {
			Admiral Hipper
		}
		3 = {
			Blücher
		}
		4 = {
			Admiral Reuter
		}
		5 = {
			Admiral Scheer
		}
		6 = {
			Admiral von Pohl
		}
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.35
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.35
	title = wuw_GER_realpolitik.35.t
	desc = wuw_GER_realpolitik.35.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.35.a
	}
}
### Entity: Faction
Component: faction_manifest_habsburg_hegemony
Constructs: stability_factor, war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_habsburg_hegemony = {
	name = habsburg_hegemony_goal_name
	description = habsburg_hegemony_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:potential_habsburg_countries_total
		completed_amount_collection = collection:habsburg_countries_in_our_faction
		range = {
			max = 1
		}
		scale = {
			stability_factor = 0.15
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.1
					army_core_defence_factor = 0.1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: generic_training
Source: game
File: common/ai_navy/goals/goals_generic.txt

Code:
generic_training = {
	objective_type = training
	blocked_for = {
		ENG FRA GER ITA JAP SOV USA
	}
	min_priority = 10
	max_priority = 20
}
### Entity: AI Strategy
Component: EAI_GER_support_equipment
Constructs: has_army_manpower
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_support_equipment = {
	allowed = {
		tag = GER
	}
	enable = {
		date = < 1941.1.1
		has_army_manpower = {
			size = < 1200000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 3
	} {
		type = equipment_production_min_factories_archetype
		id = anti_air_equipment
		value = 2
	} {
		type = equipment_production_min_factories_archetype
		id = anti_tank_equipment
		value = 2
	}
}
### Entity: Idea
Component: LIE_czechoslovak_properties
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_czechoslovak_properties = {
	picture = generic_economic_increase
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_shock_tactics
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_shock_tactics
	icon = GFX_goal_GER_pocket_liquidation
	prerequisite = {
		focus = LIE_liechtenstein_on_the_offensive
	}
	x = -1
	y = 1
	relative_position_id = LIE_liechtenstein_on_the_offensive
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		add_to_variable = {
			LIE_planning_speed = 0.25
		} {
			LIE_army_speed_factor = 0.1
		}
		custom_effect_tooltip = LIE_shock_tactics_tt
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_aid_from_soviet_bolsheviks
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_aid_from_soviet_bolsheviks
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = PRC_sea_toe_the_soviet_line
	}
	x = -1
	y = 1
	relative_position_id = PRC_sea_toe_the_soviet_line
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_mixed_economy
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_mixed_economy
	icon = GFX_goal_generic_economics_reform
	relative_position_id = AUS_strabag_construction
	x = -5
	y = 1
	cost = 7
	prerequisite = {
		focus = AUS_strabag_construction
	}
	available = {
		OR = {
			has_completed_focus = AUS_look_west AUS_past_glories
		} {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	mutually_exclusive = {
		focus = AUS_the_corporate_model AUS_commit_to_autarky
	}
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_mixed_economy
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.10
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_war_support, add_stability, has_military_access_to, add_popularity, add_timed_idea
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.10
	title = AAT_finland_continuation_war.10.t
	desc = AAT_finland_continuation_war.10.desc
	picture = GFX_report_event_FIN_three_country_cairn_flag_raising
	is_triggered_only = yes
	option = {
		name = AAT_finland_continuation_war.10.a
		IF = {
			limit = {
				GER = {
					has_military_access_to = ROOT
				}
			}
			FIN = {
				diplomatic_relation = {
					country = GER
					relation = military_access
					active = no
				} {
					country = GER
					relation = docking_rights
					active = no
				} {
					country = GER
					relation = non_aggression_pact
					active = no
				}
			}
			GER = {
				diplomatic_relation = {
					country = FIN
					relation = guarantee
					active = no
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_stability = -0.02
		add_war_support = 0.01
		add_timed_idea = {
			idea = FIN_the_lapland_war
			days = 186
		}
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -25
			producer = FIN
		} {
			type = infantry_equipment
			amount = -250
			producer = FIN
		}
		hidden_effect = {
			GER = {
				country_event = {
					id = AAT_finland_continuation_war.11
					days = 1
					random_days = 2
				}
			}
		}
	}
}
### Entity: Character
Component: HUN_kalman_daranyi
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_kalman_daranyi = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_kalman_daranyi
		portraits = {
			army = {
				small = GFX_idea_HUN_kalman_daranyi
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_kalman_daranyi
			allowed = {
				original_tag = HUN
			}
			traits = {
				smooth_talking_charmer
			}
			ai_will_do = {
				base = 1
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_kalman_daranyi
		portraits = {
			army = {
				small = GFX_idea_HUN_kalman_daranyi
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_kalman_daranyi
			allowed = {
				original_tag = HUN
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = wuw_HUN_end_the_regency wuw_HUN_end_the_white_terror wuw_HUN_undermine_the_admiral
					}
				}
			}
			available = {
				NOT = {
					OR = {
						has_government = communism democratic
					}
				}
				has_completed_focus = wuw_HUN_strengthen_horthys_reign
			}
			traits = {
				HUN_moderate_authoritarian
			}
			ai_will_do = {
				base = 1
			}
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.21
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.21
	title = tsr_manchukuo.21.t
	desc = tsr_manchukuo.21.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.21.a
		ai_chance = {
			base = 10
		}
		add_political_power = 10
		add_opinion_modifier = {
			target = SOV
			modifier = medium_increase
		}
	}
}
### Entity: Raid
Component: AUS_reichstag_bombing
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, is_in_array
Source: game
File: common/raids/air_raids_custom.txt

Code:
AUS_reichstag_bombing = {
	days_to_prepare = 30
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 10
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		}
	}
	command_power = 15
	allowed = {
		has_dlc = Gotterdammerung
		original_tag = AUS
	}
	fire_only_once = yes
	visible = {
		OR = {
			has_completed_focus = AUS_second_brothers_war AUS_deal_with_the_german_threat
		}
	}
	show_target = {
		64 = {
			is_owned_and_controlled_by = GER
		}
	}
	available = {

	}
	launchable = {
		has_war_with = GER
	}
	arrow = {
		type = air
	}
	target_type = {
		building = {
			type = landmark_berlin_reichstag
		}
	}
	target_icon = GFX_berlin_reichstag_icon
	launch_sound = raid_launch_air
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 75
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.7
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.05
				start_weight = -0.05
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.1
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_berlin_reichstag
						damage = 0.05
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 10
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_war_support = -0.05
					IF = {
						limit = {
							NOT = {
								has_country_flag = has_successfully_bombed_a_landmark_flag
							}
						}
						set_country_flag = has_successfully_bombed_a_landmark_flag
					}
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
	
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_river_patrols
Constructs: prerequisite, completion_reward, modify_royal_thai_navy, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_river_patrols
	icon = GFX_focus_SIA_river_patrols
	x = 0
	y = 1
	relative_position_id = SIA_empower_the_coastguard
	prerequisite = {
		focus = SIA_empower_the_coastguard
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = modify_royal_thai_navy
		add_to_variable = {
			SIA_royal_navy_supply_combat_penalties_on_core_factor = -0.1
			tooltip = supply_combat_penalties_on_core_factor_tt
		} {
			SIA_royal_navy_army_core_defence_factor = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}
### Entity: Event
Component: WW_hungary.16
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, create_wargoal, take_state_focus, remove_state_claim
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.16
	title = WW_hungary.16.t
	desc = WW_hungary.16.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.16.a
		ai_chance = {
			base = 85
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				45
			}
		}
	} {
		name = WW_hungary.16.b
		ai_chance = {
			base = 15
		}
		add_stability = -0.05
		add_war_support = -0.05
		remove_state_claim = 45
	}
}