Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: JAP_kingoro_hashimoto
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/JAP.txt

Code:
JAP_kingoro_hashimoto = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = JAP_kingoro_hashimoto
		portraits = {
			army = {
				small = GFX_idea_kingoro_hashimoto
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = kingoro_hashimoto
			allowed = {
				original_tag = JAP
			}
			available = {
				has_completed_focus = JAP_integrate_the_great_japan_youth_party
			}
			traits = {
				JAP_paramilitary_leader
			}
			ai_will_do = {
				base = 0.5
			}
		}
		corps_commander = {
			traits = {
				politically_connected militias_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				has_completed_focus = JAP_integrate_the_great_japan_youth_party
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = JAP_kingoro_hashimoto
		portraits = {
			army = {
				large = GFX_portrait_JAP_kingoro_hashimoto
				small = GFX_portrait_JAP_kingoro_hashimoto_military_small
			}
			civilian = {
				small = GFX_portrait_JAP_kingoro_hashimoto_civilian_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = kingoro_hashimoto
			allowed = {
				original_tag = JAP
			}
			visible = {
				NOT = {
					has_completed_focus = JAP_okadas_military_purge_speech
				}
			}
			available = {
				OR = {
					has_completed_focus = JAP_integrate_the_great_japan_youth_party JAP_contact_former_sakurakai_members
				}
			}
			traits = {
				JAP_paramilitary_leader
			}
			ai_will_do = {
				base = 1.5
			}
		}
		corps_commander = {
			traits = {
				politically_connected militias_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					has_completed_focus = JAP_integrate_the_great_japan_youth_party JAP_contact_former_sakurakai_members
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_rebuild_the_nation
Constructs: prerequisite, has_war, completion_reward, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_rebuild_the_nation
	icon = GFX_SOV_rebuild_the_nation_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_consolidate_power
	}
	x = 0
	y = 1
	relative_position_id = SOV_consolidate_power
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = no
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_rebuild_the_nation
			days = 540
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.144
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.144
	title = JUNO_brazil_events.144.t
	desc = JUNO_brazil_events.144.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.144.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Scripted Effect
Component: ETH_add_random_building_slot_effect
Constructs: limit, random_owned_controlled_state, has_state_flag, is_in_home_area, add_extra_state_shared_building_slots, set_state_flag
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_add_random_building_slot_effect = {
	random_owned_controlled_state = {
		limit = {
			NOT = {
				has_state_flag = ETH_has_random_building_slot_added
			}
			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
		set_state_flag = ETH_has_random_building_slot_added
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FRA_ALG.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7081
	division_template = Division d'Infanterie
	start_experience_factor = 0.2
	start_equipment_factor = 1
}
### Entity: Event
Component: mongol_anti_soviet.4
Constructs: is_triggered_only, create_country_leader, has_country_flag, fire_only_once, set_country_flag, add_country_leader_role
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_anti_soviet.4
	title = mongol_anti_soviet.4.t
	desc = mongol_anti_soviet.4.d
	picture = GFX_report_event_MON_party_successor_newspaper
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_anti_soviet.4.a
		trigger = {
			has_country_flag = MON_trotskyist_sheltered_2
		}
		create_country_leader = {
			name = Chen Duxiu
			desc =  
			picture = GFX_MON_Portrait_chen_duxiu
			expire = 1965.1.1
			ideology = leninism
			traits = {
				PRC_trotskyist
			}
		}
		set_country_flag = MON_applointed_trotskyist
	} {
		name = mongol_anti_soviet.4.c
		add_country_leader_role = {
			character = MON_suekhbaataryn_yanjmaa
			country_leader = {
				ideology = leninism
				traits = {
					education_reformer chairwoman
				}
				expire = 1965.1.1
			}
			promote_leader = yes
		}
		set_country_flag = MON_applointed_yanjmaa
	}
}
### Entity: Idea
Component: GER_return_scientists_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_return_scientists_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.05
		conscription = -0.001
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_10
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_10 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 10
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 10
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_army_of_siam
Constructs: completion_reward, has_war_support, add_dynamic_modifier
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_army_of_siam
	icon = GFX_focus_SIA_army_of_siam
	x = 18
	y = 0
	relative_position_id = SIA_industrialization_drive
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_war_support = > 0.03
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_SIA_the_army_of_siam
		}
		SIA_increase_military_approval = yes
	}
}
### Entity: National Focus
Component: wuw_HUN_elections_in_the_revolutionary_council
Constructs: prerequisite, has_government, completion_reward, has_civil_war, is_subject, has_subject, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_elections_in_the_revolutionary_council
	icon = GFX_focus_ETH_re-convene_the_parliament
	prerequisite = {
		focus = wuw_HUN_reviving_the_spirit_of_1848
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_reviving_the_spirit_of_1848
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		has_civil_war = no
		OR = {
			AND = {
				is_subject = yes
				any_country = {
					has_subject = ROOT
					has_government = democratic
				}
			} {
				is_subject = yes
				any_country = {
					has_subject = ROOT
					has_government = communism
				}
			}
			is_subject = no
		} {
			has_government = democratic communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		country_event = {
			id = WW_hungary.94
			hours = 0
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_form_the_provisional_government_of_the_republic
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_controlled_by, cancel_if_invalid, has_idea, load_focus_tree
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_form_the_provisional_government_of_the_republic
	icon = GFX_goal_tripartite_pact
	x = 0
	y = 3
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_form_the_national_committee
	}
	relative_position_id = FRA_form_the_national_committee
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		16 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_idea = FRA_defeatism
			}
			remove_ideas = {
				FRA_defeatism
			}
		}
		load_focus_tree = french_focus
	}
}
### Entity: Trigger Reference
Construct: num_of_controlled_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_controlled_factories

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

```
check the number of factories in controlled states excluding any gained or lost through trade, relations, modifiers etc.
```
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_educational_reform
Constructs: shared_focus, prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_educational_reform
	icon = GFX_goal_generic_education
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PLY_UNIFIED_polynesian_unifacation
	prerequisite = {
		focus = PLY_UNIFIED_polynesian_unifacation
	}
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: political.26
Constructs: remove_ideas, has_idea
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.26
	title = political.26.t
	desc = political.26.d
	picture = GFX_report_event_europe_funeral
	trigger = {
		democratic = < 0.3
		has_idea = democratic_revolutionaries
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = political.26.a
		remove_ideas = democratic_revolutionaries
	}
}
### Entity: Character
Component: scientist_trait_brilliant_theorist
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_brilliant_theorist = {
	modifier = {
		special_project_speed_factor = 0.05
		scientist_breakthrough_bonus_factor = 0.02
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_decentralisation_3
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_decentralisation_3
	icon = GFX_goal_generic_consumer_goods
	ai_will_do = {
		factor = 4
	}
	x = 15
	y = 5
	prerequisite = {
		focus = MAL_decentralisation_2
	}
	cost = 14.4
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_economy_idea_1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: BEL_leopold3
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_leopold3 = {
	allowed = {
		NOT = {
			OR = {
				has_government = neutrality communism
			}
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	traits = {
		backroom_windbag
	}
	removal_cost = -1
}
### Entity: Character
Component: MAR_thelus_lero
Source: game
File: common/characters/MAR.txt

Code:
MAR_thelus_lero = {
	name = Thélus Léro
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_land_2.dds
		}
	}
	country_leader = {
		ideology = marxism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_establish_peasant_militias
Constructs: division_template, prerequisite, limit, completion_reward, add_doctrine_cost_reduction, add_timed_idea, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_establish_peasant_militias
	icon = GFX_focus_ITA_peasants_rise
	prerequisite = {
		focus = MEN_reach_out_to_the_soviets MEN_contact_the_communists
	}
	x = 1
	y = 1
	bypass = {

	}
	relative_position_id = MEN_reach_out_to_the_soviets
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			cost_reduction = 0.75
			uses = 1
			category = land_doctrine
			name = MEN_establish_peasant_militias
		}
		add_timed_idea = {
			idea = MEN_communist_peasant_millitas
			days = 180
		}
		custom_effect_tooltip = MEN_upon_civil_war_start
		effect_tooltip = {
			division_template = {
				name = Měngqì Ānbao Túan
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					611
				}
				limit = {
					is_core_of = ROOT
				}
				custom_effect_tooltip = MEN_create_security_army
				hidden_effect = {
					create_unit = {
						division = name = "1. Měngqì Ānbao Túan" division_template = "Měngqì Ānbao Túan" start_experience_factor = 0.10 start_equipment_factor = 0.85 start_manpower_factor = 0.75
						owner = ROOT
						count = 1
						prioritize_location = 10397
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Country History
Country: SAM
Component: SAM_technology
Constructs: set_technology
Source: game
File: history/countries/SAM - Samoa.txt

Code:
# Starting Technologies for SAM
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: CHI_tewu_idea_compat
Constructs: has_dlc, removal_cost, communism_drift
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tewu_idea_compat = {
	picture = generic_secret_police
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	name = CHI_tewu_idea
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		encryption = 1
		decryption = 1
	}
}
### Entity: National Focus
Tree: r56_focus
Component: R56_iraqi_focus
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus_tree = {
	id = R56_iraqi_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = IRQ
		}
	}
	default = no
	shared_focus = SYR_UNIFIED_arab_unification SSB_the_saadabad_pact
	continuous_focus_position = {
		x = 0
		y = 1250
	}
	focus = {
		id = IRQ_arab_industrial_revolution
		icon = GFX_goal_generic_construction
		x = 3
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = IRQ_arab_industrial_revolution
				bonus = 1
				uses = 2
				category = industry construction_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = IRQ_the_basis_of_the_economy
		icon = GFX_goal_refining
		x = 0
		y = 1
		relative_position_id = IRQ_arab_industrial_revolution
		prerequisite = {
			focus = IRQ_arab_industrial_revolution
		}
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = IRQ_arab_industrial_revolution
				bonus = 1
				uses = 2
				category = refining_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_OIL
		}
	} {
		id = IRQ_modernisation_of_rural_villages
		icon = GFX_goal_generic_construct_civ_factory
		prerequisite = {
			focus = IRQ_arab_industrial_revolution
		}
		x = 1
		y = 1
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					675
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = IRQ_iraqi_republic_railways
		icon = GFX_focus_IRQ_found_the_iraqi_state_railways
		prerequisite = {
			focus = IRQ_modernisation_of_rural_villages
		}
		x = 2
		y = 2
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available_if_capitulated = yes
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					1045
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					291
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
# ... (truncated)
### Entity: Country History
Country: NMB
Component: NMB_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/NMB - Namibia.txt

Code:
# Misc for NMB
capital = 541
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 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 new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_south_australian_housing_trust
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_south_australian_housing_trust
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = AST_western_australian_government_railways
	}
	x = 0
	y = 2
	relative_position_id = AST_standard_gauge_railway
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = AST_south_australian_housing_trust_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				519
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				NOT = {
					state = 674
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_south_australian_housing_trust_IC
		}
	}
}
### Entity: Idea
Component: ITA_reorganize_the_unpa
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_reorganize_the_unpa = {
	name = ITA_reorganize_the_unpa
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_winter_training_in_finland
	modifier = {
		industry_air_damage_factor = -0.15
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALimited_conscription.png.html

Doc:
File

File history

File usage
No higher resolution available.
Limited_conscription.png &#8206;(64 × 64 pixels, file size: 8 KB, MIME type: image/png)
### Entity: Military Industrial Organization
Component: JAP_kawasaki_aircraft_industries_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_kawasaki_aircraft_industries_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_JAP_kawasaki_aircraft
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_zaibatsu_production_capabilities_trait
		name = JAP_mio_trait_zaibatsu_production_capabilities_trait
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		relative_position_id = generic_mio_trait_skip_bombing
		position = {
			x = -1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_zaibatsu_faction_is_at_least_influential = yes
			}
		}
		on_complete = {

		}
		production_bonus = {
			production_cost_factor = -0.05
		} {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_unified_research_and_development
		name = JAP_mio_trait_unified_research_and_development
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_skip_bombing
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_sea_unify_the_air_forces
				NOT = {
					has_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_unified_research_and_development_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Event
Component: MUN_czech.1039
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
unit_leader_event = {
	id = MUN_czech.1039
	title = MUN_czech.1039.t
	desc = MUN_czech.1039.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			activate_mission = CZE_the_rut_demands
		}
	}
	option = {
		name = MUN_czech.1039.a
		custom_effect_tooltip = generic_has_happen_tt
		effect_tooltip = {
			activate_mission = CZE_the_rut_demands
		}
	}
}