Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1939_Naval.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_heavy_2
			creator = ENG
			version_name = King George V Class
		}
		name = HMS King George V
		requested_factories = 1
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = ENG
			version_name = King George V Class
		}
		name = HMS Prince of Wales
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_carrier_2
			creator = ENG
			version_name = Illustrious Class
		}
		name = HMS Illustrious
		requested_factories = 1
		progress = 0.3
		amount = 1
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = ship_hull_carrier_2
			creator = ENG
			version_name = Illustrious Class
		}
		name = HMS Formidable
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:ENG_harland_wolff_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Bonaventure
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Dido
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Euryalus
		requested_factories = 1
		progress = 0.25
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Hermoine
		requested_factories = 1
		progress = 0.3
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Naiad
		requested_factories = 1
		progress = 0.4
		amount = 1
		industrial_manufacturer = mio:ENG_cammell_laird_organization
	} {
		equipment = {
			type = ship_hull_cruiser_2
			creator = ENG
			version_name = Dido Class
		}
		name = HMS Phoebe
		requested_f
# ... (truncated)
### Entity: Scripted Effect
Component: WTT_fire_add_support_status_events
Constructs: limit, has_country_flag, has_state_flag, every_other_country, save_event_target_as
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_fire_add_support_status_events = {
	if = {
		limit = {
			has_state_flag = majority_political_platform_@ROOT
			event_target:majority_country = {
				tag = ROOT
			}
		}
		ROOT = {
			country_event = {
				id = wtt_political_organisation.1
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.2
					hours = 1
				}
			}
		}
	}
	else_if = {
		limit = {
			has_state_flag = majority_political_platform_@ROOT
			event_target:majority_country = {
				NOT = {
					tag = ROOT
				}
			}
		}
		event_target:majority_country = {
			save_event_target_as = old_majority_country
		}
		ROOT = {
			save_event_target_as = majority_country
			country_event = {
				id = wtt_political_organisation.3
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.4
					hours = 1
				}
			}
		}
	}
	else = {
		ROOT = {
			country_event = {
				id = wtt_political_organisation.5
			}
			every_other_country = {
				limit = {
					has_country_flag = wtt_political_struggle
				}
				country_event = {
					id = wtt_political_organisation.6
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_naval_warfare
Source: game
File: common/ideas/hungary.txt

Code:
HUN_naval_warfare = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = generic_navy_bonus
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Order of Battle
Component: Human Slave of Tireness
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Tireness
	location = 12768
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Idea
Component: ETH_on_our_own_idea
Constructs: has_war, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_on_our_own_idea = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war = yes
		league_of_nations_is_active = yes
	}
	removal_cost = -1
	rule = {
		can_join_factions = no
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_italian_scientists
Constructs: prerequisite, completion_reward, is_in_faction_with, add_to_tech_sharing_group
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_italian_scientists
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = COG_join_italy
	}
	relative_position_id = COG_join_italy
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_in_faction_with = ITA
	}
	available_if_capitulated = yes
	completion_reward = {
		ITA = {
			add_to_tech_sharing_group = COG_italian_research
		}
		add_to_tech_sharing_group = COG_italian_research
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Operation
Component: heavy_water_attack
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
heavy_water_attack = {
	name = heavy_water_attack
	desc = heavy_water_attack_desc
	outcome = heavy_water_attack_outcome
	icon = GFX_phase_heavy_water_attack_small
	picture = GFX_phase_heavy_water_attack
}
### Entity: Character
Component: ww_one_trauma
Source: game
File: common/country_leader/00_traits.txt

Code:
ww_one_trauma = {
	random = no
	ai_call_ally_desire_factor = 10
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: land_reinforce_rate
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## land_reinforce_rate

* Number with 1 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: WW_hungary.80
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.80
	title = WW_hungary.80.t
	desc = WW_hungary.80.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.80.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = {
				id = WW_hungary.81
				days = 1
				random_days = 2
			}
		}
	} {
		name = WW_hungary.80.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = WW_hungary.82
				days = 1
				random_days = 2
			}
		}
	}
}
### Entity: Character
Component: GER_werner_von_blomberg
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_werner_von_blomberg = {
	name = GER_werner_von_blomberg
	portraits = {
		army = {
			large = GFX_portrait_GER_werner_von_blomberg
			small = GFX_portrait_GER_werner_von_blomberg_small
		}
	}
	field_marshal = {
		traits = {
			defensive_doctrine thorough_planner
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		visible = {
			NOT = {
				has_completed_focus = GER_reorganize_the_wehrmacht
			}
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = GER_werner_von_blomberg
		ledger = army
		allowed = {
			original_tag = GER
		}
		visible = {
			NOT = {
				has_completed_focus = GER_reorganize_the_wehrmacht
			}
		}
		available = {
			NOT = {
				has_completed_focus = GER_reorganize_the_wehrmacht
			}
		}
		traits = {
			grand_battle_plan_expert
		}
	}
}
### Entity: Idea
Component: AUS_motorization_effort
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_motorization_effort = {
	picture = FRA_motorized_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			reliability = 0.05
			instant = yes
		}
	}
	modifier = {
		motorized_attack_factor = 0.05
		motorized_defence_factor = 0.05
	}
}
### Entity: Idea
Component: GER_mefo_bills_16
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_16 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 2.45
	}
}
### Entity: Event
Component: new_ger.103
Constructs: is_triggered_only, has_country_flag, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.103
	title = new_ger.103.t
	desc = new_ger.103.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = new_ger.103.a
		trigger = {
			FROM = {
				NOT = {
					has_country_flag = No_sell_colonies_to_ger
				}
			}
		}
		clr_country_flag = GER_colony_active
	} {
		name = new_ger.103.b
		trigger = {
			FROM = {
				has_country_flag = No_sell_colonies_to_ger
			}
		}
		clr_country_flag = GER_colony_active
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.17
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.17
	title = mtg_usa_foreign_support.17.t
	desc = mtg_usa_foreign_support.17.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.17.a
		ai_chance = {
			factor = 70
		}
	}
}
### Entity: AI Strategy
Component: ITA_portugal_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_portugal_ally = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_befriend_portugal
		country_exists = POR
	}
	abort = {
		NOT = {
			country_exists = POR
		}
	}
	ai_strategy = {
		type = befriend
		id = POR
		value = 100
	} {
		type = alliance
		id = POR
		value = 100
	}
}
### Entity: Idea
Component: democratic_fin
Constructs: has_government, removal_cost, is_subject, is_puppet, democratic_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
democratic_fin = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		democratic_drift = 0.15
	}
}
### Entity: Order of Battle
Component: air_wing_907
Source: game
File: history/units/EGY_1936_air_legacy.txt

Code:
air_wings = {
	907 = {
		fighter_equipment_0 = {
			owner = EGY
			amount = 20
		}
		CAS_equipment_1 = {
			owner = EGY
			creator = ENG
			amount = 5
		}
	}
}
### Entity: Idea
Component: KMT_chinese_resistance
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_resistance = {
	removal_cost = -1
	picture = SOV_desperate_measures_ns_nsb_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		consumer_goods_factor = 1
		stability_factor = -0.4
		neutrality_drift = 0.05
		army_core_defence_factor = -0.5
		attrition = 1
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_infantry
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_infantry
* description: Total produced equipment of typeinfantry
### Entity: Character
Component: top_down_heavy_policies
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
top_down_heavy_policies = {
	stability_factor = -0.05
	war_stability_factor = -0.05
}
### Entity: National Focus
Tree: cog_focus
Component: COG_socialist_education_reforms
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, add_research_slot, add_popularity
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_socialist_education_reforms
	icon = GFX_focus_generic_socialist_science
	x = 0
	y = 3
	prerequisite = {
		focus = COG_invite_kwame_to_the_capital
	}
	relative_position_id = COG_invite_kwame_to_the_capital
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
	}
	completion_reward = {
		IF = {
			limit = {
				amount_research_slots = < 5
			}
			add_research_slot = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_political_power = 75
	}
}
### Entity: Event
Component: kmt.343
Constructs: is_triggered_only, ai_chance, has_government, set_country_flag
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.343
	title = kmt.343.t
	desc = kmt.343.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
			modifier = {
				has_government = democratic
				factor = 50
			}
		}
		name = kmt.343.a
		custom_effect_tooltip = KMT_CQ_stall_time_tt
		set_country_flag = KMT_stall_time
		PRC = {
			country_event = {
				id = kmt.344
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 0
			modifier = {
				has_government = democratic
				factor = 50
			}
		}
		name = kmt.343.b
		set_country_flag = KMT_seek_cob
		PRC = {
			country_event = {
				id = kmt.344
				hours = 2
			}
		}
	}
}
### Entity: Character
Component: uniter_of_akhand_bharat
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
uniter_of_akhand_bharat = {
	sprite = 13
	political_power_gain = 0.15
	global_building_slots = 2
	production_speed_buildings_factor = 0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Press_the_Schleswig_Claim
Constructs: has_completed_focus, create_country_leader, prerequisite, add_opinion_modifier, completion_reward, add_popularity, add_ai_strategy, set_party_name
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Press_the_Schleswig_Claim
	icon = GFX_focus_DEN_avenging_1864
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Fuel_Nationalism
	} {
		focus = DEN_Secure_Industrialists_Support
	}
	mutually_exclusive = {
		focus = DEN_Appeal_for_German_Funding
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	x = -2
	y = 2
	relative_position_id = DEN_Galvanise_the_German_Minority
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		GER = {
			add_opinion_modifier = {
				target = DEN
				modifier = ger_claimed_schleswig
			}
			add_ai_strategy = {
				type = antagonize
				id = ROOT
				value = 40
			}
		}
		set_party_name = {
			ideology = fascism
			name = DNP
			long_name = Danmarks Nationale Parti
		}
		hidden_effect = {
			retire_ideology_leader = fascism
			create_country_leader = {
				name = Frits Clausen
				picture = gfx/leaders/DEN/r56_portrait_DEN_Frits_Clausen.dds
				expire = 1965.1.1
				ideology = fascism_ideology
			}
		}
		custom_effect_tooltip = den_schleswig_claim_tt
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_organization_centralization_discipline
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_organization_centralization_discipline
	icon = GFX_focus_SOV_organization_centralization_discipline
	prerequisite = {
		focus = SOV_the_collectivization_process
	} {
		focus = SOV_the_workers_dictatorship
	}
	x = -2
	y = 1
	relative_position_id = SOV_the_workers_dictatorship
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_politburo_max_command_power = 20
		} {
			SOV_the_politburo_mobilization_speed = 0.05
		}
		custom_effect_tooltip = SOV_organization_centralization_discipline_ns_tt
		add_political_power = 50
		SOV_paranoia_medium_decrease_effect = yes
	}
}
### Entity: Unit Template
Component: CAN_MOT_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		CAN_INF_01
	}
	fallback_name = %d Canadian Infantry Division
	ordered = {
		1 = {
			%dst Canadian Infantry Division
		}
		2 = {
			%dnd Canadian Infantry Division
		}
		3 = {
			%drd Canadian Infantry Division
		}
		4 = {
			%dth Canadian Infantry Division
		}
		5 = {
			%dth Canadian Infantry Division
		}
		6 = {
			%dth Canadian Infantry Division
		}
		7 = {
			%dth Canadian Infantry Division
		}
		8 = {
			%dth Canadian Infantry Division
		}
		9 = {
			%dth Canadian Infantry Division
		}
		10 = {
			%dth Canadian Infantry Division
		}
		11 = {
			%dth Canadian Infantry Division
		}
		12 = {
			%dth Canadian Infantry Division
		}
		13 = {
			%dth Canadian Infantry Division
		}
		14 = {
			%dth Canadian Infantry Division
		}
		15 = {
			%dth Canadian Infantry Division
		}
		16 = {
			%dth Canadian Infantry Division
		}
		17 = {
			%dth Canadian Infantry Division
		}
		18 = {
			%dth Canadian Infantry Division
		}
		19 = {
			%dth Canadian Infantry Division
		}
		20 = {
			%dth Canadian Infantry Division
		}
		21 = {
			%dst Canadian Infantry Division
		}
		22 = {
			%dnd Canadian Infantry Division
		}
		23 = {
			%drd Canadian Infantry Division
		}
		24 = {
			%dth Canadian Infantry Division
		}
		25 = {
			%dth Canadian Infantry Division
		}
		26 = {
			%dth Canadian Infantry Division
		}
		27 = {
			%dth Canadian Infantry Division
		}
		28 = {
			%dth Canadian Infantry Division
		}
		29 = {
			%dth Canadian Infantry Division
		}
		30 = {
			%dth Canadian Infantry Division
		}
		31 = {
			%dst Canadian Infantry Division
		}
		32 = {
			%dnd Canadian Infantry Division
		}
		33 = {
			%drd Canadian Infantry Division
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_turkish_grain_board
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, completion_reward, has_game_rule, is_core_of
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_turkish_grain_board
	icon = GFX_goal_generic_wheat
	prerequisite = {
		focus = TUR_continue_ataturks_reforms TUR_cult_of_the_marshal TUR_demand_free_elections TUR_further_the_reforms
	}
	relative_position_id = TUR_continue_ataturks_reforms
	x = 4
	y = 1
	offset = {
		x = -23
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_revolution_not_reform
		}
	} {
		x = -37
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_support_the_conservative_opposition
		}
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			threat = > 0.5
			has_war = yes
		}
	}
	completion_reward = {
		add_ideas = TUR_r56_turkish_grain_board_idea
		if = {
			limit = {
				NOT = {
					353 = {
						is_core_of = ROOT
					}
				}
			}
			353 = {
				add_compliance = 5
			}
		} {
			limit = {
				NOT = {
					800 = {
						is_core_of = ROOT
					}
				}
			}
			800 = {
				add_compliance = 5
			}
		} {
			limit = {
				NOT = {
					350 = {
						is_core_of = ROOT
					}
				}
			}
			350 = {
				add_compliance = 5
			}
		} {
			limit = {
				NOT = {
					352 = {
						is_core_of = ROOT
					}
				}
			}
			352 = {
				add_compliance = 5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_GENERATE_WARGOAL_ENABLE_TRIGGER
Constructs: limit, has_game_rule, allow_wargoals
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_GENERATE_WARGOAL_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = ALWAYS_FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = LIMITED
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FREE_25
			}
		}
		threat = > 0.24
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FREE_50
			}
		}
		threat = > 0.49
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FREE_75
			}
		}
		threat = > 0.74
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FREE_100
			}
		}
		threat = > 0.99
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FOCUSES_ONLY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_WARGOALS_BLOCKED_TT
			always = no
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FOCUSES_ONLY_UNTIL_38
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_38_DESC
			date = > 1938.1.1
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FOCUSES_ONLY_UNTIL_39
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_39_DESC
			date = > 1939.1.1
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_wargoals
				option = FOCUSES_ONLY_UNTIL_40
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_WARGOALS_FOCUSES_ONLY_40_DESC
			date = > 1940.1.1
		}
	}
}
### Entity: Scripted Trigger
Component: DEN_rearming_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_rearming_ai = {
	OR = {
		has_country_flag = DEN_AI_RANDOM_ALLIANCE_PLAN
		has_game_rule = {
			rule = DEN_ai_behavior
			option = DEN_rearmament_plan
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_mass_infantry
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_mass_infantry = {
	AND = {
		check_variable = {
			EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
		}
		OR = {
			original_tag = SOV RAJ CHI SHX GXC YUN PRC XSM FIN MAN MEN
		}
	}
}