Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: XXVI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXVI Brigada Internacionales
	location = 6906
	division_template = Brigada Internacionales
}
### Entity: Country History
Country: AFA
Component: AFA_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/AFA - Afar.txt

Code:
# Politics & Parties for AFA
add_ideas = {
	bba_AFA_skilled_desert_warriors
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 0
	fascism = 20
	communism = 5
	neutrality = 75
}
### Entity: AI Strategy
Component: ENG_fewer_factories_for_purchases_please
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_fewer_factories_for_purchases_please = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_spend_factories
		value = -50
	}
}
### Entity: Character
Component: CHI_border_garrison_commander
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_border_garrison_commander = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.05
	conscription_factor = 0.05
	mobilization_speed = 0.05
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_invest_in_semperit_synthetics
Constructs: prerequisite, limit, completion_reward, set_technology, is_owned_and_controlled_by, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_invest_in_semperit_synthetics
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = AUS_expand_stpoltner_steelworks
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_expand_stpoltner_steelworks
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		4 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		4 = {
			NOT = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = fuel_silos synth_oil_experiments
				}
			}
			set_technology = {
				fuel_silos = 1
			} {
				synth_oil_experiments = 1
			}
		}
		ELSE_IF = {
			limit = {
				has_tech = fuel_silos
				NOT = {
					has_tech = synth_oil_experiments
				}
			}
			set_technology = {
				synth_oil_experiments = 1
			}
		}
		4 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = AUS_invest_in_semperit_synthetics_bonus
			bonus = 0.25
			uses = 2
			category = synth_resources
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reorganize_the_kadro_movement
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_reorganize_the_kadro_movement
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = TUR_revolution_not_reform
	}
	x = -1
	y = 1
	relative_position_id = TUR_revolution_not_reform
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 60
		add_ideas = TUR_kadro_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: news.124
Constructs: limit, has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag, has_dlc
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.124
	title = news.124.t
	desc = news.124.d
	picture = GFX_news_event_039
	major = yes
	trigger = {
		327 = {
			OR = {
				is_controlled_by = JAP PSR
			}
		} {
			is_owned_by = PHI
		}
		JAP = {
			has_war_with = PHI
		}
		NOT = {
			has_global_flag = fall_of_manila
		}
	}
	immediate = {
		set_global_flag = fall_of_manila
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				PHI = {
					country_event = SEA_PHI_political_events.54
				}
			}
		}
	}
	show_major = {
		NOT = {
			AND = {
				has_dlc = No Compromise, No Surrender
				tag = PHI
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP PHI USA
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.100.c
		trigger = {
			OR = {
				TAG = PHI USA
			}
		}
	}
}
### Entity: Event
Component: LIT_event.2
Constructs: is_triggered_only, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_lithuania.txt

Code:
news_event = {
	id = LIT_event.2
	title = LIT_event.2.t
	desc = LIT_event.2.desc
	picture = GFX_news_event_vilnius
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = LIT_event.2.a
		add_stability = 0.05
		add_opinion_modifier = {
			target = SOV
			modifier = medium_increase
		}
	}
}
### Entity: Event
Component: nsb_news.409
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.409
	title = nsb_news.409.t
	desc = nsb_news.409.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.409.a
		trigger = {
			OR = {
				tag = GER JAP SOV
			}
		}
	} {
		name = nsb_news.409.b
		trigger = {
			NOT = {
				tag = GER JAP SOV
			}
		}
	}
}
### Entity: Order of Battle
Component: 7ya Mekhanizirovaniy Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 7ya Mekhanizirovaniy Korpus
	location = 6174
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = BT-5
			amount = 200
		}
	}
}
### Entity: Idea
Component: GER_germaniawerft_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_germaniawerft_improved = {
	name = germaniawerft
	picture = germaniawerft
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_grosskampfschiff_construction
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		naval_critical_score_chance_factor = 0.1
	}
	equipment_bonus = {

	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: Examples
Source: wiki
File: wiki/Template%3ACopy_edit.html

Doc:
Examples

```
{{Copy edit}}
```

Will display this:

|
This article may require copy editing for grammar, style, cohesion, tone, or spelling. You can assist by editing it. |

```
{{Copy edit|reason=spelling}}
```

Will display this:

|
This article may require copy editing for spelling. You can assist by editing it. |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Copy_edit&oldid=720"
### Entity: Idea
Component: frc_BEL
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
frc_BEL = {
	picture = generic_artillery_manufacturer_2
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: industry_free_repair_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## industry_free_repair_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: AI Strategy
Component: ai_focus_military_advancements_RUT
Source: game
File: common/ai_focuses/RUT.txt

Code:
ai_focus_military_advancements_RUT = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 5.0
	}
}
### Entity: Country History
Country: NZL
Component: NZL_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NZL - New Zealand.txt

Code:
# Politics & Parties for NZL
set_stability = 0.7
set_war_support = 0.3
add_ideas = {
	NZL_railways_board NZL_great_depression NZL_commonwealth_loyalty
}
set_politics = {
	ruling_party = democratic
	last_election = 1935.11.27
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: National Focus
Component: wuw_HUN_the_old_habsburg_king
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_game_rule, allow_branch, has_global_flag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_old_habsburg_king
	icon = GFX_focus_HUN_the_old_habsburg_king
	prerequisite = {
		focus = wuw_HUN_reinstate_the_pragmatic_sanction
	}
	mutually_exclusive = {
		focus = wuw_HUN_invite_otto_to_the_throne
	}
	x = 3
	y = 1
	relative_position_id = wuw_HUN_reinstate_the_pragmatic_sanction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_the_old_habsburg_king
		}
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_invite_otto_to_the_throne
			} {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
			}
		}
	}
	available = {
		has_government = neutrality
		NOT = {
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_role = {
			character = HUN_joseph_august_von_habsburg
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					HUN_the_old_warden
				}
			}
		}
		swap_ideas = {
			remove_idea = HUN_hungarian_monarchy_resored_habsburgs
			add_idea = HUN_hungarian_monarchy_resored_habsburgs_otto
		}
		add_mastery_bonus = {
			name = HUN_feldmarchall_augusts_expertise
			bonus = 0.15
			days = 180
		}
		add_doctrine_cost_reduction = {
			name = HUN_feldmarchall_augusts_expertise
			cost_reduction = 0.2
			uses = 1
			category = land_doctrine
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt HUN_joseph_august_von_habsburg_becomes_available_as_field_marshal_tt HUN_antal_freiherr_becomes_available_as_general_tt
		IF = {
			limit = {
				975 = {
					NOT = {
						is_core_of = ROOT
					}
				}
			}
			975 = {
				add_core_of = ROOT
			}
		}
		hidden_effect = {
			news_event = {
				id = wuw_HUN_news_events.6
			}
			IF = {
				limit = {
					
# ... (truncated)
### Entity: Trigger Reference
Construct: unit_organization
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## unit_organization

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

```
Check scope unit organization status 0-1: Example unit_organization < 1
```
### Entity: Event
Component: bftb_greece.101
Constructs: is_triggered_only, add_stability, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.101
	title = bftb_greece.101.t
	desc = bftb_greece.101.desc
	picture = GFX_report_event_gre_venizelos_speech
	is_triggered_only = yes
	option = {
		name = bftb_greece.101.a
		add_stability = -0.1
		hidden_effect = {
			set_country_flag = GRE_monarchist_civil_war_communist_republican_alliance
			country_event = {
				id = bftb_greece.100
			}
		}
	}
}
### Entity: Event
Component: EAI_DM_W.20
Constructs: limit, has_government, has_war_with, has_country_flag, fire_only_once, is_ai, has_variable, is_in_faction
Source: game
File: events/EAI_war_justification.txt

Code:
country_event = {
	id = EAI_DM_W.20
	hidden = yes
	fire_only_once = yes
	mean_time_to_happen = {
		days = 2
	}
	trigger = {
		tag = JAP
		is_ai = yes
		date = > 1940.1.1
		NOT = {
			has_variable = EAI_wardec_script_target
		} {
			surrender_progress = > 0.1
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		} {
			any_country = {
				OR = {
					has_country_flag = EAI_prepare_for_war_from_@PREV EAI_declare_war_from_@PREV
				}
			}
		}
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		} {
			has_government = fascism communism
		} {
			RAJ = {
				NOT = {
					EAI_is_threat = yes
				}
			}
			SOV = {
				surrender_progress = > 0.9
			}
		}
		ROOT = {
			has_capitulated = no
			exists = yes
			is_subject = no
		}
		SOV = {
			EAI_is_threat = yes
			any_other_country = {
				OR = {
					tag = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				is_neighbor_of = PREV
			}
			NOT = {
				has_war_with = ROOT
			}
		}
		CHI = {
			NOT = {
				EAI_is_threat = yes
			}
		}
	}
	immediate = {
		SOV = {
			add_to_array = {
				ROOT.EAI_prepare_for_war_targets = THIS.id
			}
			set_country_flag = {
				flag = EAI_prepare_for_war_from_@ROOT
				value = 1
				days = 365
			}
			ROOT = {
				set_variable = {
					EAI_wardec_script_target = PREV.id
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_war_justification_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DIPLO WARDEC: against SOV
		}
	}
	option = {

	}
}
### Entity: Trigger Reference
Construct: logistics_skill_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## logistics_skill_level

* Supported Scopes: CHARACTER, COMBATANT
* Supported Targets: none

```
Compares logistics skill level of a unit leader.
Example: logistics_skill_level > 5
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_union_of_american_indigenous_peoples
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, is_subject, is_in_faction
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_union_of_american_indigenous_peoples
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	relative_position_id = CHL_honor_the_legacy_of_caupolican
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_honor_the_legacy_of_caupolican
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = no
	available = {
		has_government = neutrality
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_CHL_indigenous_union
			add_faction_initiative = 1
		}
		add_political_power = 50
		add_war_support = 0.05
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = CHL_indigenous_union
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_union_of_american_indigenous_peoples_tt
		hidden_effect = {
			set_rule = {
				can_send_volunteers = yes
			} {
				can_create_factions = yes
			} {
				can_join_factions = no
			}
		}
	}
}
### Entity: Character
Component: BOS_mehmed_spaho
Constructs: has_government, is_subject_of
Source: game
File: common/characters/BOS.txt

Code:
BOS_mehmed_spaho = {
	name = BOS_mehmed_spaho
	portraits = {
		civilian = {
			large = gfx/leaders/BOS/r56_portrait_BOS_Mehmed_Spaho.dds
			small = GFX_idea_BOS_mehmed_spaho
		}
	}
	country_leader = {
		ideology = moderate_islamism
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BOS_mehmed_spaho
		allowed = {
			original_tag = YUG
		}
		available = {
			BOS = {
				OR = {
					exists = no
					is_subject_of = YUG
					OR = {
						has_government = communism fascism
					}
				}
			}
			NOT = {
				OR = {
					has_government = communism fascism
				}
			}
			hidden_trigger = {
				NOT = {
					date = > 1939.6.29
				}
			}
		}
		visible = {
			NOT = {
				date = > 1939.6.29
			} {
				OR = {
					has_government = communism fascism
				}
			}
			BOS = {
				OR = {
					exists = no
					is_subject_of = YUG
					OR = {
						has_government = communism fascism
					}
				}
			}
		}
		traits = {
			popular_figurehead2 economist
		}
		ai_will_do = {
			factor = 3
		}
	}
}
### Entity: Character
Component: stalin_servant_of_lenin
Constructs: guarantee_cost
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_servant_of_lenin = {
	random = no
	drift_defence_factor = 0.15
	guarantee_cost = -0.25
}
### Entity: Event
Component: cuba.2
Constructs: has_country_flag, fire_only_once, set_country_flag, set_party_name
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.2
	title = cuba.2.t
	desc = cuba.2.d
	picture = GFX_report_event_generic_rally
	fire_only_once = yes
	trigger = {
		date = > 1936.05.18
		has_country_flag = cuba_miguel_mariano_gomez_flag
		NOT = {
			has_country_flag = gomez_inaugurated_flag
		}
	}
	option = {
		name = cuba.2.a
		set_country_flag = gomez_inaugurated_flag
		promote_character = CUB_miguel_mariano_gomez
		set_party_name = {
			ideology = democratic
			long_name = cuba_tripartite_coalition_party_long
			name = cuba_tripartite_coalition_party_long
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_strike_the_capitalist_beast_down
Constructs: prerequisite, limit, remove_ideas, add_war_support, add_stability, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_strike_the_capitalist_beast_down
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = SWE_align_more_closely_with_the_landsorganisationen
	}
	relative_position_id = SWE_align_more_closely_with_the_landsorganisationen
	ai_will_do = {
		factor = 10
	}
	available = {
		communism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		country_event = {
			id = AAT_Sweden_communism.1
			hours = 1
		}
		hidden_effect = {
			country_event = {
				id = AAT_Sweden_communism.7
				days = 120
				random_days = 180
			}
		} {
			add_opinion_modifier = {
				target = GER
				modifier = SWE_condemmed_soviet_ger_2
			}
		} {
			add_opinion_modifier = {
				target = SOV
				modifier = SWE_condemmed_soviet_sov_2
			}
		} {
			if = {
				limit = {
					has_idea = neutrality_idea
				}
				remove_ideas = neutrality_idea
			}
			random_unit_leader = {
				set_unit_leader_flag = SWE_anti_communist_ringleader
			} {
				limit = {
					NOT = {
						has_unit_leader_flag = SWE_anti_communist_ringleader
					}
				}
				set_unit_leader_flag = SWE_anti_communist_ringleader
			} {
				limit = {
					NOT = {
						has_unit_leader_flag = SWE_anti_communist_ringleader
					}
				}
				set_unit_leader_flag = SWE_anti_communist_ringleader
			}
		}
		add_war_support = 0.05
		add_stability = -0.1
		set_politics = {
			ruling_party = communism
			elections_allowed = yes
		}
		add_opinion_modifier = {
			target = GER
			modifier = SWE_condemmed_soviet_ger
		} {
			target = SOV
			modifier = SWE_condemmed_soviet_sov
		}
		GER = {
			add_opinion_modifier = {
				target = PREV
				modifier = SWE_condemmed_soviet_ger
			}
			hidden_effect = {
				add_opinion_modifier = {
					target = PREV
					modifier = SWE_condemmed_soviet_ger_2
				}
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = PREV
				modifier = SWE_condemmed_soviet_sov
			}
			hidden_effect = {
				add_opinion_modifier = {
					target = PREV
					modifier = SWE_condemmed_soviet_sov_2
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: UKR_arsenal_factory_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/UKR_organization.txt

Code:
UKR_arsenal_factory_organization = {
	name = UKR_generic_artillery_manufacturer
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_1
	equipment_type = {
		artillery_equipment anti_tank_equipment anti_air_equipment
	}
	research_categories = {
		mio_cat_all_artillery_equipment
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
	trait = {
		token = generic_mio_trait_advanced_anti_air_targeting
		name = generic_mio_trait_advanced_anti_air_targeting
		icon = GFX_generic_mio_department_icon_anti_air
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_improved_direct_fire_targeting
		all_parents = {
			generic_mio_trait_improved_hydraulic_recoil_system
		}
		mutually_exclusive = {
			generic_mio_trait_improved_direct_fire_targeting generic_mio_trait_advanced_trajectory_calculations
		}
		limit_to_equipment_type = {
			anti_air_equipment
		}
		equipment_bonus = {
			air_attack = 0.1
		}
	}
	allowed = {
		tag = UKR
	}
}
### Entity: Scripted Effect
Component: EAI_STRATEGY_get_expeditionary_warfare_DOCTRINE
Constructs: limit, has_country_flag, has_subdoctrine_in_track, has_doctrine, set_temp_variable, add_to_temp_variable, set_country_flag, set_sub_doctrine
Source: game
File: common/scripted_effects/EAI_STRATEGY_effects.txt

Code:
EAI_STRATEGY_get_expeditionary_warfare_DOCTRINE = {
	if = {
		limit = {
			has_subdoctrine_in_track = operations
			NOT = {
				has_doctrine = expeditionary_warfare
			}
			set_temp_variable = {
				_xp_cost = 100
			} {
				xp_cost_reduction_modifier = modifier@land_doctrine_cost_factor
			} {
				_check_xp = _xp_cost
			}
			add_to_temp_variable = {
				xp_cost_reduction_modifier = 1
			}
			multiply_temp_variable = {
				_xp_cost = xp_cost_reduction_modifier
			}
			EAI_XP_has_army_check_xp = yes
		}
		set_country_flag = EAI_STRATEGY_get_expeditionary_warfare_DOCTRINE
		EAI_XP_pay_army_xp_cost = yes
		set_sub_doctrine = expeditionary_warfare
		if = {
			limit = {
				has_country_flag = EAI_law_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_STRATEGY_get_expeditionary_warfare_DOCTRINE
		}
	}
}
### Entity: Idea
Component: CZE_army_readiness_1
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_army_readiness_1 = {
	picture = CZE_army_bop_minus_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		land_bunker_effectiveness_factor = -0.15
		army_defence_against_major_factor = -0.15
		max_dig_in_factor = -0.15
	}
}
### Entity: Modding Documentation
Construct: num_terrain_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_terrain_traits
* description: number of terrain traits a leader has