Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_config_CUSTOM_BONUS_copy_settings
Constructs: limit, has_country_flag, set_temp_variable, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_config_CUSTOM_BONUS_copy_settings = {
	if = {
		limit = {
			has_country_flag = EAI_config_COUNTRY
		}
		set_temp_variable = {
			custom_bonus_settings = @NUM_CUSTOM_BONUSES
		}
		while_loop_effect = {
			limit = {
				check_variable = {
					custom_bonus_settings = > 0
				}
			}
			meta_effect = {
				text = {
					set_variable = {
						Root.EAI_custom_bonus_[x]_saved = Root.EAI_custom_bonus_[x]_temp
					}
				}
				x = [?custom_bonus_settings]
			}
			subtract_from_temp_variable = {
				custom_bonus_settings = 1
			}
		}
	}
	else = {
		set_temp_variable = {
			custom_bonus_settings = @NUM_CUSTOM_BONUSES
		}
		while_loop_effect = {
			limit = {
				check_variable = {
					custom_bonus_settings = > 0
				}
			}
			meta_effect = {
				text = {
					set_variable = {
						Root.EAI_custom_bonus_[x]_saved = global.EAI_custom_bonus_[x]
					}
				}
				x = [?custom_bonus_settings]
			}
			subtract_from_temp_variable = {
				custom_bonus_settings = 1
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_jamryl
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_jamryl = {
	random = no
	sprite = 8
	army_org_factor = 0.33
}
### Entity: Idea
Component: FIN_hydro_electric_expansion
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_hydro_electric_expansion = {
	picture = por_hydroelectric_power
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: INS_refresh_malaya_controllers
Constructs: limit, clear_array, is_in_array, add_to_array
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
INS_refresh_malaya_controllers = {
	clear_array = INS.malaya_controllers
	for_each_scope_loop = {
		array = INS.malaya_states
		if = {
			limit = {
				NOT = {
					controller = {
						is_in_array = {
							array = INS.malaya_controllers
							value = THIS
						}
					}
				}
			}
			controller = {
				add_to_array = {
					array = INS.malaya_controllers
					value = THIS
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: SWI_add_random_councillor
Constructs: limit, is_ai, is_character_slot
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_add_random_councillor = {
	if = {
		limit = {
			is_ai = no
			SWI_empty_councilor_seat = {
				is_character_slot = political_advisor
			}
		}
		activate_advisor = SWI_empty_councilor_seat
	}
	SWI_update_councilors = yes
}
### Entity: Order of Battle
Component: air_wing_219
Constructs: is_female
Source: game
File: history/units/SOV_night_witches_bba.txt

Code:
air_wings = {
	219 = {
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 40
			version_name = DB-3
		}
		name = 588. Night Bomber Regiment
		ace = {
			modifier = support_unique
			name = Yevdokia
			surname = Bershanskaya
			callsign = Witch
			is_female = yes
			portrait = 1
		}
	}
}
### Entity: Decision
Component: LUX_chamberofdeputies
Constructs: has_country_flag
Source: game
File: common/decisions/categories/r56_LUX_decision_categories.txt

Code:
LUX_chamberofdeputies = {
	allowed = {
		original_tag = LUX
	}
	visible = {
		has_country_flag = LUX_elections_starting
		NOT = {
			has_country_flag = LUX_elections_over
		}
	}
	priority = 25
	visible_when_empty = yes
	scripted_gui = LUX_chamberofdeputies_scripted_gui
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_oil_industry
Constructs: prerequisite, completion_reward, add_resource, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_oil_industry
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = ETH_steel_industry
	}
	mutually_exclusive = {
		focus = ETH_rare_metals
	}
	x = 3
	y = 8
	cost = 10
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		add_resource = {
			type = oil
			amount = 4
			state = 271
		}
		random_owned_controlled_state = {
			prioritize = {
				271
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = rubber_refinery
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL FOCUS_FILTER_RUBBER
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_military_research_interest
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_military_research_interest
	icon = GFX_focus_research
	prerequisite = {
		focus = BEL_experimental_weaponry
	} {
		focus = BEL_prototype_weapons
	}
	available = {
		num_of_factories = > 50
	}
	relative_position_id = BEL_experimental_weaponry
	x = -1
	y = 1
	ai_will_do = {
		base = 50
	}
	cost = 10
	available_if_capitulated = yes
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: USA_ernest_king
Source: game
File: common/characters/USA.txt

Code:
USA_ernest_king = {
	name = USA_ernest_king
	portraits = {
		navy = {
			small = GFX_idea_ernest_king
		}
		army = {
			large = GFX_portrait_USA_ernest_king
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = ernest_king
		allowed = {
			original_tag = USA
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer aviation_enthusiast caustic_personality blockade_runner superior_tactician
		}
		skill = 4
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 5
		legacy_id = 0
	}
}
### Entity: Achievement
Component: lethal_straight
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_licensing_any_to
Source: game
File: common/achievements.txt

Code:
lethal_straight = {
	id = 54
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		count_triggers = {
			amount = 5
			ENG = {
				is_licensing_any_to = ROOT
			}
			GER = {
				is_licensing_any_to = ROOT
			}
			USA = {
				is_licensing_any_to = ROOT
			}
			SOV = {
				is_licensing_any_to = ROOT
			}
			JAP = {
				is_licensing_any_to = ROOT
			}
			FRA = {
				is_licensing_any_to = ROOT
			}
			ITA = {
				is_licensing_any_to = ROOT
			}
		}
	}
}
### Entity: Idea
Component: bra_bandeirantes_sp_2
Constructs: removal_cost, recon_factor, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bandeirantes_sp_2 = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = BRA_bandeirantes_pic
	removal_cost = -1
	modifier = {
		heat_attrition_factor = -0.5
		supply_consumption_factor = -0.1
		recon_factor = 0.05
		special_forces_cap = 0.05
		special_forces_defence_factor = 0.05
		winter_attrition_factor = 1
		max_planning = -0.25
		experience_gain_army_factor = -0.2
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Character
Component: MRT_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MRT.txt

Code:
MRT_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MRT_fascist_guy
		allowed = {
			original_tag = MRT
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: HUN_historical
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/HUN_historical_strategy_plan.txt

Code:
HUN_historical = {
	name = Hungarian historical plan
	desc = 
	allowed = {
		original_tag = HUN
		has_dlc = Death or Dishonor
		NOT = {
			has_dlc = Gotterdammerung
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = HUN_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = HUN_AI_RANDOM_FASCIST_HISTORICAL
			has_game_rule = {
				rule = HUN_ai_behavior
				option = FASCIST_HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HUN_economic_intervention HUN_secret_rearmament HUN_war_games HUN_theoretical_air_efforts HUN_strengthen_fascists HUN_industrial_revitalization HUN_reintegrate_the_railroads HUN_support_domestic_industry HUN_support_urbanization HUN_institute_for_industrial_techniques HUN_bled_agreement HUN_announce_the_gyor_program HUN_establish_the_air_force HUN_renounce_the_treaty_of_trianon HUN_reaffirm_territorial_claims HUN_demand_southern_slovakia HUN_civilian_industry HUN_invite_foreign_investors HUN_trade_deal_with_germany HUN_army_maneuvers HUN_mobile_focus HUN_license_foreign_designs HUN_demand_transylvania HUN_joint_aluminum_mining_company HUN_join_axis HUN_expand_the_manfred_weiss_steel_works HUN_fighter_competition HUN_develop_tanks HUN_armored_warfare HUN_bomber_competition HUN_expand_the_technical_university_of_budapest HUN_mobile_corps_doctrine HUN_expand_the_aluminum_industry HUN_joint_tank_procurement
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	ai_strategy = {
		type = alliance
		id = GER
		value = 200
	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_martial_prime_minister
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_martial_prime_minister
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = LAT_appease_democrats
	}
	mutually_exclusive = {
		focus = LAT_renew_kviesis_term
	}
	x = 2
	y = 1
	relative_position_id = LAT_appease_democrats
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		show_ideas_tooltip = LAT_janis_balodis
		swap_ideas = {
			remove_idea = LAT_saeima_idea
			add_idea = LAT_saeima_idea_neutral_1
		}
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_OFFENSIVE_operational_resume
Constructs: has_war_with, has_country_flag, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_OFFENSIVE_operational_resume = {
	enable = {
		has_war_with = SOV
		is_in_faction_with = GER
		has_country_flag = EAI_operational_initial_resume_timer
		NOT = {
			has_country_flag = EAI_MILITARY_operational_pause_timer
		} {
			EAI_MILITARY_north_mud_season = yes
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = SOV
				is_in_faction_with = GER
				has_country_flag = EAI_operational_initial_resume_timer
				NOT = {
					has_country_flag = EAI_MILITARY_operational_pause_timer
				} {
					EAI_MILITARY_north_mud_season = yes
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 800
		execution_type = rush_weak
		execute_order = yes
		tag = SOV
	}
}
### Entity: Character
Component: CSA_rene_lagrou
Source: game
File: common/characters/CSA.txt

Code:
CSA_rene_lagrou = {
	advisor = {
		slot = high_command
		idea_token = CSA_rene_lagrou
		ledger = air
		allowed = {
			original_tag = CSA
		}
		traits = {
			air_air_combat_training_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: State History
Component: 353
Constructs: limit, has_dlc, add_core_of
Source: game
File: history/states/353-Erzurum.txt

Code:
state = {
	id = 353
	name = STATE_353
	history = {
		owner = TUR
		victory_points = {
			9860 1
		} {
			876 1
		} {
			9868 1
		}
		buildings = {
			infrastructure = 1
		}
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			add_core_of = KUR
		} {
			limit = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			add_core_of = TUR KUR
		}
	}
	provinces = {
		876 9858 9860 9868 9954 10399 11797
	}
	manpower = 523537
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 9.0
}
### Entity: AI Strategy
Component: SOV_right_opposition_cooperative_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_alternate_strategy_plan.txt

Code:
SOV_right_opposition_cooperative_plan = {
	name = SOV right opposition cooperative plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_RIGHT_OPPOSITION_COOPERATIVE
			has_game_rule = {
				rule = SOV_ai_behavior
				option = RIGHT_OPPOSITION_COOPERATIVE
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_desperate_measures SOV_lessons_of_war SOV_an_adaptable_army SOV_the_socialist_bulwark SOV_shift_to_armaments_production SOV_fourth_five_year_plan SOV_the_power_of_the_peasantry SOV_the_path_of_marxism_leninism SOV_the_right_opposition SOV_the_need_for_policy_changes SOV_divert_attention_towards_military SOV_gain_support_from_party_members SOV_cooperation_against_stalin SOV_align_the_zinovyevites SOV_infiltrate_the_nkvd SOV_liberate_ryutin SOV_organize_uprisings_in_the_country SOV_undermine_stalins_authority SOV_clandestine_cells SOV_the_plan_for_the_coup SOV_dissent_in_the_party SOV_coup_detat SOV_concessions_to_foreign_powers SOV_infrastructure_effort_nsb SOV_heavy_industry SOV_finish_the_five_year_plan SOV_right_purges SOV_curtailment_of_the_collective_farms SOV_back_to_the_nep SOV_planned_economy SOV_paced_industrialization SOV_the_trade_union_as_labor_organizer SOV_a_sustainable_economy SOV_a_new_theory_of_revolution SOV_administrative_reforms SOV_strengthen_the_mobilization_plan SOV_third_five_year_plan SOV_national_specialists SOV_strengthen_the_mobilization_plan SOV_restore_cossack_units SOV_rehabilitated_military SOV_military_reorganization SOV_incorporate_local_organizations SOV_the_comintern SOV_policy_of_collective_security SOV_anti_fascist_policies SOV_seek_a_defense_pact_with_the_allies SOV_strengthen_the_trade_unions SOV_the_peoples_revolution SOV_the_supreme_soviet SOV_addressing_internal_affairs SOV_expand_the_agitprop SOV_the_komsomol SOV_development_aid_for_eastern_allies SOV_international_revolutionary_marxist_centre SOV_war_measures_in_the_east SOV_the_enemies_of_the_people SOV_proclaim_soviet_hegemony
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SIA_standardize_troop_recruitment_r56_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_standardize_troop_recruitment_r56_idea = {
	name = SIA_professional_army_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		army_org_factor = 0.1
		army_core_defence_factor = 0.05
		army_morale_factor = 0.1
		training_time_army_factor = -0.1
		mobilization_speed = 0.1
		mobilization_laws_cost_factor = -0.25
	}
}
### Entity: Character
Component: LBA_idris_senussi
Source: game
File: common/characters/LBA.txt

Code:
LBA_idris_senussi = {
	name = LBA_idris_senussi
	portraits = {
		civilian = {
			large = gfx/leaders/LBA/r56_portrait_LBA_Idris_Al_Senussi.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1972.4.7
		id = -1
	}
}
### Entity: Name List
Component: SPB
Source: game
File: common/names/00_names.txt

Code:
SPB = {
	male = {
		names = {
			Agustín Alberto Alejandro Alfonso Álvaro Antonio Arsenio Arturo Augusto Aureliano Baldomero Baltasar Benancio Benigno Benito Bernardino Bernardo Calixto Cándido Carlos Celestino Claudio Cristóbal Dámaso Diego Dionisio Domingo Eduardo Eleazar Emilio Ernesto Estanislao Esteban Federico Felipe Félix Fernando Francisco Gabino Gabriel Gaspar Genaro Gonzalo Herminio Ignacio Isidro Jacobo Jaime Joaquín Jorge Mariano José José Antonio Jose María Juan Juan Manuel Julián Julio Leopoldo Lorenzo Luis Manuel Marcelo Mariano Mario Mario Eduardo Mateo Melchor Miguel Nicolás Norberto Pablo Pascual Pedro Rafael Raimundo Ramón Ricardo Salvador Sandalio Santiago Sebastián Segismundo Segundo Valeriano Vicente
		}
	}
	female = {
		names = {
			Adelita Amalia Amaranta Ana Araceli Aurelia Auxilio Beatriz Belén Blanca Camila Candelaria Cándida Carmen Chavela Cirila Consuelo Cristina Delfina Dolores Eduarda Esperanza Felipa Fidelia Froilana Graciela Herminia Inés Isabel Irene Isadora Isabella Jimena Justa Justina Luciana Lucrecia María María del Carmen María del Mar María Dolores Marisol Mercedes Noemí Nohemi Primitiva Rebeca Remedios Rocío Salvadora Socorro Sofía Soledad Teodora Teófila Úrsula Valentina Valeria Vicenta Ximena
		}
	}
	surnames = {
		Acuña Aguirre Allendesalazar Alonso Álvarez Aranda Arcadio Asensio Aznar Blázquez Barradas Basaraz Bugallal Burruezo Caballero Cabrera Calvo Cano Castillo Castro Cervera Cevallos Cortés de Albornoz de Carvajal de la Fuente de Irujo de la Llave de Orleans Díaz Domínguez Espartero Fernández Franco Gallego García Garrido González Grande Guisado Heredia Hernández Herrera Hevia Iglesias Jiménez Lasarte Letamendía Linares López Maroto Márquez Martínez-Campos Maura Martín Martínez Menéndez Mercado Miaja Millán-Astray Mina Mola Molina Moreno Muñoz Narváez Núñez O'Donnell Ortega Pavía Pérez Ramírez Rodríguez Rojo Romero Ruiz Sánchez Sanjurjo Serrano Silvestre Suárez Topete Torres Urkiaga Valdés Varela Vázquez Velasco Villapol Villar Weyler Yagüe Zapatero
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_constitution
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_constitution
	icon = GFX_goal_constitution
	relative_position_id = MPL_secularization
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_secularization
	} {
		focus = MPL_religious_freedom
	}
	cost = 10
	completion_reward = {
		add_stability = 0.15
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: EAI_DD_4/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_design_bombing_sights
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, set_technology, has_dlc, has_tech
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_design_bombing_sights
	icon = GFX_focus_generic_cryptologic_bomb
	relative_position_id = LAT_VEF_larger_planes
	prerequisite = {
		focus = LAT_VEF_industrial_development
	} {
		focus = LAT_VEF_larger_planes LAT_VEF_light_bombers
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = LAT_bombing_sights
		if = {
			limit = {
				has_dlc = By Blood Alone
				NOT = {
					has_tech = photo_reconnaisance
				}
			}
			set_technology = {
				photo_reconnaisance = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_ability
Constructs: has_ability, force_attack
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_ability

* Supported Scopes: CHARACTER
* Supported Targets: any

```
does unit leader have the abilityCheck if a unit leader has the ability.
Example: has_ability = force_attack
```
### Entity: National Focus
Component: lithuania_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/lithuania.txt

Code:
focus_tree = {
	id = lithuania_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = LIT
			has_dlc = No Step Back
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = BALTIC_rejoin_the_railways BALTIC_restore_workers_republic
	focus = {
		id = LIT_secure_a_loyal_cabinet
		icon = GFX_goal_generic_neutrality_focus
		mutually_exclusive = {
			focus = BALTIC_restore_workers_republic
		}
		x = 34
		y = 0
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = BALTIC_restore_workers_republic
				}
			}
		}
		offset = {
			x = -12
			y = 0
			trigger = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = LIT_secure_a_loyal_cabinet
			}
		}
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_stability = 0.05
			add_political_power = 100
			custom_effect_tooltip = available_political_advisor available_political_advisor
			show_ideas_tooltip = LIT_aleksandras_stulginskis LIT_jonas_staugaitis
			activate_mission_tooltip = LIT_iron_wolf_partisans
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = LIT_rastikis_military_reforms
		icon = GFX_focus_generic_military_mission
		prerequisite = {
			focus = LIT_secure_a_loyal_cabinet
		}
		x = 18
		y = 1
		relative_position_id = LIT_secure_a_loyal_cabinet
		cost = 10
		ai_will_do = {
			factor = 1
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = no
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
		completion_reward = {
			LIT_jonas_cernius = {
				add_field_marshal_role = {
					traits = {
						JAP_communist_sympathizer career_officer politically_connected
					}
					attack_skill = 1
					defense_skill = 2
					planning_skill = 2
					logistics_skill = 4
					skill = 2
				}
				set_portraits = {
					army = {
						large = GFX_portrait_LIT_jonas_cernius
					}
				}
			}

# ... (truncated)
### Entity: Country History
Country: GRE
Component: GRE_technology
Constructs: set_technology
Source: game
File: history/countries/GRE - Greece.txt

Code:
# Starting Technologies for GRE
set_technology = {
	infantry_weapons = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	gw_artillery = 1
	fuel_silos = 1
	synth_oil_experiments = 1
}