Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_weaken_the_feudalist_institutions_r56
Constructs: prerequisite, add_stability, completion_reward, add_political_power, set_country_flag, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_weaken_the_feudalist_institutions_r56
	prerequisite = {
		focus = SIA_towards_a_great_thai_empire_r56
	}
	icon = GFX_goal_generic_destruction_civil_war
	cost = 10
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_towards_a_great_thai_empire_r56
	available = {
		SIA_towards_a_great_thai_empire_subbranch_trigger_r56 = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = {
			flag = SIA_towards_a_great_thai_empire_r56_timer_flag
			value = 1
			days = 69
		}
		add_political_power = 75
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_levy_additional_taxes_on_royal_wealth_which_grants_tt generic_skip_one_line_tt
			add_stability = -0.04
			swap_ideas = {
				remove_idea = SIA_crown_property_bureau_r56
				add_idea = SIA_crown_property_bureau_2_r56
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: default_garrison_production
Constructs: is_major
Source: game
File: common/ai_strategy/default.txt

Code:
default_garrison_production = {
	enable = {
		NOT = {
			original_tag = GER SOV USA CHI FRA JAP ENG SIA
		}
		ai_wants_divisions = > 12
		is_major = yes
	}
	abort = {
		ai_wants_divisions = < 13
		is_major = no
	}
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 5
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_siam_cement_group
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_siam_cement_group
	icon = GFX_goal_generic_construct_civilian
	x = 2
	y = 0
	relative_position_id = SIA_boon_rawd_brewery
	prerequisite = {
		focus = SIA_siamese_development_cooperative SIA_reduction_of_agricultural_yield_taxes
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_SIA_siam_cement_group
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1076
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_USA_islands
Constructs: limit, is_major, set_temp_variable, is_on_continent, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_USA_islands = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_USA_islands_TYPE_ID
	}
	if = {
		limit = {
			threat = > 0.9
			OR = {
				JAP = {
					EAI_THIS_is_threat_to_PREV = yes
				}
				AND = {
					any_enemy_country = {
						is_major = yes
					}
					alliance_naval_strength_ratio = < 2
				}
			}
		}
		for_each_scope_loop = {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					is_on_continent = asia
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		} {
			array = controlled_states
			if = {
				limit = {
					impassable = no
					NOT = {
						is_on_continent = asia
					}
					EAI_is_island_state = yes
				}
				add_to_temp_array = {
					_target_states = THIS.id
				}
			}
		}
		set_temp_variable = {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_USA_islands_asia_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		} {
			_get_province_naval_base = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_USA_islands_island_PRIO
		} {
			_project_building_type = global.EAI_PC_CBUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_provinces = yes yes
		EAI_PC_FORT_limit_provinces = yes yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes
		EAI_PC_FORT_create = yes yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: Scripted Effect
Component: DEN_modify_overlord_relations_small
Constructs: limit, add_opinion_modifier, add_to_variable, check_variable, is_subject, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_modify_overlord_relations_small = {
	add_to_variable = {
		DEN_overlord_opinion = 5
	}
	if = {
		limit = {
			check_variable = {
				DEN_overlord_opinion = < 15
			}
		}
		custom_effect_tooltip = DEN_deteriorating_overlord_relations
	}
	else_if = {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 14
			} {
				DEN_overlord_opinion = < 20
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_subject = yes
					OVERLORD = {
						NOT = {
							has_opinion_modifier = DEN_unruly_subject_very_low
						}
					}
				}
				OVERLORD = {
					add_opinion_modifier = {
						modifier = DEN_unruly_subject_very_low
						target = DEN
					}
				}
			}
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 19
			} {
				DEN_overlord_opinion = < 35
			}
		}
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					NOT = {
						has_opinion_modifier = DEN_unruly_subject_very_low
					}
				}
			}
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_unruly_subject_very_low
					target = DEN
				}
			}
		}
		else = {
			custom_effect_tooltip = DEN_deteriorating_overlord_relations
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 34
			} {
				DEN_overlord_opinion = < 40
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_subject = yes
					OVERLORD = {
						NOT = {
							has_opinion_modifier = DEN_unruly_subject_low
						}
					}
				}
				OVERLORD = {
					add_opinion_modifier = {
						modifier = DEN_unruly_subject_low
						target = DEN
					}
				}
			}
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 39
			} {
				DEN_overlord_opinion = < 55
			}
		}
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_opinion_modifier = DEN_unruly_subject_very_low
				}
			}
			OVERLORD = {
				remove_opinion_modifier = {
					modifier = DEN_unruly_subject_very_low
					target = DEN
				}
			}
		} {
			limit = {
				is_subject = yes
				OVERLORD = {
					NOT = {
						has_opinion_modifier = DEN_unruly_subject_low
					}
				}
			}
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_unruly_subject_low
					target = DEN
				}
			}
		}
		else = {
			custom_effect_tooltip = DEN_deteriorating_overlord_relations
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 54
			} {
				DEN_overlord_opinion = < 59
			}
		}
		effect_too
# ... (truncated)
### Entity: Event
Component: denmark_occupation_event.110
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, has_opinion, set_country_flag, set_rule
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.110
	title = denmark_occupation_event.110.t
	desc = denmark_occupation_event.110.desc
	picture = GFX_report_event_DEN_fascist_troops
	is_triggered_only = yes
	option = {
		name = denmark_occupation_event.110.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 0
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 1.5
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = < 0
					}
				}
			} {
				factor = 2
				FROM = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = < -0.3
					}
				}
			}
		}
		hidden_effect = {
			set_country_flag = DEN_accepted_danish_allegiance_flag
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_country_flag = DEN_cannot_join_factions_flag
					}
					set_rule = {
						can_join_factions = yes
					} {
						can_decline_call_to_war = no
					}
				}
			}
		}
		FROM = {
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
		} {
			country_event = {
				id = denmark_occupation_event.111
				days = 2
			}
		}
	} {
		name = denmark_occupation_event.110.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				has_opinion = {
					target = FROM
					value = < 1
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.112
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_perpetual_neutrality
Constructs: has_completed_focus, has_war, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_perpetual_neutrality
	icon = GFX_goal_generic_neutrality_focus
	x = 18
	y = 0
	cost = 10
	available = {

	}
	bypass = {
		OR = {
			has_war = yes
			has_completed_focus = BEL_growing_threat_of_fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = BEL_neutrality_dynamic_modifier
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_camouflage
Constructs: prerequisite, has_war, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_camouflage
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = ETH_tactical_training
	}
	x = 1
	y = 1
	relative_position_id = ETH_tactical_training
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_camouflage_army_tt ETH_camouflage_air_tt
		add_to_variable = {
			ETH_army_cas_damage_reduction = 0.1
		} {
			ETH_army_army_defence_factor = 0.1
		} {
			ETH_airforce_enemy_army_bonus_air_superiority_factor = -0.15
		}
		ETH_improve_army_spirit_effect = yes
		ETH_improve_airforce_spirit_effect = yes
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_military_colleges
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_military_colleges
	icon = GFX_goal_generic_tank_map
	x = -1
	y = 1
	relative_position_id = VEN_suspend_elections
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	mutually_exclusive = {
		focus = VEN_privatize_oil
	}
	prerequisite = {
		focus = VEN_suspend_elections
	}
	completion_reward = {
		army_experience = 10
		navy_experience = 10
		air_experience = 10
		add_doctrine_cost_reduction = {
			name = VEN_military_colleges
			uses = 1
			cost_reduction = 0.5
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: tfv_south_africa.104
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.104
	title = tfv_south_africa.104.t
	desc = tfv_south_africa.104.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		LBA = {
			if = {
				limit = {
					SAF = {
						controls_state = 448 449 450 451 661 662 663 273
					}
				}
				transfer_state = 448 449 450 451 661 662 663 273
			}
		}
		SAF = {
			puppet = LBA
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		LBA = {
			if = {
				limit = {
					SAF = {
						controls_state = 448 449 450 451 661 662 663 273
					}
				}
				transfer_state = 448 449 450 451 661 662 663 273
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = LBA
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_majlis_elections
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_majlis_elections
	icon = GFX_goal_PAL_majlis_elections
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_militarize_zaseen
	} {
		focus = PAL_free_arab_legion
	}
	cost = 5
	relative_position_id = PAL_free_arab_legion
	select_effect = {
		country_event = palestine.58
	}
	completion_reward = {
		country_event = palestine.59
	}
}
### Entity: AI Strategy
Component: ITA_dont_die_in_mountains
Constructs: has_war_with
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_dont_die_in_mountains = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		country_exists = SWI
		NOT = {
			has_war_with = SWI
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = SWI
		value = 1000
	}
}
### Entity: Character
Component: GER_august_von_mackensen
Constructs: has_government, has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_august_von_mackensen = {
	name = GER_august_von_mackensen
	portraits = {
		civilian = {
			large = GFX_portrait_ger_august_von_mackensen
			small = GFX_idea_GER_august_von_mackensen
		}
	}
	field_marshal = {
		traits = {
			old_guard thorough_planner organisational_leader
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 3
		visible = {
			has_government = neutrality
			NOT = {
				has_country_flag = GER_mackensen_went_into_retirement
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_claim_transylvania
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, has_army_manpower, is_in_faction_with, is_subject
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_claim_transylvania
	icon = GFX_focus_generic_strike_at_democracy2
	prerequisite = {
		focus = HUN_protect_czechoslovakia
	}
	x = -1
	y = 4
	relative_position_id = HUN_invite_the_habsburg_prince
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_army_manpower = {
			size = > 200000
		}
		76 = {
			OWNER = {
				NOT = {
					is_in_faction_with = HUN
				}
			}
		}
		is_subject = no
	}
	bypass = {
		controls_state = 76 83 84 82
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 76 83 84 82
		if = {
			limit = {
				NOT = {
					has_war_with = ROM
				}
				threat = < 0.5
				ROM = {
					OR = {
						owns_state = 76 83 84 82
					}
				}
			}
			ROM = {
				country_event = DOD_hungary.50
			}
		}
		else = {
			add_ai_strategy = {
				type = conquer
				id = ROM
				value = 200
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_secure_leningrad_old
Constructs: prerequisite, completion_reward, has_civil_war, is_subject, has_full_control_of_state, add_state_claim, add_timed_idea, random_hours
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_secure_leningrad_old
	text = SOV_secure_leningrad
	icon = GFX_focus_fin_karjala_question
	prerequisite = {
		focus = SOV_respect_baltic_self_determination_old SOV_claims_in_baltic_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_claims_in_baltic_old
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	dynamic = yes
	available = {
		is_subject = no
	}
	bypass = {
		has_full_control_of_state = 146
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 146
		146 = {
			controller = {
				add_timed_idea = {
					idea = communist_pressure
					days = 365
				}
				country_event = {
					id = finland.1
					hours = 16
					random_hours = 8
				}
			}
		}
	}
}
### Entity: Idea
Component: CHI_appropriate_design_offensive_idea
Constructs: has_dlc, removal_cost, equipment_bonus
Source: game
File: common/ideas/china.txt

Code:
CHI_appropriate_design_offensive_idea = {
	picture = GFX_idea_CHI_air_force
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			air_range = 0.1
			air_agility = -0.1
		}
	}
}
### Entity: Scope Reference
Construct: effect
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## effect
* Aliases: e
* Arguments: <tag> scripted_effect_name

Runs a scripted effect on selected scope
### Entity: National Focus
Tree: cog_focus
Component: COG_strict_anti_clericalism
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_strict_anti_clericalism
	icon = GFX_focus_BRA_state_atheism
	x = 1
	y = 1
	prerequisite = {
		focus = COG_proclaim_the_peoples_republic
	}
	mutually_exclusive = {
		focus = COG_cooperate_with_the_congolese_churches
	}
	relative_position_id = COG_proclaim_the_peoples_republic
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = COG_strict_anti_clericalism_idea
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PER_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PER
		}
		requested_factories = 1
		progress = 0.31
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = PER
		}
		requested_factories = 1
		progress = 0.31
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = PER
		}
		requested_factories = 1
		progress = 0.31
		efficiency = 100
	}
}
### Entity: Modifier Reference
Construct: operative_death_on_capture_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## operative_death_on_capture_chance

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Character
Component: wary_of_the_high_command
Source: game
File: common/country_leader/r56_traits.txt

Code:
wary_of_the_high_command = {
	random = no
	high_command_cost_factor = 0.15
	air_chief_cost_factor = 0.15
	army_chief_cost_factor = 0.15
	navy_chief_cost_factor = 0.15
	theorist_cost_factor = 0.15
}
### Entity: Unit Template
Component: duplicate_archetypes
Source: game
File: common/units/equipment/x_plane_airframes.txt

Code:
duplicate_archetypes = {
	small_plane_cas_airframe = {
		archetype = small_plane_airframe
		type = cas
		picture = archetype_CAS_equipment
		variant_name = {
			small_plane_cas_airframe_1 = CAS_equipment_1
			small_plane_cas_airframe_2 = CAS_equipment_2
			small_plane_cas_airframe_3 = CAS_equipment_3
		}
		air_map_icon_frame = 2
		interface_overview_category_index = 0
		substitute = cv_small_plane_cas_airframe
	}
	cv_small_plane_cas_airframe = {
		archetype = cv_small_plane_airframe
		type = cas
		ai_type = cv_cas
		picture = archetype_CAS_equipment
		variant_name = {
			cv_small_plane_cas_airframe_1 = cv_CAS_equipment_1
			cv_small_plane_cas_airframe_2 = cv_CAS_equipment_2
			cv_small_plane_cas_airframe_3 = cv_CAS_equipment_3
		}
		air_map_icon_frame = 17
		interface_overview_category_index = 0
	}
	small_plane_naval_bomber_airframe = {
		archetype = small_plane_airframe
		type = naval_bomber
		picture = archetype_heavy_fighter_equipment
		variant_name = {
			small_plane_naval_bomber_airframe_1 = nav_bomber_equipment_1
			small_plane_naval_bomber_airframe_2 = nav_bomber_equipment_2
			small_plane_naval_bomber_airframe_3 = nav_bomber_equipment_3
		}
		air_map_icon_frame = 3
		interface_overview_category_index = 2
		substitute = cv_small_plane_naval_bomber_airframe
	}
	cv_small_plane_naval_bomber_airframe = {
		archetype = cv_small_plane_airframe
		type = naval_bomber
		ai_type = cv_naval_bomber
		picture = archetype_heavy_fighter_equipment
		variant_name = {
			cv_small_plane_naval_bomber_airframe_1 = cv_nav_bomber_equipment_1
			cv_small_plane_naval_bomber_airframe_2 = cv_nav_bomber_equipment_2
			cv_small_plane_naval_bomber_airframe_3 = cv_nav_bomber_equipment_3
		}
		air_map_icon_frame = 18
		interface_overview_category_index = 2
		default_carrier_composition_weight = 1
	}
	small_plane_suicide_airframe = {
		archetype = small_plane_airframe
		type = suicide
		picture = archetype_rocket_interceptor_equipment
		variant_name = {
			small_plane_suicide_airframe_3 = rocket_suicide_equipment_1
		}
		air_map_icon_frame = 15
		interface_overview_category_index = -1
		substitute = cv_small_plane_suicide_airframe
		forbid_mission_type = training
	}
	cv_small_plane_suicide_airframe = {
		archetype = cv_small_plane_airframe
		type = suicide
		ai_type = cv_suicide
		picture = archetype_rocket_interceptor_equipment
		air_map_icon_frame = 19
		interface_overview_category
# ... (truncated)
### Entity: Idea
Component: GRE_metaxism_5
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_metaxism_5 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			OR = {
				has_government = communism fascism democratic
			}
		}
	}
	picture = gre_metaxism
	removal_cost = -1
	modifier = {
		war_support_factor = 0.15
		stability_factor = 0.15
		consumer_goods_factor = -0.15
		army_core_defence_factor = 0.1
		drift_defence_factor = 0.75
		generate_wargoal_tension = 0.25
		join_faction_tension = 0.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Game Data
Component: the_sovereign_republics
Constructs: has_completed_focus, has_government, has_any_custom_difficulty_setting, is_subject
Source: game
File: common/achievements/rt56-achievements.txt

Code:
the_sovereign_republics = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		OR = {
			has_completed_focus = SOV_dissolve_the_ussr_nsb SOV_dissolve_the_ussr
		}
		UKR = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		BLR = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		GEO = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		ARM = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		AZR = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		KAZ = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		UZB = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		TMS = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		KYR = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
		TAJ = {
			exists = yes
			is_subject = no
			has_government = democratic
		}
	}
}