Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: GER_four_year_plan_initiative_modifier
Constructs: remove_trigger, is_core_of
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_four_year_plan_initiative_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	remove_trigger = {
		ROOT = {
			NOT = {
				is_core_of = ROOT.controller
			}
		}
	}
	state_resources_factor = 0.1
}
### Entity: Scripted Effect
Component: PHI_add_or_modify_defense_strategy
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_add_or_modify_defense_strategy = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = PHI_defense_strategy_dynamic_modifier
				}
			}
		}
		custom_effect_tooltip = PHI_add_defense_strategy_dynamic_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = PHI_defense_strategy_dynamic_modifier
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = PHI_modify_defense_strategy_dynamic_modifier_tt
	}
}
### Entity: Decision
Component: SOV_soviet_aid_to_poum_decision_category
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_soviet_aid_to_poum_decision_category = {
	priority = 31
	icon = SOV_support_the_poum
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_covert_support_for_spanish_poum
		NOT = {
			has_global_flag = scw_over
		} {
			AND = {
				has_global_flag = SPR_anarchist_uprising_flag
				OR = {
					NOT = {
						SPC = {
							has_completed_focus = SPR_the_anti_fascist_workers_revolution
						}
					} {
						country_exists = SPC
					}
				}
			}
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_establish_the_mavag_army_division
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_state, is_fully_controlled_by, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_establish_the_mavag_army_division
	icon = GFX_focus_HUN_establish_the_mavag_army_division
	prerequisite = {
		focus = wuw_HUN_form_the_gyorshadtest
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_form_the_gyorshadtest
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = HUN_mavag_assault_guns_organization
			mio:HUN_mavag_assault_guns_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = HUN_mavag_assault_guns
		}
	}
}
### Entity: Scripted Trigger
Component: is_unlikely_country_tag
Constructs: is_unlikely_country_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_unlikely_country_tag = {
	OR = {
		tag = BRI CAT NAV GLC ADU BRI OCC COR DNZ KSH CKK FER YAK VLA KKP YAM TAY OVO NEN KOM CHU MEL RIF HAR TIG AFA BEG GBA SID ORO QEM LBV PAP TOS SPM TTS BSK TAT UDM KHA VGE KAL KAR SIL KSH ALT BUK KHI SMI QUE YUC RIG WLA GRN EVE SHL MEK HAN SAX PRE BAY WUR THU HES RHI RNG PSR GXC YUN SHX XSM SIK GDC SND SIC NXM GSM XIC KHM KUM HBC
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_the_geological_scandal
Constructs: add_ideas, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_the_geological_scandal
	icon = GFX_focus_generic_befriend_katanga
	x = 35
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		add_ideas = YUG_idea_expanded_mining_industry
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 3.2
		modifier = {
			factor = 0
			date = < 1936.10.1
			num_of_controlled_states = < 2
		} {
			add = -0.1
			num_of_controlled_states = < 2
		}
	}
}
### Entity: Idea
Component: mitsui_bank
Constructs: has_completed_focus, research_bonus, has_active_mission
Source: game
File: common/ideas/japan.txt

Code:
mitsui_bank = {
	picture = JAP_mitsui
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
	available = {
		has_completed_focus = JAP_approach_mitsui
	}
	research_bonus = {
		electronics = 0.05
		industry = 0.1
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 15
			has_active_mission = JAP_zaibatsu_faction_demands_industrial_company_employment
		}
	}
	traits = {
		industrial_conglomerate
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: BA_state_avoidance
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/BA_strategies.txt

Code:
BA_state_avoidance = {
	enable = {
		check_variable = {
			BA_active_state_rules^num = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -200
		state_trigger = {
			is_in_array = {
				array = FROM.FROM.BA_active_state_rules
				value = THIS.id
			}
		}
	}
}
### Entity: Game Data
Component: yeehaw
Constructs: has_any_custom_difficulty_setting, has_cosmetic_tag, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
yeehaw = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = USA
	}
	happened = {
		has_cosmetic_tag = TXS_greater
		has_global_flag = TXS_formed_greater_texas
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_rapid_industrialization
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_fully_controlled_by, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_rapid_industrialization
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	x = -2
	y = 1
	relative_position_id = BRA_nationalization_of_industry
	prerequisite = {
		focus = BRA_nationalization_of_industry
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					OR = {
						has_state_flag = rapid_industrialization_happened
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = rapid_industrialization_happened
		} {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					OR = {
						has_state_flag = rapid_industrialization_happened
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = rapid_industrialization_happened
		}
	}
}
### Entity: Character
Component: GUA_napoleon
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_napoleon = {
	random = no
	political_power_factor = -0.05
	drift_defence_factor = 0.25
	stability_factor = -0.05
	opinion_gain_monthly_factor = 0.15
	industrial_capacity_factory = 0.05
	mobilization_laws_cost_factor = -0.25
	consumer_goods_factor = -0.1
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_cons_03a_demo
Constructs: has_completed_focus, has_government, has_country_flag, has_cosmetic_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_cons_03a_demo = {
	OR = {
		tag = ARM BLR BRI BSK BUL CHI CKK DEN DOM ECU HOL MNT OVO TAY
		original_tag = ARM BLR BRI BSK BUL CHI CKK DEN DOM ECU HOL MNT OVO TAY
		AND = {
			OR = {
				tag = HOL
				original_tag = HOL
			}
			has_completed_focus = HOL_form_new_government
		} {
			OR = {
				tag = FRA
				original_tag = FRA
			}
			has_completed_focus = FRA_form_the_popular_front
			has_country_flag = please_fix_FRA
		} {
			OR = {
				tag = ITA
				original_tag = ITA
			}
			has_completed_focus = ITA_christian_democracy
		} {
			OR = {
				tag = POL
				original_tag = POL
			}
			has_cosmetic_tag = POL_SANATION
			has_government = democratic
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, add_war_support, add_stability, fire_only_once, add_political_power, is_good, cancel_if_not_visible
Source: game
File: common/decisions/SPR.txt

Code:
political_actions = {
	SPA_carlist_uprising_mission = {
		icon = generic_ignite_civil_war
		allowed = {
			tag = SPA
		}
		available = {
			if = {
				limit = {
					has_completed_focus = SPA_the_phalanx_ascendant
				}
				hidden_trigger = {
					always = no
				}
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				has_completed_focus = SPA_fuse_the_parties
			}
		}
		priority = 10
		fire_only_once = yes
		days_mission_timeout = 316
		is_good = no
		cancel_if_not_visible = yes
		activation = {
			always = no
		}
		visible = {
			if = {
				limit = {
					has_completed_focus = SPA_the_phalanx_ascendant
				}
				NOT = {
					has_completed_focus = SPA_eliminate_the_carlists
				}
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				NOT = {
					has_completed_focus = SPA_fuse_the_parties
				}
			}
		}
		timeout_effect = {
			if = {
				limit = {
					num_of_controlled_states = > 4
				}
				country_event = lar_spain.7
			}
			else = {
				activate_mission = SPA_carlist_uprising_mission
				add_days_mission_timeout = {
					mission = SPA_carlist_uprising_mission
					days = -316
				}
			}
		}
	}
	SPR_anarchist_uprising_mission = {
		icon = generic_ignite_civil_war
		allowed = {
			tag = SPR
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		fire_only_once = yes
		days_mission_timeout = 246
		is_good = no
		cancel_if_not_visible = yes
		activation = {
			always = no
		}
		visible = {
			tag = SPD
			NOT = {
				has_completed_focus = SPR_crush_the_revolution
			}
		}
		timeout_effect = {
			if = {
				limit = {
					num_of_controlled_states = > 1
				}
				country_event = lar_spain.9
			}
			else = {
				activate_mission = SPR_anarchist_uprising_mission
				add_days_mission_timeout = {
					mission = SPR_anarchist_uprising_mission
					days = -211
				}
			}
		}
	}
	SPA_fascist_crackdown_mission = {
		icon = generic_ignite_civil_war
		allowed = {
			tag = SPA
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		priority = 10
		fire_only_once = yes
		days_mission_timeout = 316
		is_good = no
		cancel_if_not_visible = yes
		activation = {
			always = no
		}
		visible = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			}
		}
		timeout_effect = {
			if = {
				limit = {
					num_of_controlled_states = > 4
				}
			
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_dominate_the_skies
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, add_tech_bonus, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_dominate_the_skies
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = FIN_national_aircraft_production
	}
	mutually_exclusive = {
		focus = FIN_support_for_ground_forces
	}
	x = 1
	y = 1
	relative_position_id = FIN_national_aircraft_production
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_AIR_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = FIN_modify_finnish_airforce_ns_intro FIN_dominate_the_skies_ns_tt
		add_to_variable = {
			FIN_finnish_airforce_air_superiority_efficiency = 0.1
			tooltip = air_superiority_efficiency_tt
		}
		hidden_effect = {
			add_ideas = FIN_hidden_fighter_production_ns
		}
		add_tech_bonus = {
			name = FIN_dominate_the_skies
			bonus = 0.75
			uses = 1
			category = light_fighter
		}
		air_experience = 15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				create_equipment_variant = {
					name = VL Pyörremyrsky
					type = small_plane_airframe_4
					parent_version = 0
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_4_1x
					}
					icon = GFX_FIN_modern_small_fighter_1_medium
					design_team = mio:FIN_valtion_lentokonetehdas_organization
				} {
					name = VL Humu
					type = small_plane_airframe_3
					parent_version = 0
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
						engine_type_slot = engine_3_1x
					}
					icon = GFX_FIN_fighter3_medium
					design_team = mio:FIN_valtion_lentokonetehdas_organization
				} {
					name = VL Myrsky
					type = small_plane_airframe_2
					parent_version = 0
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = bomb_locks
						engine_type_slot = engine_2_1x
					}
					icon = GFX_FIN_fighter2_medium
					design_team = mio:FIN_valtion_lentokonetehdas_organization
				} {
					name = IVL Haukka II
					type = small_plane_airframe_1
					parent_version = 0
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						engine_type_slot = engine_1_1x
					}
					icon = GFX_FIN_fighter1_medium
					design_team = mio:FIN_valtion_lentokonete
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_undermine_theocracy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, set_temp_variable, add_to_temp_variable, add_popularity
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_undermine_theocracy
	icon = GFX_goal_CRO_muslims_excluded
	prerequisite = {
		focus = SUD_unite_the_opposition
	}
	relative_position_id = SUD_unite_the_opposition
	x = 0
	y = 1
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SUD_unstable_nation
			add_idea = SUD_unstable_nation_2
		}
		hidden_effect = {
			set_temp_variable = {
				var = SUD_popular_front_var
				value = party_popularity@democratic
			}
			add_to_temp_variable = {
				var = SUD_popular_front_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = SUD_popular_front_var
				value = -0.3
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = SUD_popular_front_var
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SUD_democratic_guy SUD_communist_guy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56_nigeria.1
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_stability, add_political_power, annex_country, has_idea
Source: game
File: events/Nigeria_events.txt

Code:
country_event = {
	id = r56_nigeria.1
	title = r56_nigeria.1.t
	desc = r56_nigeria.1.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = r56_nigeria.1.a
		ai_chance = {
			base = 70
		}
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
			add_stability = -0.02
			if = {
				limit = {
					NOT = {
						has_idea = generic_recent_political_unification
					}
				}
				add_ideas = generic_recent_political_unification
			} {
				limit = {
					num_of_controlled_states = > 5
				}
				set_cosmetic_tag = MALI_UNITED
			}
			country_event = {
				id = r56_nigeria.2
			}
		}
		every_state = {
			limit = {
				is_core_of = ROOT
			}
			add_core_of = FROM
		}
	} {
		name = r56_nigeria.1.b
		ai_chance = {
			base = 30
		}
		FROM = {
			add_political_power = -10
			country_event = {
				id = r56_nigeria.3
			}
		}
	}
}
### Entity: Idea
Component: SWE_anti_ger_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_ger_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.15
	}
}
### Entity: Character
Component: GER_sabotaging_government
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_sabotaging_government = {
	sprite = 13
	random = no
	political_power_cost = 0.5
	party_popularity_stability_factor = -0.25
}
### Entity: Trigger Reference
Construct: is_amphibious_invasion
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_amphibious_invasion

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if combat is at night
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_57
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_57 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 57
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 57
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_expand_state_military_factories
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, every_core_state, is_fully_controlled_by, random_select_amount
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_expand_state_military_factories
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = FIN_repurpose_small_industries
	}
	x = 0
	y = 1
	relative_position_id = FIN_repurpose_small_industries
	cost = 10
	available = {
		has_tech = construction4
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = FIN_national_industry_modernize
			}
			swap_ideas = {
				remove_idea = FIN_national_industry_modernize
				add_idea = FIN_national_industry_final
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = FIN_every_finnish_mio_tt
			every_military_industrial_organization = {
				limit = {
					OR = {
						is_military_industrial_organization = FIN_crichton_vulcan_organization FIN_valtion_panssaritehdas_organization FIN_valtion_lentokonetehdas_organization FIN_valtion_kivaaritehdas_organization FIN_valtion_tykkitehdas_organization FIN_sisu_auto_organization
					}
				}
				add_mio_size = 1
				add_mio_research_bonus = 0.1
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_idea = FIN_national_industry_expand
				}
			}
			add_ideas = FIN_national_industry_expand
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.430
Constructs: is_triggered_only, limit, has_idea, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.430
	title = SEA_imperial_influence_events.430.t
	desc = SEA_imperial_influence_events.430.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_government_faction_demands_trade_law_change
		hidden_effect = {
			IF = {
				limit = {
					has_idea = closed_economy
				}
				set_country_flag = JAP_is_on_closed_economy_flag
			}
			ELSE_IF = {
				limit = {
					has_idea = limited_exports
				}
				set_country_flag = JAP_is_on_limited_exports_flag
			} {
				limit = {
					has_idea = export_focus
				}
				set_country_flag = JAP_is_on_export_focus_flag
			}
		}
	}
}
### Entity: Order of Battle
Component: Divisione Ascari Somala
Constructs: division_template
Source: game
File: history/units/AOI_1936.txt

Code:
division_template = {
	name = Divisione Ascari Somala
	division_names_group = ITA_COL_01
	override_model = ITA_infantry_alt_3_entity
	template_counter = 67
	obsolete = yes
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		} {
			x = 1
			y = 0
		}
	}
	priority = 0
}
### Entity: Scripted Trigger
Component: is_available_to_collaboration_government
Constructs: limit, is_available_to_collaboration_government, is_subject, is_puppet_of, has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_available_to_collaboration_government = {
	is_subject = no
	if = {
		limit = {
			original_tag = ITA
		}
		NOT = {
			FROM = {
				original_tag = YUG
			}
		}
	} {
		limit = {
			original_tag = POL
		}
		NOT = {
			FROM = {
				original_tag = DNZ
			}
		}
	} {
		limit = {
			original_tag = TUR
		}
		NOT = {
			FROM = {
				original_tag = KUR
			}
		}
	}
	NOT = {
		FROM = {
			original_tag = SDL
		}
	} {
		any_country_with_original_tag = {
			original_tag_to_check = FROM
			is_puppet_of = PREV
			has_autonomy_state = autonomy_collaboration_government
		}
	}
}
### Entity: Unit Template
Component: PER_MEC_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		PER_INF_01
	}
	fallback_name = %d. Dastebandi Mekanizeh
	ordered = {
		1 = {
			%d. Dastebandi Mekanizeh
		}
		2 = {
			%d. Dastebandi Mekanizeh
		}
		3 = {
			%d. Dastebandi Mekanizeh
		}
		4 = {
			%d. Dastebandi Mekanizeh
		}
		5 = {
			%d. Dastebandi Mekanizeh
		}
		6 = {
			%d. Dastebandi Mekanizeh
		}
		7 = {
			%d. Dastebandi Mekanizeh
		}
		8 = {
			%d. Dastebandi Mekanizeh
		}
		9 = {
			%d. Dastebandi Mekanizeh
		}
		10 = {
			%d. Dastebandi Mekanizeh
		}
	}
}
### Entity: Country History
Country: BCO
Component: BCO_characters
Constructs: recruit_character
Source: game
File: history/countries/BCO - British Columbia.txt

Code:
# Leaders & Characters for BCO
recruit_character = BCO_thomas_pattullo BCO_thomas_uphill BCO_eric_hamber
### Entity: National Focus
Tree: adu_focus
Component: ADU_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_red_army
	icon = GFX_postive_heroism
	prerequisite = {
		focus = ADU_tip_the_balance_of_power
	}
	x = 2
	y = 1
	relative_position_id = ADU_tip_the_balance_of_power
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/LEB_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 792
	division_template = Division de Cavalerie
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Trigger Reference
Construct: has_mastery
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mastery

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks if any track of the given type has at least X mastery.

	### Examples
	```
	TAG = {
		has_mastery = {
			amount = 200
			track = infantry
		}
	}
	```