Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_country_flag, is_historical_focus_on, is_country_leader
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.11
	title = denmark_overlord_events.11.t
	desc = denmark_overlord_events.11.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.11.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			} {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		country_event = {
			id = denmark_overlord_events.12
			days = 1
		}
	} {
		name = denmark_overlord_events.11.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_royal_ai = yes
			}
		}
		trigger = {
			DEN_knud_bach = {
				is_country_leader = no
			}
		}
		if = {
			limit = {
				has_completed_focus = DEN_king_assumes_power
			}
			promote_character = DEN_knud_bach
			set_party_name = {
				ideology = neutrality
				name = DEN_neutrality_party
				long_name = DEN_neutrality_party_long
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.11.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				communism = > 0.35
			}
		}
		trigger = {
			DEN_aksel_larsen = {
				is_country_leader = no
			}
			OVERLORD = {
				NOT = {
					has_government = fascism
				} {
					has_government = democratic
				}
			}
			NOT = {
				has_government = communism
				has_country_flag = DEN_banned_communism_flag banned_communism_flag
				DEN_aksel_larsen = {
					has_character_flag = DEN_political_agitator_flag
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.14
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.11.d
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				DEN_fascist_ai = yes
			}
		}
		trigger = {
			OVERLORD = {
				NOT = {
					has_government = communism
				} {
					has_government = democratic
				}
			}
			NOT = {
				has_government = fascism
				has_country_flag = DEN_banned_fascism_flag banned_fascism_flag
				AND = {
					DEN_cay_lembcke = {
						has_character_flag = DEN_political_agitator_flag
					}
					DEN_frits_clausen = {
						has_character_flag = DEN_political_agitator_flag
					}
				}
			}
		}
		if = {
			l
# ... (truncated)
### Entity: Unit Template
Component: GER_LTARM_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_LTARM_01 = {
	name = Light Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor
	}
	fallback_name = %d. Leichte-Division
	link_numbering_with = {
		GER_Arm_01
	}
	ordered = {
		9 = {
			4. Leichte-Division
		}
		6 = {
			1. Leichte-Division
		}
		7 = {
			2. Leichte-Division
		}
		8 = {
			3. Leichte-Division
		}
		21 = {
			5. Leichte-Division
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ensure_rural_support
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ensure_rural_support
	icon = GFX_focus_POL_agrarian_reform
	prerequisite = {
		focus = MON_matters_of_internal_affairs
	}
	x = 1
	y = 1
	relative_position_id = MON_matters_of_internal_affairs
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				819
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				818
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		unlock_decision_tooltip = MON_rural_ideological_education
		MON_mongol_bank_funds_decrease = yes
	}
}
### Entity: Scripted Effect
Component: ITA_civil_war_deal_with_militias
Constructs: has_completed_focus, division_template, limit, create_unit, random_owned_state, is_controlled_by
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_civil_war_deal_with_militias = {
	delete_unit_template_and_units = {
		division_template = Camicie Nere
	}
	ITA_add_redshirts_div_template = yes
	if = {
		limit = {
			OR = {
				has_completed_focus = ITA_organize_strikes_in_the_north ITA_the_southern_farmlands
			}
		}
		capital_scope = {
			create_unit = {
				division = division_template = "Camicie Rosse" start_experience_factor = 0.4 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
			}
			create_unit = {
				division = division_template = "Camicie Rosse" start_experience_factor = 0.4 start_equipment_factor = 1.0
				owner = ROOT
				count = 2
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_invest_in_sandalwood_and_coffee_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_invest_in_sandalwood_and_coffee_production
	available = {
		721 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	mutually_exclusive = {
		focus = POR_revert_the_local_autonomy_policies
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_restart_investment_into_timor
	}
	icon = GFX_focus_generic_coffee
	x = 1
	y = 1
	relative_position_id = POR_restart_investment_into_timor
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POR_timorese_coffe_and_sandalwood_exports_idea
	}
}
### Entity: Character
Component: IRQ_jafar_al_timman
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_jafar_al_timman = {
	name = IRQ_jafar_al_timman
	portraits = {
		army = {
			small = GFX_portrait_IRQ_jafar_al_timman_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = IRQ_jafar_al_timman
		traits = {
			IRQ_guardian_of_independence
		}
		available = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Character
Component: AST_alexander_rud_mills
Constructs: has_completed_focus, is_historical_focus_on
Source: game
File: common/characters/AST.txt

Code:
AST_alexander_rud_mills = {
	name = AST_alexander_rud_mills
	portraits = {
		civilian = {
			small = GFX_portrait_AST_alexander_rud_mills_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_alexander_rud_mills
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_soldier_rights_promoter
		}
		available = {
			has_completed_focus = AST_in_from_the_cold
		}
		ai_will_do = {
			factor = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
	}
}
### Entity: Character
Component: CHU_gerasim_ivanov
Source: game
File: common/characters/CHU.txt

Code:
CHU_gerasim_ivanov = {
	name = Gerasim Ivanovich Ivanov
	portraits = {
		civilian = {
			large = GFX_portrait_Gerasim_Ivanovich_Ivanov
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Modifier Reference
Component: SOV_second_five_year_plan_dynamic_modifier
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_second_five_year_plan_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_second_five_year_plan_ccp_2d_sov_compatibility
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
}
### Entity: Idea
Component: CZE_legacy_of_the_czechoslovak_legion_army
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_legacy_of_the_czechoslovak_legion_army = {
	name = CZE_legacy_of_the_czechoslovak_legion_army_spirit
	picture = tur_sub_zero_survival_training
	allowed = {
		always = no
	}
	modifier = {
		trait_winter_specialist_xp_gain_factor = 0.1
		acclimatization_cold_climate_gain_factor = 0.1
		winter_attrition_factor = -0.1
		army_retreat_speed_factor = 0.05
		army_experience_from_volunteers = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_16/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.16
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_bolster_nationalism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_bolster_nationalism
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = MAN_staff_the_court_with_manchus MAN_five_equal_peoples
	}
	x = 1
	y = 1
	relative_position_id = MAN_staff_the_court_with_manchus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		MAN_low_legitimacy_level_down = yes
		add_ideas = MAN_bolster_nationalism
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = MAN_recruit_bandits_generic
	}
}
### Entity: Modding Documentation
Construct: core_resistance
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### core_resistance
* description: returns core resistance of target country
### Entity: Joint Focus
Component: CONGO_bakwanga_mine
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, random_controlled_state
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_bakwanga_mine
	dynamic = yes
	icon = GFX_focus_CONGO_bakwanga_mine
	prerequisite = {
		focus = CONGO_forminiere
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	relative_position_id = CONGO_forminiere
	x = 0
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					888
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CONGO_bakwanga_mine_tt
			add_autonomy_score = {
				value = 100
				localization = CONGO_bakwanga_mine
			}
		} {
			limit = {
				original_tag = BEL
			}
			custom_effect_tooltip = modify_BEL_belgian_congo_colonial_returns_dynamic_modifier_tt
			add_to_variable = {
				BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_resource_trade_cost_bonus_per_factory = 1
				tooltip = resource_trade_cost_bonus_per_factory_tt
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					888
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					in
# ... (truncated)
### Entity: National Focus
Tree: kal_focus
Component: KAL_equipment_effort_2
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_equipment_effort_2
	text = ABC_equipment_effort_2
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = KAL_equipment_effort
	}
	x = -1
	y = 1
	relative_position_id = KAL_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: GXC_zha_zemin
Source: game
File: common/characters/GXC.txt

Code:
GXC_zha_zemin = {
	name = GXC_zha_zemin
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_zha_zemin
		ledger = navy
		allowed = {
			original_tag = GXC
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_fenrir
Constructs: political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		political_power_gain = 0.15
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Idea
Component: MEX_high_illiteracy3
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_high_illiteracy3 = {
	name = MEX_high_illiteracy
	picture = indochina_illiteracy
	allowed = {
		original_tag = MEX
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.1
	}
}
### Entity: Unit Template
Component: SOV_CAV_02
Constructs: has_completed_focus
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_CAV_02 = {
	name = Cossack Cavalry Division
	for_countries = {
		SOV UKR
	}
	can_use = {
		OR = {
			AND = {
				tag = SOV
				has_completed_focus = SOV_restore_cossack_units
			}
			tag = UKR
		}
	}
	division_types = {
		cavalry
	}
	fallback_name = %dya Kazachya Kavaleriyskaya Diviziya
	ordered = {
		1 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		3 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		5 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		7 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		8 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		9 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		11 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		13 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		14 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		15 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		16 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		17 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		18 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		19 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		20 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		21 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		22 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		23 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		24 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		25 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		26 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		29 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		30 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		31 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		32 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		33 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		34 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		36 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		48 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		67 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		27 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		28 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		35 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		38 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		40 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		41 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		43 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		44 = {
			%dya Kazachya Kavaleriyskaya Diviziya
		}
		46 = {
			%dya Kazachya Kavaleriyskaya Diviziya
# ... (truncated)
### Entity: Scripted Effect
Component: r56_CAN_volunteers_effect
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_CAN_scripted_effects.txt

Code:
r56_CAN_volunteers_effect = {
	custom_effect_tooltip = r56_CAN_volunteers_tt
	if = {
		limit = {
			has_idea = r56_CAN_volunteers_01
		}
		swap_ideas = {
			remove_idea = r56_CAN_volunteers_01
			add_idea = r56_CAN_volunteers_02
		}
	}
	else_if = {
		limit = {
			has_idea = r56_CAN_volunteers_02
		}
		swap_ideas = {
			remove_idea = r56_CAN_volunteers_02
			add_idea = r56_CAN_volunteers_03
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.18
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_legitimacy, clr_country_flag
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.18
	title = ww_BEL_event_diplomatic.18.t
	desc = ww_BEL_event_diplomatic.18.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.18.a
		ai_chance = {
			base = 10
		}
		add_legitimacy = 3
		IF = {
			limit = {
				has_country_flag = BEL_got_inf_eqiupment_flag
			}
			clr_country_flag = BEL_got_inf_eqiupment_flag
			event_option_tooltip = ww_BEL_event_diplomatic.15.a
		} {
			limit = {
				has_country_flag = BEL_got_support_eqiupment_flag
			}
			clr_country_flag = BEL_got_support_eqiupment_flag
			event_option_tooltip = ww_BEL_event_diplomatic.15.c
		} {
			limit = {
				has_country_flag = BEL_got_factory_access_flag
			}
			clr_country_flag = BEL_got_factory_access_flag
			event_option_tooltip = ww_BEL_event_diplomatic.16.a
		} {
			limit = {
				has_country_flag = BEL_joint_military_exercises_flag
			}
			clr_country_flag = BEL_joint_military_exercises_flag
			event_option_tooltip = ww_BEL_event_diplomatic.17.a
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/destroyer
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/destroyer = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_DD_navy_focus_3 = yes
					}
				}
			} {
				factor = 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/destroyer = global.EAI_C_DD_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_C_DD_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_DD_navy_focus_2 = yes
					}
				}
			} {
				factor = 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_B_DD_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_DD_navy_focus_1 = yes
					}
				}
			} {
				factor = 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/destroyer = global.EAI_A_DD_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_A_DD_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_DD_navy_focus_0 = yes
							NOT = {
								EAI_DD_navy_focus_2 = yes
								EAI_DD_navy_focus_3 = yes
								EAI_DD_navy_focus_1 = yes
								EAI_DD_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/destroyer = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/destroyer = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/destroyer_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/destroyer = global.EAI_HISTORICAL
		}
	}
}
### Entity: Idea
Component: SOM_pot
Source: game
File: common/ideas/somalia.txt

Code:
SOM_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Unit Leader
Component: SIC_dubious_loyalty
Source: game
File: common/unit_leader/00_traits.txt

Code:
SIC_dubious_loyalty = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_destroy_the_fascist_threats
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_on_continent, is_ally_with
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_destroy_the_fascist_threats
	icon = {
		GFX_goal_generic_major_war = {
			ROOT = {
				has_government = fascism
			}
		}
		GFX_focus_ITA_liberation_or_death = yes
	}
	prerequisite = {
		focus = CZE_guardian_of_central_europe CZE_central_european_faction
	}
	relative_position_id = CZE_strike_at_the_heart_of_bolshevism
	x = 2
	y = 0
	cost = 5
	ai_will_do = {
		factor = 0
	}
	available = {
		is_subject = no
		any_other_country = {
			has_government = fascism
			capital_scope = {
				is_on_continent = europe
			}
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	will_lead_to_war_with = GER
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_timed_idea = {
			idea = CZE_destroy_the_fascist_threats_idea
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}