Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: phi_focus
Component: PHI_japanese_advisors
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, add_timed_idea, has_dlc, every_military_industrial_organization
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_japanese_advisors
	icon = GFX_focus_PHI_japanese_advisors
	prerequisite = {
		focus = PHI_anti_hacendados
	}
	relative_position_id = PHI_anti_hacendados
	x = 2
	y = 1
	cost = 5
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PHI_japanese_observers
				}
			}
			custom_effect_tooltip = PHI_one_observer_advisor_focus_tt generic_skip_one_line_tt PHI_both_observer_advisor_focus_tt generic_skip_one_line_tt
			show_unit_leaders_tooltip = PHI_yuitsu_tsuchihashi PHI_iwaichi_fujiwara PHI_okawachi_denshichi
			add_timed_idea = {
				idea = PHI_japanese_investment
				days = 180
			}
			effect_tooltip = {
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
						has_completed_focus = PHI_align_with_japan
						NOT = {
							has_completed_focus = PHI_declare_military_emergency
						}
					}
					every_military_industrial_organization = {
						limit = {
							OR = {
								is_military_industrial_organization = JAP_mitsubishi_heavy_industries_organization JAP_mitsubishi_kobe_shipyard_organization JAP_yokosuka_naval_arsenal_organization JAP_mitsubishi_organization JAP_kokura_arsenal_organization JAP_nissan_organization JAP_tokyo_automobile_industries_organization
							}
						}
						add_mio_size = 1
					}
				}
			}
		}
		else = {
			add_timed_idea = {
				idea = PHI_japanese_investment
				days = 180
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
					has_completed_focus = PHI_align_with_japan
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				every_military_industrial_organization = {
					limit = {
						OR = {
							is_military_industrial_organization = JAP_mitsubishi_heavy_industries_organization JAP_mitsubishi_kobe_shipyard_organization JAP_yokosuka_naval_arsenal_organization JAP_mitsubishi_organization JAP_kokura_arsenal_organization JAP_nissan_organization JAP_tokyo_automobile_industries_organization
						}
					}
					add_mio_size = 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Unit Template
Component: GUA_CV_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARG 
	fallback_name = Portaaviones %d
	unique = {
		República de Guatemala Escuintia
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_free_the_colonies
Constructs: prerequisite, limit, completion_reward, every_subject_country, set_autonomy
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_free_the_colonies
	icon = GFX_focus_eng_decolonization
	prerequisite = {
		focus = AST_end_the_kingdom
	}
	relative_position_id = AST_end_the_kingdom
	x = 0
	y = 1
	cost = 10
	available = {
		any_subject_country = {
			OR = {
				original_tag = CAN SAF RAJ MAL BRM NZL OMA KUW JOR EGY SUD UGA KEN TZN MLW ZAM ZIM BOT NGA GHA SIE FSA YEM UAE QAT BHR GAM CYP BAH BLZ GYA JAM TRI BAS SOM FIJ SOL NIR
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_free_the_colonies_tt
		every_subject_country = {
			limit = {
				OR = {
					original_tag = CAN SAF RAJ MAL BRM NZL OMA KUW JOR EGY SUD UGA KEN TZN MLW ZAM ZIM BOT NGA GHA SIE FSA YEM UAE QAT BHR GAM CYP BAH BLZ GYA JAM TRI BAS SOM FIJ SOL NIR
				}
			}
			ROOT = {
				set_autonomy = {
					target = PREV
					autonomous_state = autonomy_integrated_puppet
					end_wars = no
					end_civil_wars = no
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_military_science_institute
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_military_science_institute
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = CZE_military_education
	}
	x = 0
	y = 1
	relative_position_id = CZE_military_education
	cost = 5
	completion_reward = {
		custom_effect_tooltip = available_theorist generic_skip_one_line_tt CZE_modify_bm_tt
		show_ideas_tooltip = CZE_silvestr_blaha
		add_to_variable = {
			CZE_bm_research_speed_factor = 0.05
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: DEN_fascists_takes_over
Constructs: limit, has_government, set_politics
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_fascists_takes_over = {
	if = {
		limit = {
			NOT = {
				has_government = fascism
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
	}
}
### Entity: Event
Component: denmark_protection_event.6
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.6
	title = denmark_protection_event.6.t
	desc = denmark_protection_event.6.desc
	picture = GFX_report_event_journalists_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.6.a
	}
}
### Entity: AI Strategy
Component: INS_focus_on_the_revolution
Constructs: has_war_with, has_country_flag, is_subject
Source: game
File: common/ai_strategy/INS.txt

Code:
INS_focus_on_the_revolution = {
	allowed = {
		tag = INS
	}
	enable = {
		has_country_flag = INS_revolution_has_started
		is_subject = no
		NOT = {
			has_war_with = HOL
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_indies
		value = 100
	} {
		type = antagonize
		id = HOL
		value = 100
	}
}
### Entity: Idea
Component: SPA_recovering_from_civil_war
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_recovering_from_civil_war = {
	name = SPA_recovering_from_civil_war
	picture = FRA_matignon_agreements
	allowed = {
		original_tag = SPR
		OR = {
			has_government = fascism neutrality
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		ai_get_ally_desire_factor = -300
		ai_join_ally_desire_factor = -300
		join_faction_tension = 0.5
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		production_speed_buildings_factor = -0.1
		consumer_goods_factor = 0.2
	}
	rule = {
		can_decline_call_to_war = yes
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_aid_small_businesses
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/vichy_france.txt

Code:
focus = {
	id = VIC_aid_small_businesses
	icon = GFX_goal_generic_consumer_goods
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = VIC_long_term_economic_planning
	}
	relative_position_id = VIC_long_term_economic_planning
	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_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.40
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.40
	title = denmark_overlord_events.40.t
	desc = denmark_overlord_events.40.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			DEN_create_the_plenipotentiary = yes
		}
	}
	option = {
		name = denmark_overlord_events.40.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 2
				DEN_historical_ai = yes
			} {
				factor = 1.5
				DEN_rearming_ai = yes
			}
		}
		DEN_install_a_plenipotentiary = yes
		DEN_bop_occupation_medium_decrease_effect = yes
		effect_tooltip = {
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_cooperative_subject
					target = DEN
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.41
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.40.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
					has_government = communism
				}
			}
		}
		DEN_bop_occupation_low_increase_effect = yes
		DEN_modify_overlord_relations_big = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.42
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_utilize_fascist_labor_organizations
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_utilize_fascist_labor_organizations
	prerequisite = {
		focus = POR_one_revolution_to_end_them_all
	}
	icon = GFX_focus_ITA_generic_fascist_workers
	cost = 6
	x = 2
	y = 1
	relative_position_id = POR_one_revolution_to_end_them_all
	available = {
		NOT = {
			has_completed_focus = POR_march_on_lisbon
		}
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		unlock_decision_tooltip = POR_arm_fascist_trade_unions
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_sway_leftist_factory_workers_which_grants_tt generic_skip_one_line_tt
			add_stability = 0.03
			add_popularity = {
				ideology = communism
				popularity = -0.03
			} {
				ideology = fascism
				popularity = 0.06
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: BBA_SWI_annual_election.2
Constructs: is_triggered_only, ai_chance, has_variable, clear_variable, clr_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_SWI_annual_election.2
	title = BBA_SWI_annual_election.2.t
	desc = BBA_SWI_annual_election.2.desc
	Picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SWI_update_councilors = yes
		}
	}
	option = {
		name = BBA_SWI_annual_election.2.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					AND = {
						var:SWI_councilor_1 = {
							SWI_councilor_is_democratic = yes
						}
						OR = {
							SWI_AI_is_dem_allied = yes
							SWI_is_historical_ai = yes
						}
					} {
						var:SWI_councilor_1 = {
							SWI_councilor_is_fascist = yes
						}
						SWI_AI_is_fascist = yes
					} {
						var:SWI_councilor_1 = {
							SWI_councilor_is_fascist = no
						}
						OR = {
							SWI_AI_is_imperial = yes
							SWI_AI_is_dem_exp = yes
						}
					}
				}
			}
		}
		trigger = {
			ROOT = {
				has_variable = SWI_councilor_1
			}
		}
		var:SWI_councilor_1 = {
			SWI_show_president_decisions = yes
		}
		hidden_effect = {
			var:SWI_councilor_1 = {
				SWI_make_character_confederation_president = yes
			}
			clear_variable = SWI_councilor_1
		}
		clear_variable = SWI_ousted_president
		clr_country_flag = SWI_vacant_confederation_president_position
	} {
		name = BBA_SWI_annual_election.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					AND = {
						var:SWI_councilor_2 = {
							SWI_councilor_is_democratic = yes
						}
						OR = {
							SWI_AI_is_dem_allied = yes
							SWI_is_historical_ai = yes
						}
					} {
						var:SWI_councilor_2 = {
							SWI_councilor_is_fascist = yes
						}
						SWI_AI_is_fascist = yes
					} {
						var:SWI_councilor_2 = {
							SWI_councilor_is_fascist = no
						}
						OR = {
							SWI_AI_is_imperial = yes
							SWI_AI_is_dem_exp = yes
						}
					}
				}
			}
		}
		trigger = {
			ROOT = {
				has_variable = SWI_councilor_2
			}
		}
		var:SWI_councilor_2 = {
			SWI_show_president_decisions = yes
		}
		hidden_effect = {
			var:SWI_councilor_2 = {
				SWI_make_character_confederation_president = yes
			}
			clear_variable = SWI_councilor_2
		}
		clr_country_flag = SWI_vacant_confederation_president_position
	} {
		name = BBA_SWI_annual_election.2.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					AND = {
						var:SWI_councilor_3 = {
							SWI_councilor_is_demo
# ... (truncated)
### Entity: Idea
Component: BRA_presidential_republic
Constructs: stability_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_presidential_republic = {
	picture = BRA_stability_and_unity
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
		stability_factor = -0.1
		consumer_goods_factor = 0.05
		drift_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_expel_the_occupiers
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, has_game_rule, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_expel_the_occupiers
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = PRC_the_unwilling_diarchy_focus PRC_burn_the_paper_tigers
	}
	x = 12
	y = 1
	relative_position_id = PRC_burn_the_paper_tigers
	cost = 5
	ai_will_do = {
		factor = 1
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_burn_the_paper_tigers
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_the_unwilling_diarchy_focus
		}
	}
	available = {
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
		JAP = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
			any_controlled_state = {
				is_core_of = ROOT
			}
			has_civil_war = no
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china_tooltip = no
				OR = {
					original_tag = JAP
					capital_scope = {
						is_core_of = ROOT
					}
				}
				any_controlled_state = {
					is_core_of = ROOT
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					is_core_of = ROOT
				}
				add_to_temp_array = {
					array = PREV.PRC_chinese_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_chinese_target_states_array
				}
			}
		}
	}
}
### Entity: Idea
Component: SPR_PCE_leadership
Constructs: has_government, is_puppet, is_subject, communism_drift
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_PCE_leadership = {
	name = SPR_PCE_leadership
	picture = generic_communism_drift_bonus
	allowed = {
		original_tag = SPR
		is_puppet = no
		has_government = communism
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: AI Strategy
Component: AUS_panic_befriend_guarantors_ENG
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, has_game_rule, is_guaranteed_by
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_panic_befriend_guarantors_ENG = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_ANTI_ANSCLUSS_STRESS
			}
		}
	}
	abort = {
		has_war_with = ENG
		is_guaranteed_by = ENG
		has_completed_focus = AUS_approach_democratic_guarantors
	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 250
	}
}
### Entity: Character
Component: patriotic_monarchy
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
patriotic_monarchy = {
	random = yes
	surrender_limit = 0.1
	resistance_growth_on_our_occupied_states = 0.1
	war_support_factor = 0.05
	army_core_attack_factor = 0.05
}
### Entity: Event
Component: DOD_hungary.124
Constructs: is_triggered_only, ai_chance, has_completed_focus, is_in_faction_with
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.124
	title = DOD_hungary.124.t
	desc = DOD_hungary.124.desc
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	option = {
		name = DOD_hungary.124.a
		ai_chance = {
			base = 50
		}
		SOV = {
			country_event = DOD_hungary.127
		}
	} {
		name = DOD_hungary.124.b
		ai_chance = {
			base = 50
			modifier = {
				has_completed_focus = GER_molotov_ribbentrop_pact
				factor = 0
			} {
				is_in_faction_with = SOV
				factor = 0
			}
		}
		SOV = {
			country_event = DOD_hungary.128
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_develop_the_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_develop_the_army
	icon = GFX_focus_PRC_develop_the_army
	prerequisite = {
		focus = PRC_role_of_kangda
	} {
		focus = PRC_reorganize_divisions PRC_night_attack
	}
	x = 0
	y = 1
	relative_position_id = PRC_role_of_kangda
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_develop_the_army
			bonus = 0.5
			uses = 1
			category = artillery
		} {
			name = PRC_develop_the_army
			bonus = 0.25
			uses = 3
			category = armor
		}
	}
}
### Entity: Event
Component: r56_italy.3
Constructs: is_triggered_only, add_popularity
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.3
	title = r56_italy.3.t
	desc = r56_italy.3.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = r56_italy.3.a
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = neutrality
			popularity = 0.03
		}
	}
}
### Entity: Effect Reference
Construct: set_unit_organization
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_unit_organization

* Supported Scopes: 
* Supported Targets: none

```
set unit organization to current * value: set_unit_organization = 0.5, values between 0 and 1
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_preemptive_invasion_of_iran_old
Constructs: prerequisite, has_war_with, is_major, completion_reward, has_civil_war, has_non_aggression_pact_with, is_subject, set_country_flag
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_preemptive_invasion_of_iran_old
	text = SOV_preemptive_invasion_of_iran
	icon = GFX_goal_PER_anglo_soviet_invasion_of_iran
	prerequisite = {
		focus = SOV_support_afghan_ideology_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_support_afghan_ideology_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		country_exists = PER
		NOT = {
			has_war_with = PER
		} {
			has_non_aggression_pact_with = PER
		}
		is_subject = no
		any_enemy_country = {
			is_major = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		PER = {
			set_country_flag = SOV_ultimatum_sent_flag
			country_event = {
				id = NSB_soviet_foreign_politics_events.210
				hours = 16
				random_hours = 8
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt SOV_preemptive_invasion_of_iran_tt
			ROOT = {
				puppet = PER
			}
			effect_tooltip = {
				activate_mission = SOV_preparations_for_operation_countenance
				custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_MA_army_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_MA_army_production_strategies = {
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/land_doctrine = global.EAI_MA_DOCTRINE
			}
		}
		if = {
			limit = {
				num_of_military_factories = > 20
				OR = {
					EAI_light_armor_production = yes
					EAI_medium_armor_production = yes
					EAI_heavy_armor_production = yes
					EAI_modern_armor_production = yes
				}
				EAI_STRATEGY_CHL_start_tanks = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MA_armor_army_production_strategy
					}
				}
				set_country_flag = EAI_MA_armor_army_production_strategy
			}
		} {
			limit = {
				num_of_military_factories = > 20
				EAI_motorized_production = yes
				EAI_STRATEGY_CHL_start_tanks = yes
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_MA_motorized_army_production_strategy
					}
				}
				set_country_flag = EAI_MA_motorized_army_production_strategy
			}
		}
		else_if = {
			limit = {
				has_country_flag = EAI_MA_armor_army_production_strategy
			}
			clr_country_flag = EAI_MA_armor_army_production_strategy
		} {
			limit = {
				has_country_flag = EAI_MA_motorized_army_production_strategy
			}
			clr_country_flag = EAI_MA_motorized_army_production_strategy
		}
	}
	else_if = {
		limit = {
			OR = {
				has_country_flag = EAI_MA_armor_army_production_strategy EAI_MA_motorized_army_production_strategy
			}
		}
		clr_country_flag = EAI_MA_armor_army_production_strategy EAI_MA_motorized_army_production_strategy
	}
}
### Entity: Unit Template
Component: GER_PEN_01
Constructs: has_completed_focus
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_PEN_01 = {
	name = Penal Units
	for_countries = {
		GER
	}
	can_use = {
		has_completed_focus = GER_strafbataillon
	}
	division_types = {
		penal_battalion infantry
	}
	fallback_name = %d. Straf-Division
}
### Entity: Idea
Component: GRE_protectors_of_the_mediterranean_spirit
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/greece.txt

Code:
GRE_protectors_of_the_mediterranean_spirit = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}