Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ICE_viking_spirit_thor_fenrir_freja
Constructs: stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_thor_fenrir_freja = {
	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 = 0.15
		stability_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
	}
}
### Entity: Idea
Component: BUL_ira_improved
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_ira_improved = {
	name = BUL_ira
	picture = bul_ira
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_invigorate_national_industry BUL_utmost_optimization
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_developer
	}
	modifier = {
		production_speed_radar_station_factor = 0.25
		land_reinforce_rate = 0.05
		production_factory_max_efficiency_factor = 0.05
	}
}
### Entity: Character
Component: JUNO_sovereign_of_patagonia_2
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_sovereign_of_patagonia_2 = {
	random = no
	sprite = 13
	stability_factor = -0.05
	war_support_factor = -0.05
	neutrality_drift = 0.06
	army_core_defence_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: CZE_klement_gottwald
Source: game
File: common/characters/CZE.txt

Code:
CZE_klement_gottwald = {
	name = CZE_klement_gottwald
	portraits = {
		army = {
			small = GFX_portrait_CZE_klement_gottwald_small
		}
		civilian = {
			large = GFX_portrait_CZE_klement_gottwald
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			staunch_stalinist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: Taiheiyo Kantai
Source: game
File: history/units/JAP_1939_naval.txt

Code:
fleet = {
	name = Taiheiyo Kantai
	naval_base = 2489
	task_force = {
		name = 1 Sensui Kantai
		location = 13041
		ship = {
			ordered_name = 8
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			ordered_name = 51
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			ordered_name = 52
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			ordered_name = 61
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			ordered_name = 63
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			ordered_name = 67
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = JAP
					version_name = Kaidai III Class
				}
			}
		} {
			name = Ro-60
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-61
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-62
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-65
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-66
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		} {
			name = Ro-67
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = JAP
					version_name = Kaichū IV Class
				}
			}
		}
	} {
		name = 2 Sensui Kantai
		location = 13041
		ship = {
			name = Ro-63
			definition = submarine
			equipment = {
				ship_hull_submarine_
# ... (truncated)
### Entity: Music Config
Component: allied_speeches/guns_are_silent
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = guns_are_silent
	chance = {
		factor = 0
	}
}
### Entity: Idea
Component: NCY_communist_guy
Constructs: has_government
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = NCY
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Unit Template
Component: DEN_CAV_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Dragondivision
	ordered = {
		21 = {
			Livgarden til Hest
		}
		1 = {
			%d. Sjællandske Dragondivision
		}
		2 = {
			%d. Jydske Dragondivision
		}
		3 = {
			%d. Jydske Dragondivision
		}
		4 = {
			%d. Sjællandske Dragondivision
		}
		5 = {
			%d. Fynske Dragondivision
		}
		6 = {
			%d. Sjællandske Dragondivision
		}
		7 = {
			%d. Jydske Dragondivision
		}
		8 = {
			%d. Sønderjydske Dragondivision
		}
		9 = {
			%d. Nørrejydske Dragondivision
		}
		10 = {
			%d. Dragondivision
		}
	}
}
### Entity: Character
Component: LIT_stasys_rastikis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_stasys_rastikis = {
	name = LIT_stasys_rastikis
	portraits = {
		army = {
			large = GFX_portrait_LIT_stasys_rastikis
			small = GFX_idea_LIT_stasys_rastikis
		}
		civilian = {
			large = GFX_portrait_LIT_stasys_rastikis
		}
	}
	advisor = {
		slot = army_chief
		idea_token = LIT_stasys_rastikis
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		slot = political_advisor
		idea_token = LIT_stasys_rastikis_government
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LIT_a_martial_prime_minister
		}
		traits = {
			veteran_minister
		}
		ai_will_do = {
			factor = 10.0
		}
	}
	field_marshal = {
		traits = {
			old_guard trait_cautious BALTIC_anti_bolshevik
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: Event
Component: AST_diplomatic_events.20
Constructs: is_triggered_only, ai_chance, limit, add_to_variable, check_variable, is_historical_focus_on
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.20
	title = AST_diplomatic_events.20.t
	desc = AST_diplomatic_events.20.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_to_variable = {
				AST_bwc_count = 1
			}
		}
	}
	option = {
		name = AST_diplomatic_events.20.a
		ai_chance = {
			base = 1
		}
		add_to_variable = {
			var = AST_bwc_accept
			value = 1
		} {
			AST_british_war_cabinet_stability_factor = -0.03
			tooltip = stability_factor_tt
		} {
			AST_british_war_cabinet_political_power_factor = 0.02
			tooltip = political_power_factor_tt
		} {
			AST_british_war_cabinet_war_support_factor = 0.02
			tooltip = war_support_factor_tt
		}
		add_or_modify_AST_british_war_cabinet_spirit = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		AST_democratic_votes_decrease_5_effect = yes
		IF = {
			limit = {
				check_variable = {
					AST_bwc_accept = > 2
				}
			}
			effect_tooltip = {
				country_event = {
					id = AST_diplomatic_events.22
				}
				custom_effect_tooltip = effects_of_event_tt
				event_option_tooltip = AST_diplomatic_events.22.a
			}
		}
		ELSE = {
			custom_effect_tooltip = AST_bwc_accept_tt generic_skip_one_line_tt AST_bwc_accept_effect_tt
			event_option_tooltip = AST_diplomatic_events.22.a
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.21
					hours = 3
				}
			}
		}
	} {
		name = AST_diplomatic_events.20.b
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		custom_effect_tooltip = potential_consequence_tt
		effect_tooltip = {
			country_event = {
				id = AST_diplomatic_events.23
			}
			custom_effect_tooltip = effects_of_event_tt
			event_option_tooltip = AST_diplomatic_events.23.a
		}
		add_to_variable = {
			var = AST_bwc_reject
			value = 1
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.21
					hours = 3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_fighter_modernisation
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_fighter_modernisation
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = IRQ_air_base_expansion
	}
	relative_position_id = IRQ_air_base_expansion
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = POL_fighter_modernisation
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_fighter_modernisation
				bonus = 1
				uses = 1
				category = light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_reform_the_administration_cw
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_reform_the_administration_cw
	text = PER_reform_the_administration
	icon = GFX_focus_hol_the_foundations_of_defense
	cost = 10
	prerequisite = {
		focus = PER_democratic_promise
	}
	x = 0
	y = 1
	relative_position_id = PER_democratic_promise
	ai_will_do = {
		factor = 56
	}
	completion_reward = {
		remove_ideas = PER_corrupted_bureaucracy
	}
}
### Entity: Event
Component: MTG_naval_treaty.5
Constructs: is_triggered_only
Source: game
File: events/MTG_naval_treaty_events.txt

Code:
country_event = {
	id = MTG_naval_treaty.5
	title = MTG_naval_treaty.5.t
	desc = MTG_naval_treaty.5.desc
	picture = GFX_report_event_naval_treaty
	is_triggered_only = yes
	option = {
		name = MTG_naval_treaty.5.a
		effect_tooltip = {
			FROM = {
				activate_mission = MTG_treaty_reduction_mission
			}
		}
	}
}
### Entity: Character
Component: COL_luis_bernardo_andrade
Source: game
File: common/characters/COL.txt

Code:
COL_luis_bernardo_andrade = {
	advisor = {
		slot = air_chief
		idea_token = COL_luis_bernardo_andrade
		allowed = {
			original_tag = COL
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Luis Bernardo Andrade
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: State History
Component: 693
Constructs: add_core_of
Source: game
File: history/states/693-Southern Bahamas.txt

Code:
state = {
	id = 693
	name = STATE_693
	manpower = 15000
	state_category = tiny_island
	history = {
		add_core_of = BAH
		owner = ENG
		buildings = {
			infrastructure = 2
			10440 = {
				naval_base = 1
			}
			1513 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1513 10440
	}
	local_supplies = 0.0
}
### Entity: Event
Component: SEA_china.14
Constructs: is_triggered_only, ai_chance, is_ai, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.14
	title = SEA_china.14.t
	desc = SEA_china.14.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = SEA_china.14.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				is_ai = no
			}
		}
		JAP = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_wtt_imperial_associate
			}
			country_event = {
				id = SEA_china.15
				days = 1
			}
		}
	} {
		name = SEA_china.14.b
		ai_chance = {
			base = 5
		}
		FROM = {
			end_puppet = ROOT
		}
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Idea
Component: ITA_ansaldo_manufacturer_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_ansaldo_manufacturer_improved = {
	name = ITA_ansaldo_train_organization
	picture = AUS_ansaldo
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	research_bonus = {
		train_tech = 0.15
		support_tech = 0.07
		armor = 0.05
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.15
			armor_value = 0.15
			air_attack = 0.15
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	cost = 150
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: INS_revolution_events.22
Constructs: is_triggered_only, ai_chance, is_ai, set_global_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.22
	title = INS_revolution_events.22.t
	desc = INS_revolution_events.22.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 3
			modifier = {
				factor = 10
				HOL = {
					is_ai = no
				}
			}
		}
		name = INS_revolution_events.22.a
		FROM = {
			country_event = {
				id = INS_revolution_events.23
				hours = 12
			}
		}
		set_global_flag = INSHOL_franco_dutch_accord_signed
		indonesia_HOL_sign_accord_FRA_effect = yes
		custom_effect_tooltip = INS_fra_treaty_fraside_tt
	} {
		ai_chance = {
			base = 5
		}
		name = INS_revolution_events.22.b
		FROM = {
			country_event = {
				id = INS_revolution_events.24
				hours = 12
			}
		}
	}
}
### Entity: Scripted Effect
Component: GER_setup_CHI_sphere_of_influence_array
Constructs: limit, is_core_of, add_to_array
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_setup_CHI_sphere_of_influence_array = {
	hidden_effect = {
		for_each_scope_loop = {
			array = global.states
			IF = {
				limit = {
					OR = {
						is_core_of = SIA VIN CAM LAO CHI RAJ PAK BAN BRM NEP TIB BHU KOR JAP MON
					}
				}
				THIS = {
					add_to_array = {
						GER.CHI_sphere_of_influence_array = THIS
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_invite_the_mughal_prince
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_political_power, has_civil_war, is_subject, set_cosmetic_tag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_invite_the_mughal_prince
	icon = GFX_focus_RAJ_peacock_throne_for_the_modern_age
	prerequisite = {
		focus = AFG_the_faqirs_revolt
	}
	mutually_exclusive = {
		focus = AFG_crown_the_golden_emir AFG_crown_the_bukharan_emir
	}
	x = 4
	y = 2
	relative_position_id = AFG_the_faqirs_revolt
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		RAJ = {
			NOT = {
				has_completed_focus = RAJ_look_to_the_past
			}
		}
		is_subject = no
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		set_cosmetic_tag = AFG_mughal_emirate
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		RAJ = {
			RAJ_mirza_khurshid_jah_bahadur = {
				set_nationality = ROOT
			}
		}
		set_party_name = {
			ideology = neutrality
			name = AFG_mughal_party
			long_name = AFG_mughal_party_long
		}
		country_event = {
			id = AFG_political_events.170
		}
		add_political_power = 100
		remove_dynamic_modifier = {
			modifier = AFG_look_to_the_past_modifier
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_tunganistan
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_tunganistan
	icon = GFX_focus_generic_attack_tunganistan
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 5
	available = {
		is_subject = no
		any_country = {
			owns_state = 619
			NOT = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		any_country = {
			owns_state = 619
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = AFG_the_fate_of_imperialism
	} {
		focus = AFG_end_the_revolution
	}
	relative_position_id = AFG_the_fate_of_imperialism
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = 619
			 = .owner
			generator = {
				619
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: idea_SIA_yuvachon
Constructs: removal_cost, mobilization_speed, fascism_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_yuvachon = {
	picture = tur_coordinated_balkan_armed_forces
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		conscription = 0.005
		mobilization_speed = 0.2
		fascism_drift = 0.02
	}
}
### Entity: Idea
Component: EAI_DD_1/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Character
Component: AFG_provisional_government
Source: game
File: common/characters/AFG.txt

Code:
AFG_provisional_government = {
	name = AFG_provisional_government
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_fallen_riksdag_small
			large = GFX_portrait_SWE_fallen_riksdag
		}
	}
}
### Entity: Character
Component: the_grand_council
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_grand_council = {
	random = no
	political_power_factor = -0.01
	stability_factor = -0.05
}
### Entity: Idea
Component: koc_ticaret_as_armor
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
koc_ticaret_as_armor = {
	picture = tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		armor = 0.1
	}
	cost = 75
	traits = {
		infantry_tank_manufacturer
	}
}
### Entity: Idea
Component: JAP_economic_influence
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
JAP_economic_influence = {
	picture = jap_militarism_shogun
	removal_cost = -1
	cancel = {
		has_war_with = JAP
	}
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		cic_to_overlord_factor = 0.1
		mic_to_overlord_factor = 0.1
	}
}
### Entity: Idea
Component: JAP_usa_jap_trade_agreement_idea
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_usa_jap_trade_agreement_idea = {
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	cancel = {
		has_war_with = USA
	}
	modifier = {

	}
	targeted_modifier = {
		tag = USA
		trade_cost_for_target_factor = -0.5
	}
}
### Entity: Character
Component: GER_seasoned_socialist_resistance_fighter
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_seasoned_socialist_resistance_fighter = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.05
	conscription_factor = 0.05
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_1
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_1 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 1
	}
}
### Entity: Modifier Reference
Construct: span>local_resources_<R
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="local_resources__factor"></span>local_resources_<Resource>_factor

* **Description**: Local resources factor.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: aluminium, chromium, coal, oil, rubber, steel, tungsten
### Entity: National Focus
Tree: irq_focus
Component: IRQ_ally_the_iranian_communists
Constructs: prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_faction_leader, is_subject
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_ally_the_iranian_communists
	icon = GFX_goal_PER_recreate_the_persian_socialist_soviet_republic
	prerequisite = {
		focus = IRQ_invite_oman
	} {
		focus = IRQ_invite_arabia
	} {
		focus = IRQ_invite_yemen
	}
	mutually_exclusive = {
		focus = IRQ_conquer_persia
	}
	relative_position_id = IRQ_invite_oman
	x = -5
	y = 2
	cost = 5
	available = {
		OR = {
			is_faction_leader = yes
			PER = {
				is_faction_leader = yes
			}
		}
		PER = {
			has_government = communism
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = PER
			}
			PER = {
				is_subject = yes
			} {
				is_in_faction = yes
				is_faction_leader = no
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				PER = {
					is_in_faction = no
				}
			}
			PER = {
				country_event = {
					days = 1
					id = generic.5
				}
			}
		} {
			limit = {
				PER = {
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			every_country = {
				limit = {
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
					}
				}
				PER = {
					add_to_faction = PREV
					add_opinion_modifier = {
						target = PREV
						modifier = huge_increase
					}
				}
			}
			hidden_effect = {
				PER = {
					save_event_target_as = alliance_inviter
					set_country_flag = alliance_inviter@ROOT
				}
				ROOT = {
					set_country_flag = alliance_applicant@ROOT
					save_event_target_as = alliance_applicant
				}
				news_event = {
					id = r56i.event.16
					hours = 12
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_azad_hind_dlc_bank
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_azad_hind_dlc_bank
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = RAJ_war_taxes
	}
	x = 2
	y = 1
	relative_position_id = RAJ_war_taxes
	cost = 5
	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 = {
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_RAJ_azad_hind_bank
	}
}